modus
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Everything posted by modus
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If you covered all of a planet in bases and you went to visit it...everything....would....be....veeeeeeeeeeeeeeeeeery....slooooooooooooooooooooooooow No really it would be unplayable because of lag. It's better to build multiple bases with reasonable partcounts and place them outside of physics range (2.3 km) of each other, than build one huge base. This is definitely the case when you play with life support mods, because you'll need a lot of extra parts.
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In theory you can go on and on...but you will make your PC cry. Ships/bases/stations with large part counts (depending on your CPU) will cause lag and Krakenattacks. But feel free to go as large as you will, there is no enforced limit. You can put colonies on all bodies, sure. Just try to build a 1000 part ship, you'll see what I mean Terraforming is indeed not possible, afaik not even with mods. Eve is very landable, but not very takeoffable Asteroids can be landed on, though it's more 'docked on' than landed on. They come in different sizes and spawn randomly. I'd suggest reading more in the wiki.
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Happy clickyear buds!
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Not yet here but already click!
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Click click my sweet dudes!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
In my experience, MKS (and USI LS) and definitely WOLF is trying, testing, failing, optimizing, succeeding, profiting. Maybe a bit more of the first 3 at first -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
There's a wiki you can check out (somewhat outdated for some parts but still a good start): https://github.com/UmbraSpaceIndustries/MKS/wiki -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Welcome in the MKS rabbithole! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Yeah that's a bit messed up things are in things that should not be in things, and so on It should be (purely looking at your screenshots): Kerbal Space Program (on whatever location you have it, I see you use your Steam folder, I'd recommend using another location for your modded installs) Gamedata 000_USI_Tools CommunityCategoryKit CommunityResourcePack Firespitter Squad UmbraSpaceIndustries Akita FX Karibou Konstruction Kontainers MKS ReactionPack UsiCore WOLF ModuleManager.4.2.1.dll So to summarize: you should put the contents of the 'Gamedata' of your last screenshot in the Gamedata of your second screenshot A rule of thumb: you should never have a Gamedata in your Gamedata. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Sounds like something went wrong there. Do you have a screenshot of your Gamedata and Umbra folders? -
I clickie long time yes
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Ok I won't click
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With the right kopernicus, probably.
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Yes press while landing on eve. Edit: but still yeah click
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Finally we can click!
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
modus replied to Poodmund's topic in KSP1 Mod Releases
I think (one of) the reason(s) is the hard dependency on Kopernicus, which is/was version based. -
I can be very wrong but I think dmagic orbital science has something like that?
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Jebediah Island and a new easter egg!?
modus replied to Arugela's topic in KSP1 Suggestions & Development Discussion
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Like I said in the MM thread: I don't think those containers are from FTT, think they're MKS. So do you have that installed? Also, what version of USI mods and KSP do you have? The latest everything is here: https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases edit: looking at your sreenshot it seems like you have MKS installed edit2: so to be clear, for me all containers work fine.