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Everything posted by Friznit
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Friznit replied to RoverDude's topic in KSP1 Mod Releases
This is a common question because it's a weird mechanic but it's working as intended. The "overheat" is used to limit drill output. Basically, each drill will only put out 100% stuff. 1 bay online = 100% stuff, heat looks normal. 3 bays online = 33% stuff each, with "overheat" used to artificially limit efficiency. You only need sufficient cooling for one bay's worth of heat and can ignore the rest of the numbers. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Friznit replied to IgorZ's topic in KSP1 Mod Releases
Use fuel lines set to docked mode. -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Friznit replied to nightingale's topic in KSP1 Mod Releases
Yes you can do both. I've done it in every version since 1.4 and it's been working fine though typically I'll complete the first contract before taking the second chap on his tour.- 699 replies
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CobaltWolf made me do it! Probes Plus and BDB are a match made in heaven. More payloads! https://github.com/friznit/Unofficial-BDB-Wiki/wiki/Satellites. I've knocked up a few historical launch vehicles as well for a bit of fun. I'm sure there are plenty more probes that can be built with Probes Plus, but I've mostly focused on the US stuff to complement BDB. I have all the craft files so I can bundle them up and stick them in a github ticket if you would like?
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It's fixed in the dev version of BDB. If the popup bothers you enough you can try using Dev BUT...it's at your own risk. Dev is for dev and testing, so you won't get any support if it breaks stuff!
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[1.12.x] Near Future Technologies (September 6)
Friznit replied to Nertea's topic in KSP1 Mod Releases
I believe there is some work in progress in B9PS which should hopefully unlock the ability to support multiple fuel types on an engine, which will be neater than the current workaround (i.e. hacking around the multimode engine feature). In the meantime, the easiest approach is to knock up a quick MM config to replicate the engine with +PART and add your fuel of choice. -
They way I've always reconciled it is that your kerbs need a home base at either end of the journey but are reasonably content to be cooped up during transit. This encourages building orbital transit stations, gateways and planetary bases at the destination if you intend to stay long term. Also on very long trips, supplies are prohibitive enough that cryogenic freezing is often a requirement anyway.
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Sounds like an idea for the State Funding mod! BDB solids are hella fun. I never really used them before other than for Moar Boosters™ but there are some truly bonkers design concepts around. Just when you think you've come up with something utterly crazy, you'll stumble across an old NASA doc with something even better. @ZorgUSAF sending up a completely peaceful meteorological observation platform using a Russian probe core? Delicious irony.
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Sorry, I meant Explainer...
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Also grab MKS explorer if you want to see the underlying calcs
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The Gemini Crew capsule is commented out (//) in the BDB patch, presumably because it was historically never actually used for extended missions, so you're just seeing what TAC LS adds to every crewed capsule by default. If you want to add more supplies you can either uncomment the line again or copy it to a separate MM patch of your own. // Extra food for extended missions in the capsule, everything else in the service module. // Extend food, CO2, and waste to 15 days. //@PART[bluedog_Gemini_Crew_A,bluedog_Apollo_Block2_Capsule]:NEEDS[TacLifeSupport]:AFTER[TacLifeSupport] @PART[bluedog_Apollo_Block2_Capsule]:NEEDS[TacLifeSupport]:AFTER[TacLifeSupport]
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Friznit replied to DMagic's topic in KSP1 Mod Releases
The contract states that you must complete the scan whilst flying above the anomaly. You screenshot indicates you are landed next to it. -
Correct me if I'm wrong but I believe the MM patch for Hitchhiker's (crewCabin) won't work if reStock is running. Does EL need to add crewCabin to a whitelist (or alternatively, add an MM patch to +part the restock model as well)? I've tried both approaches and still can't seem to get the EL Survey Station to show up but that's 99.9% due to my incompetence at this kind of thing.
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I'm in two minds about having a more metallic look. Take the Apollo (Kane) crew module for example: whilst a shiny finish would be more realistic, it'd be so far removed from the stock looks and feel that they'd feel out of place if mixed together. The Titan revamp is superb but is (only just) still on the border of usability with other stock parts, and then of course helped by restock bringing the standard of those other parts up to par. Legoability is fundamental part of the game.
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Note that the Nerta_Tweakscale.cfg (sic) will need updating with Nertea's new cryogenic engine names at some point. If I don't get too distracted tomorrow I'll drop a PR in - it's not a big job.
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