ttikkoo
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[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
ttikkoo replied to Angelo Kerman's topic in KSP1 Mod Releases
DockRotate also has welding - I'm not sure if the end result is the same as Konstruction however. I prefer DockRotate for welding over Konstruction as the rotating feature is something that's better than stock whereas the other Konstruction parts I've never been able to get functioning properly. Very excited about this update! -
ttikkoo started following JNSQVolumetrics | v3.0.2
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Not sure, maybe Kerbal Aircraft Expansion and Airplanes plus. I'm not too interested in building planes so don't know much on that front. Are you using CKAN to install mods? Instructions here:
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Just one. It's kind of hard to pick when you're starting off but Community Tech Tree is probably the simplest as it just expands the current Tree. I would recommend checking the forum page for each tree to check for supported mods. OPT Legacy, Marv IV Spaceplanes, Mk2 Expansion and Mk3 Expansion. KSP does take up a lot of RAM especially when using mods, I would advise being careful with the number of mods you add or at least be prepared for your save to be cut short because of performance.
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ScanSat contracts now come packaged with the ScanSat mod so there is no need to download the contract pack separately. New science tools Kerbalism's Science completely changed the game for me, that and ScanSat are my favorite Science gathering modes. DMagic Orbital Science MOAR Station Science Better colony and space station parts Stockalike Station Parts Redux HabTech2 PlanetSide Exploration Technologies MOAR Station Science Better optimization (for a potato PC) KSP Community Fixes Better tech tree Community Tech Tree Kiwi Tech Tree Probes Before Crew Unkerballed Start QUARTIX/TETRIX/SIMPLEX Trees As a general rule for parts, all of Nertea's Near Future part mods are recommended. There's also BluedogDesign Bureau and Tantares which are incredibly popular but I get overwhelmed by the sheer number of parts there.
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[1.8.x] Contracts Window + [v9.4] [11/1/2019]
ttikkoo replied to DMagic's topic in KSP1 Mod Releases
@feral_fenrir - It may not be getting regular updates but it works just fin e on v1.12.5. If a mod says it works in 1.8 or above, there's a very good chance it will still work. Contract mods are especially robust in this manner. -
Would you please be able to expand on the difference between the two Science configs? I've played both (though not to completion) and from what I can tell Kerbalism SIMPLEX renames some experiment (Telemtry Report -> TITE) and adds a few more probe and crewed experiments? Is that right or are there some more fundamental differences? It's hard for me to pick one in the polls without having a good understanding of the differences. I love the idea of having Radiation and Stress included together - providing an actual reason to have bigger ships like the Hitchhiker Container is my favorite part of life support mods. Sure, I can chuck it on in stock but it actually doing something productive feels much better! Personally, I'm really enjoying the Radiation, Stress and Parts Breakdown mechanics and would rather they be included. However, including them in a "Science Only" config is kind of counter-intuitive - it immediately becomes not Science Only. Though I would argue radiation should be included as (a) the belts look super cool and (b) it's part of science collection with the magnetometer.
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[1.12.x] KSP Resonant Orbit Calculator
ttikkoo replied to linuxgurugamer's topic in KSP1 Mod Releases
I believe purple is the body's sphere of influence and green is the resonant orbit. -
Ah I thought it was a variable in the config file but turns out it's in the .cs source files! Welp, no idea how to edit and/or compile that but I've been meaning to learn more about it anyways! Thanks for the information.
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It can cost money? Would you please be able to point to where/how this can be done?
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Huh...I've tried a bunch of different combinations (pure stock, restock only, restock+, stock+multiple WBI mods) but never got it loading. Bizarre. Maybe my test install has just gotten borked in some way from installing/uninstalling mods. Thanks for checking.
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Ah, that makes sense, cheers! Only slightly off with my numbers I got curios about what 5061 HG-5s look like...got to 1950 before boredom and uncomfortable noises from my PC stopped me.
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Really cool idea for a mod, I was never big on making constellations before but the contracts really drive me to do them! Enjoying it so far! I had a question about the Medium Kerbin Orbit Satellite contract. The contract seems to become available when the HG-5 relay antenna (5M rating) is researched: // Snippets from MKOSatellite.cfg REQUIREMENT { name = TechResearched type = TechResearched part = HighGainAntenna5 } PARAMETER { name = HasAntenna type = HasAntenna minAntennaPower = 3000000000 antennaType = TRANSMIT } However, the requirement to complete the contract is for a transmit (i.e direct) antenna with 3.0 G rating. That's dozens of HG-5 relays...is that intentional? I'm also a bit confused about this contract about a direct antenna being unlocked by research a relay antenna. I may just be missing something here!