Yuubari_
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Everything posted by Yuubari_
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KSP Interstellar Extended Support Thread
Yuubari_ replied to FreeThinker's topic in KSP1 Mods Discussions
Heya I am trying to figure out where to get heavy water from, any help would be greatly appreciated. Also it is possible to split Lithium into Li6 and Li7 or is the lithium research simply only Li7 ? -
KSP Interstellar Extended Support Thread
Yuubari_ replied to FreeThinker's topic in KSP1 Mods Discussions
Heyo! I have an question regarding the resources, where the hell do you get tritium from ? -
A bit after asking that, I learned that apparently the community resource pack will automatically distribution them on modded planets iirc. I shall be excitingly looking forward to the update and hold off on my journey until the newest update ^^ I hope stuffs will improve on you end!
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- extrasolar
- system adder
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[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
Yuubari_ replied to Angelo Kerman's topic in KSP1 Mod Releases
Heyo! I was wondering how everything mashes with MKS/USI ? Since the implementation with EL looks super cool! MKS converts the resources for EL to Material kits and specialised parts instead of the EL rocket parts -
KSP Interstellar Extended Support Thread
Yuubari_ replied to FreeThinker's topic in KSP1 Mods Discussions
Heyo! I have run into a wall, my fusion reactor has 0 days of lifetime left, regardless of usage, is there a way to fix it ? Weird thing is that a craft I created some time before just simply works -
Heyo! This might have been asked before but is there any inclusion with MKS/USI and/or KSPIE resource wise ? And I also remember some rogue planets and similar being part of GU but my current install seems to be a little empty (1.2) or are those parts still in the process of being updated ?
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- planet
- kopernicus
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Heya! I wanted to ask something regarding resources and strange new worlds: Is there any inclusion with MKS/USI and/or KSPIE resource whise ? Also, I love what you have done with them planets and really excited to take my first ever interstellar journey there!
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- extrasolar
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Heya! I am a bit lost with the survey stakes, since it doesn't seem to want to work for me after using it once.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
I see! Thank you very much then! ^^ -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
Heyo! I was wondering about the background production of resources, how does it work exactly ? (and not talking about wolf) To explain what I mean is when using the planetary warehouse I had it some time ago that I just had to switch to my miners to transfer it into it, all that was mined over that period of time ? Or does it have to do with the energy production, since I am using KSPIE fusion reactors with their generators and not solar panels or stock/USI ways of powergeneration Any suggestion/tips would be greatly appreciated! Also this seems a little weird ? (reports no rate and is still mining) -
Heyo! This mod is super cool, but I have kinda noticed one thing, I don't seem to be easy make the mixture required for certain engines ? Kind regards, Yuubari
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- resources
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
Hi! I got a kinda stupid question but I do still would be wanting to ask about this, I am looking for a nice way to build crafts offworld and in space, and I am not too sure which mod to use, but I think I will be going with EL and I was wondering if there is a way to bring back the deprecated parts like the mobile launch platform and the orbital shipyard ? I am currently on the constilation build of the USI suite of mods, which includes the orbital shipyards but they seem a little unpredictable GC is also an option but I am not too sure about how that will/would go Kind regards, Yuubari_ -
[1.12.x] Far Future Technologies - October 9
Yuubari_ replied to Nertea's topic in KSP1 Mod Releases
I know about the scoop but wasn't too sure if there is a second way or nah, more like producing it somehow ^^ -
[1.12.x] Far Future Technologies - October 9
Yuubari_ replied to Nertea's topic in KSP1 Mod Releases
I was wondering if there is a way for produce deuterium in some way, I know you can get Liquid Helium 3 from the surface of certain mooons, but I am not too sure about a way to produce deuterium ^^ -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
Sorry for my extremely slow reply, but it seems that the parts I am using are supported by the config (I think that's what it says) Edit: as it turns out after repainting one of the usi kontainers, it works fine now, so it was the part that was being funky ^^ I got you xd Sometimes it simply are the simplest explanations ^^ -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
I will look into this when I am home, where can I find it ? -
This is what I changed it to (using antimatter as the example): I used the normal cfg what comes with Space Dust, so I am not 100% sure how exactly it is supposed to be done ^^" // Rhode // ============= SPACEDUST_RESOURCE { resourceName = Antimatter body = Rhode RESOURCEBAND { name = kerbRing title = #LOC_SpaceDust_Band_LowBelt // Discoverability Data // -------------- alwaysDiscovered = true alwaysIdentified = false // Maximum and minimum abundances (variation is by game seed) // In t/m^3 minAbundance = 4.1E-29 maxAbundance = 1.2E-28 // Scale abundances by air density useAirDensity = False // Distribution model to use, can be Uniform or Spherical distributionType = Spherical // These parameters are specific to the Spherical model // ------- // Altitudes are in km from sea level // Maximum altitude for a distribution altUpperBound = 650000 // minimum altitude for a distribution altLowerBound = 550000 // peak of a distribution altPeak = 600000 // maximum variation of these altitudes (variation is by game seed) altVariability = 10 // Falloff for altitude, can be Linear or None altFalloffType = Linear altitudeSquish = 0.9 // lats in degrees // Maximum latitude for a distribution latUpperBound = 40 // Minimum latitude for a distribution latLowerBound = -40 // peak of a distribution latPeak = 0 // maximum variation of these latitudes (variation is by game seed) latVariability = 1 // Falloff for latitude, can be Linear or None latFalloffType = Linear } RESOURCEBAND { name = kerbRingHigher title = #LOC_SpaceDust_Band_HighBelt // Discoverability Data // -------------- alwaysDiscovered = false alwaysIdentified = false // Maximum and minimum abundances (variation is by game seed) // In t/m^3 minAbundance = 8.1E-29 maxAbundance = 2.4E-28 // Scale abundances by air density useAirDensity = False // Distribution model to use, can be Uniform or Spherical distributionType = Spherical // These parameters are specific to the Spherical model // ------- // Altitudes are in km from sea level // Maximum altitude for a distribution altUpperBound = 2100000 // minimum altitude for a distribution altLowerBound = 1900000 // peak of a distribution altPeak = 2000000 // maximum variation of these altitudes (variation is by game seed) altVariability = 10 // Falloff for altitude, can be Linear or None altFalloffType = Linear altitudeSquish = 1 // lats in degrees // Maximum latitude for a distribution latUpperBound = 55 // Minimum latitude for a distribution latLowerBound = -55 // peak of a distribution latPeak = 0 // maximum variation of these latitudes (variation is by game seed) latVariability = 1 // Falloff for latitude, can be Linear or None latFalloffType = Linear } } (I am sorry if that is too big or something, not really have much experience with forums ><)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
It would be kinda dumb if I hadn't xd Those huge parts with the solar panels attached, they are matkits storage ^^ And also have local logistics enabled -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
Not sure if this is the right threat or not but I have some weirdness with the disassembling of parts on my scrapping/assembling station, it doesn't seem to store the material kits from it I might be missing something ^^" or it is just some weirdness -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
Thank you very much for explaining it to me! ^^ It helps a lot, because my base has around 40 or so 2 star engineers on it xdd I know what I am needing to do now, redo my entire crew compliment for my base -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
I got you! Yeah, I read about the different crews on git hub ^^ But if my crew is hanging out in the hab module for example, can they still work with full efficency on the industrial refinery or the assembler or do you need crew specifically in those parts of the craft ? ^^ -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
Oh I see! So I don't need someone a kerbal in every part but just a good amount in general in the craft itself ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
I am not too sure, since I didn't find too much information about it, I am mainly concerned about the tundra class parts, the industrial refinery and the assembly plant My reasoning behind it is that I had the tundra nuclear refinery without any crew and it worked perfectly fine, at the same amount of efficiency as the as my fully crewed stuff. Rn I have around 40 engineers (and ofc a couple scientists and a pilot) on my base to fully crew everything, but that might be a liiiitttle excessive, I think xd