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wkwied

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Everything posted by wkwied

  1. Absolutely unacceptable. The game should had never been released, even in early access, until the base game was stable. New features, thermals, parts, etc should not be even a considered priority when the foundation of the game is already held together with sticks and tape....
  2. Huzza for squashing bugs. Should the 4.0.99.31 version be fine to run on KSP 1.12.3.3173 (the latest I believe)? Cheers
  3. Thank you, it now works. However I'm not sure if I'm missing a mod prerequisite or not. I do not seem to have the options on the labs to turn metal into rocket parts. Turning ore into metal with the convert-o-tron works, and I can somehow build a craft from the docking port without any time/engineers or without even rocket parts. Additionally, I do not have the option to load stock craft, even with the check box checked. I only see save-specific craft Here is what I have installed via ckan and my gamedata folder IIRC the only things I had installed manually are hyperedit extrasolar, as well as simple construction. Before installing, I had fully removed extraplanetary launchpads (there was neither a launchpads nor simple construction folder in gamedata)
  4. The download link in the previous post doesn't work - https://www.curseforge.com/kerbal/ksp-mods/SimpleConstrution/files Likewise I can't find it on curseforge by searching.. https://www.curseforge.com/kerbal/ksp-mods/search?search=simple+construction
  5. Greetings. Playing around with this, and just a quickie question. What would be the best way to create an anchor on a body, with which I can connect several crafts/rovers to for resource transfer? KAS has something like a cement block,but I can't seem to find a way to place it on the ground or move it in EVA. Would I have to use the stock ground anchor to plop something onto the ground, put something small on it (or a pylon), and put the hose connectors on it? Or does KAS come with something that acts as a ground anchor? ---- I've figured this out. H to attach something to the ground with the screwdriver. Apparently screwing a concrete block into the minty ice of Minmus makes for a stable structure
  6. Aha, it never even occurred to me to check the stock drill. It has both options. Many thanks!
  7. Ah I see, that is likely what happened then. Thanks for your help
  8. That's odd indeed. The forum doesn't have anything that purges user's settings if they are inactive? It had been over a year since I logged in.
  9. I do have that installed via CKAN, v112.0.1. I have metal ore on planets for extraplanetary launch pads and that resource works without issue
  10. The last time I played KSP (last May) I had posted in and subscribed to several threads regarding mods, and I frequently visited the site via a bookmark to my followed threads - https://forum.kerbalspaceprogram.com/index.php?/followed/ However it seems that all of my followed threads got wiped? The threads themselves are still there, just that I'm not a follower of them anymore. Did something happen with the forum or followed threads the past year? Thanks
  11. Could someone give a run down on how the ISRU works for this mod? I've seem to figured it out backwards from the part descriptions, but I'm unsure how to get the base ore needed for ISRU. Zero-Gravity Smelter ??? -> Metallic Ore + Lf+Ox -> Metals Uranium Enrichment ??? -> Uraninite -> Enriched Uranium -> ??? -> Atomic pulse units Where can I get Metallic Ore and Uraninite? And what can create the pulse units? I currently have extraplanetary launchpads and kethane installed, but none of them give an option to find Uraninite or metalic ore
  12. @RoverDude it has been a good long while since I had dabbled in KSP, and I'm wondering if you have added something similar to the auto circularize that KSPIE has for this part. If not, do you think that is still on the table? Thanks
  13. Is it just me, or do those screenshots appear always only as links and never embedded? Is it because they are hosted by discord?
  14. I do suppose the mod author has already given their blessings for someone to re-start this from the source..
  15. Sadly, if it is an abandoned mod, the only thing that can be done is if somebody adopts it on their own. Even if eve and scatterer don't work, I say as long as it is functional that would be well enough, for me, at least
  16. Is this mod still being updated? Playing on 1.9.1, sometimes I have weird textures on some planets looking tiled and patchy while not in the map view.
  17. I look forward to that! I know Extrasolar works with this, but would other star packs work as well? The World Beyond?
  18. Are there any plans to have this pack updated so that it works with 1.9.1 / Kopernicus Continued?
  19. This is what I have. The only real problem I have is using the warp drive in time warp.\ Physics warp works fine. I'm running 1.9.1. I really want to get Galaxies Unbound to work with Extrasolar and World Beyond... but I can't figure out why the three won't work but that is neither here nor there
  20. I do understand that this mod is fairly difficult to use, but is there any way to make it so that the dive has an 'auto circularize' feature? I do know that the alcubierre drive in the interstellar mod has this, but I've taken a look at the configs and have no clue how I could port the function from one to the other. I think I have figured out how this works well enough However there appears to be an issue.. if my craft runs out of xenon and I try to use the drive, instead of just not working, it explodes. And another, is it possible to get this to work with persistent thrust? Trying to do time warp while the drive is running... warps reality and turns the craft into a few pixels. Time warp works fine, if a bit slow
  21. Can you make this file public? I don't have access to it
  22. Ok... So I have a very tiny craft (it's literally 4 parts), why can't I construct this in the bay? This is the craft.. it should fit And likewise, I've been able to previously build the stock Jumping Flea in the assembly bay without having to reconfigure it.
  23. So just that I understand the process of building a ship, this is what I would need to do.. If I have a single ship, comprised of an orbital workshop, orbital assembly space, and orbital assembly line.. 1. use the orbital assembly line to build a box with a saved craft in it 2. the box then pops out of the orbital assembly space 3. use another craft to dock with the box, moved the box and dock it somewhere else on the craft 4. use the orbital workshop to build and deploy the craft I could had sworn at one point I was able to deploy the craft from the assembly space without having to move it around, especially if it were a stand alone craft..
  24. This is a weird question but one I can't figure out. I have three parts of a craft, a workshop, an assembly space, and the box that deploys the ship kits from. I'm able to create a box that has the ship kits, it appears in the holding space, but I can not deploy the ship. I have no option on the assembly space to do that. Looking at some things say that you need to move the box from the holding space and dock it to the ship (that's what the video above shows, the kit is docked) but I've made a craft with a docking port and RCS, but I can't seem to connect the box to the craft on a docking port I've placed (but I can dock to the box just fine. What is the utmost simple setup I would need to build a box, and deploy a ship from it, in orbit?
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