stargazer424
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KSP2 Release Notes
Everything posted by stargazer424
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[1.12] Extraplanetary Launchpads v6.99.3
stargazer424 replied to taniwha's topic in KSP1 Mod Releases
@taniwha Thank you so much for the update! It's now working with KAS! Awesome Job! -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
stargazer424 replied to Nils277's topic in KSP1 Mod Releases
Just curious, is there any kind of command module currently attached to the base and is there a sufficient comm net? If you are on the far side of Minmus and there is no direct line of site to Kerbin or a comm relay, then you won't be able to activate anything. I only know this by experience. I landed part of my first base with a pilot on board, then tried to land an unmanned module, I found I couldn't control it to land until I set up a comm relay network. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
stargazer424 replied to Nils277's topic in KSP1 Mod Releases
Love this mod! Great parts! Working on designing my Duna colony. -
Been planning out my Duna colony. Using Kerbal Planetary Base Systems, TAC-LS, Simple Construction (Extraplanetary Launchpads).
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
stargazer424 replied to JPLRepo's topic in KSP1 Mod Releases
Useful link, but I'm not sure the self-sustaining chart is accurate. I found water on the Mun. So I think (hope) my colony will be self-sustaining. Maybe a newer update of the game added water? I don't have a mod that specifically added it. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
stargazer424 replied to IgorZ's topic in KSP1 Mod Releases
You have to use a JS-1 with a Resource Transfer stations. You can then either transfer fuel with the KAS gui or set them to docked mode so they act as 1 craft. -
Epic space station @Jett_Quasar!
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
stargazer424 replied to IgorZ's topic in KSP1 Mod Releases
I do hope EL gets updated. I have a Mun colony where I want to start using EL. But it has KAS sockets all over. Great mod, KAS is. Allowed me to re-purpose parts of my rocket to be refueling stations, and connect my mobile base to the colony for resource transfers. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
stargazer424 replied to IgorZ's topic in KSP1 Mod Releases
As an illustration for the issue @bunjatec is referring to. EL's UI breaks when your the craft you are using to build has KAS items on it. If you detach and re-attach all KAS items it works again. -
Tedfry Kerman was doing an EVA, working on repairs to the C.O.O.P.E.R Space Station, during an eclipse: So they shut the stations lights off for a selfie;
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
stargazer424 replied to Nils277's topic in KSP1 Mod Releases
I just installed Simple Construction (which as parts of EL with it) and I noticed some new parts. How does the K&K Recycler work? Can a Kerbal pick an item up (with KAS/KIS) and drop it in the recycler? -
[1.12] Extraplanetary Launchpads v6.99.3
stargazer424 replied to taniwha's topic in KSP1 Mod Releases
Great! Looks like someone already reported the issue on github. I added a comment with this video. Hopefully this can be fixed in a future update. -
Hopping Reindeer rover! Great Design!
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FYI I posted this in the EL thread too, but it seems there is an issue with EL and KAS. In the video you will see me testing a base with Simple Construction. When the KAS Joint Sockets (or other KAS parts) are attached to the base the UI for EL stops working after selecting a craft. Then if I remove and reattach the KAS part it works:
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[1.12] Extraplanetary Launchpads v6.99.3
stargazer424 replied to taniwha's topic in KSP1 Mod Releases
By any chance does the ship you are trying to construct with have KAS parts? I was trying to figure out why an existing base had the UI problem, but a new test base didn't. Looks like KAS might be breaking it somehow. I was using Simple Construction which uses EL. Here is a test video.: EDIT: I looks like if you detach and re-attach all KAS items (Joint Sockets, Resource Transfer stations) it works again... -
Why take the ladder when you can take the elevator? Testing out my Comms Tower elevator for my future Duna Colony
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The other day I also upgraded my Space Station C.O.O.P.E.R 1.0 to have life support.Greenhouses added from Stockalike Station Parts Redux Before After
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Today I started a permanent base on the Mun. I had previously made a mobile base consisting of a Mining Rover, Mobile Science Lab and a small Habitat module. All 3 could be docked and undocked. I wanted to start using TAC Life Support so I sent a ship with colony parts, and assembled it on the Mun using my Construction Gantry. This is the ship I sent with parts from Kerbal Planetary Base Systems. There is a folded solar array using robotic hinges: This is the ship landed 114m from my intended destination. Mobile base and Construction Gantry in the back I have undocked the parts of the base and moved them with the Gantry: This is the colony base completed and all linked up using KAS. The landing ships tanks reconfigured for fuel storage.
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Tested out my Construction Gantry. The idea is I would land parts for a Duna Colony (currently in Design Phase) and use the gantry to move them into place and connect them. Its using Infernal Robotics Next. There are 2 rails (for left/right, forward/back), 2 180° hinges, a 360° rotation, the arm extends and the legs extend. It's equipped with a Docking Port Jr, but there are the other sizes that can be swapped out by a Kerbal using KAS.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
stargazer424 replied to sirkut's topic in KSP1 Mod Releases
@Jammer-TD Thanks! I figured out my "problem". As I said I got the IR Next version working but only saw 2 parts. I didn't know that the parts were Technology Tree dependent! LOL! I only saw 2 parts because they were from tech that I already unlocked! I went into a Sandbox game and they were all there! Thanks anyway! Now for more science so I can get the other parts! -
@FragtalityI figured out my "problem". As I said I got the IR Next version working but only saw 2 parts. I didn't know that the parts were Technology Tree dependent! LOL! I only saw 2 parts because they were from tech that I already unlocked! I went into a Sandbox game and they were all there! Thanks anyway! Now for more science so I can get the other parts!
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
stargazer424 replied to sirkut's topic in KSP1 Mod Releases
Hello, I have version KSP v1.7 and followed the directions above and can't seem to get this to work. I installed release 2.0.2, Installed IR Rework Parts, and replaced the InfernalRobotics.dll with the one mentioned above. I now get an error and KSP crashes when I launch it. Did I miss something or i doing something wrong? Alternatively I tried installing IR - Next and got it running, but it only shows me 2 parts. I put a separate reply in that thread to see what i did wrong there. I would like to get one of these versions running. -
Hello, I am new to KSP and modding. I have KSP version 1.7 and have been trying to get Infernal Robots working. I first installed the version here but couldn't get it running: Even when I followed the directions on the post saying to install a recompiled .dll The, I found Infernal Robotics - Next version in this topic and installed it and the Infernal Robotics Sequencer. This worked and now IR shows up in my game however there are only 2 parts. Did I miss a download? Should I wait for a 1.7 update?