Yuubari_
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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 have another kinda dumb question for y'all, which USI/MKS parts need to be crewed to operate ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
I have a stupidish question, when the tundra module is performing maintenance, it is taking the main reactor offline by putting all the enriched uranium into the the centrifuge again, is there a way to fix/adjust that ? (using Near Future Technologies and Far Future Technoligy parts) Also another question I am little too dense for/to understand, do crew levels effect the efficeny/load of for example the industrial refinery or is effected by a different factor ? And if it is, does the amount of kerbals/max level effect it ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
Heyo! I have a question, I am using the newest release of the Constelation of USI and stuff and my question being that I don't seem to be able to find a certain part(s) I am looking for. ^ it being these landing legs on the left side (saw them on the on the wiki and thought they would be great!) Kind regards Yuu Edit: God, I feel stupid, I found it -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
I see! (for the hab timers) I have a another (maybe) kinda dumb question, if I want to update for the prerelease version of MKS, what do I need to do ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
WOLF seems like a completely different beast! I am looking forward to experimenting with it! Just seems to be a wall of stuff to learn and understand but I know it will be fun! It just kinda sounded like it would have impact on the performance when you have literally everything in the background but I see now! It is my first time going indepth in the mod, so it is a lot of stuff to learn and figure out but I am enjoying the challenge! That brings me to one general question/concern I have/had with the life support/hab time, how does it work when for example I have a big mission with lots of hab time and supplies, and I sent my kerbals down to a planet from that "mothership", how does it change/apply there ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
I see I see ^^ Atm my plan for the base is to have it be self sufficient and produce enrichment uranium to sell it to the highest bidder So I am not 100% sure how it works and stuffs, I can use both systems at the same time, I persume ? It actually improves performance ? That's fancy! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
I see! I mean it is okay how it is but it would be great for having it run in the background ^^ The question is how does one set up the WOLF stuff ? Because for example the "greenhouses" (forgot how to spell the correct thing) also aren't running in the background to supply food to the kerbals. Is it adviceable to use WOLF or does it have too much of an performance impact ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
I got miners on the same body, all pushing into the planetary warehouse which is working flawlessly but I need to switch to it for the resources to pop up in the stockpile. Basically, it isn't automatically pushing into the planetary warehouse while unloaded, the miners themselves are solar powered with lots of batteries, with the Duna logistics center in the middle and are probes (and also classified as such) Not sure if that gives you the details needed ^^" -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
I have been referencing the wiki a lot ^^ It is just confusing and the huge guide is nice to have but just really overwhelming for my monke brain xd Atm I have my first more or less fancy base using MKS on Armstrong (playing on beyond home), and it is great fun learning figuring stuff out, I also have set up all the resources into the planetary warehouse from all over the body, so happy that it worked! xd As I had kinda mentioned before, I am not 100% sure how one can passively gain resources from unloaded vehicles, or is there a solution with WOLF ? (Or is the only way to switch to them every so often ? ^^) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
Thank you very much! I will go with the new solution then! I persume it isn't on the ckan version yet ? I wouldn't 100% know how I would update the mod either, or what would be needed to be installed for it And for WOLF, I have it installed but no clue on how to use it (like most of the MKS/USI suite of mods) (I am not at my pc atm, so can't really do/check too much, but does it work fine on an existing save ?) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
I see! I am still not 100% sure which solution to go for >< It would be either going with the "vanilla" aka build in/new shipyards in testing (if I would know where to acquire the version) or from what it seems like, extra planetary launchpads -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
Got it! Thank you very much! For the 2nd question, is there something that is recommended due to ease of use ? (I have no experience with either mods) I shall be looking into it! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Yuubari_ replied to RoverDude's topic in KSP1 Mod Releases
Heyo! I am really enjoying the entire ecosystem that MKS provides and am currently setting up my first major base (woho!) I do have a couple of question: 1. I set up miners around the body I am on, pushing to the planetary stockpile, but it seems like they don't keep doing so while being unloaded, is it something that I am doing wrong or how does that work ? 2. Which mod(s) are/is recommended for constructing vessles on a body I have my base on ? (atm I have global construction installed, or is recommended to go for extraplanetary launchpads, or what is a good one to go for if one has no experience with it) 3. I still have a lot of issues trying to understand which parts do what, especially when it comes to production chains and stuff, and what different "tiers" of modules do, probably a kinda annoying question to ask there >< (I might have another one or two but I think I should be golden rn ^^) Kind regards, Yuu -
[1.12.x] Far Future Technologies - October 9
Yuubari_ replied to Nertea's topic in KSP1 Mod Releases
I think space dust doesn't work out of the box with BH since it seems like the configs are set on a per planet basis (and I don't fully understand how to adjust it for BH) Very stupidly put, what does one need to adjust/change in the cfg for space dust to make it work on different planets ? And I am not sure if it is a question for the FFT or Space Dust treat ? -
[1.12.x] Far Future Technologies - October 9
Yuubari_ replied to Nertea's topic in KSP1 Mod Releases
Got it! I will look into it when I get home (I have been playing on my playthrough for a decent amount, just haven't done the scanning yet for the resources, I hope it will work, sadly I haven't seen any regolith or helium 3 in my scansat scans >< (of the 3 places I was sofar)) -
[1.12.x] Far Future Technologies - October 9
Yuubari_ replied to Nertea's topic in KSP1 Mod Releases
Thank you very much for your quick reply! I just hope it will work nicely (ish) with beyond home >< -
[1.12.x] Far Future Technologies - October 9
Yuubari_ replied to Nertea's topic in KSP1 Mod Releases
I have a shortish question: How can you get deuterium and liquid helium 3 ? (Appart from having tanks in the vab, but mainly asking about resource extraction) I do have MKS/USI mods maybe you can get it via that or is it different how you can get those resources from stuff FFT adds ? -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Yuubari_ replied to Gameslinx's topic in KSP1 Mod Releases
Heyo! I have run into a slight "issue" with beyond home: I installed it through ckan and everything works flawlessly! But the issue I am having is that the all the objects from distant object enhancement are just white dots and don't really show any colour, does someone know why this can be the case ? The install is on 1.11.2- 1,647 replies
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[1.12.x] Far Future Technologies - October 9
Yuubari_ replied to Nertea's topic in KSP1 Mod Releases
Hi! First of all I want to say that, I absolutely love this mod and all the other ones you created! I wasn't 100% sure in which treat it is supposed to go, but I have run into a slight issue where all my radiators fly of during re-entry, even the smaller surface mounted ones, is it a common issues or could it have to do with KSP interstellar ? Kind regards, Yuu -
How does one update KSP ?
Yuubari_ replied to Yuubari_'s topic in KSP1 Technical Support (PC, unmodded installs)
So just copy and paste the install and overwrite everything ? -
Hi! I am trying to update KSP from version 1.11.1 to 1.11.2 but it simply doesn't want to work! Is there a way to manually do so ? The updater keeps stating that the folder isn't a valid one
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Yuubari_ replied to Gameslinx's topic in KSP1 Mod Releases
Hi! First of, I wanted to say that I absolutely adore this shader/mod, it really transforms the game into looking absolutely amazing! Awesome job!! The only issue I have been running into is that there seems to be some funkiness with the collision between the collisions from the shader and the ground. To name a few examples: Flags seem to just fall over, when placing something on the ground to assemble a rover with the newest update (and KAS) and the ground tether from MKS/USI/WOLF doesn't seem to be attaching correctly, causing things to sometimes fly into the sky. There might be some issues I have caused but I would love to continue using it with the collisions because they look and simply are amazing! They add a lot to the game (as mentioned above) Kind regards, Yuubari- 3,126 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Yuubari_ replied to Gameslinx's topic in KSP1 Mod Releases
I was wonder on how one does install EVE and Scatterer to have it work and make the game super pretty, since I never got it to work properly- 1,647 replies