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ttikkoo

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Everything posted by ttikkoo

  1. Not out of the box - this user found some Kerbalism patches on GitHub for multiple mods including this one and linked it in their post.
  2. 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!
  3. 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:
  4. 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.
  5. 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.
  6. @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.
  7. 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.
  8. I can confirm that a lot of the patches in the first post still work in 1.12.5 even though that post hasn't been updated in several years. I added a bunch to my game a couple of weeks ago and they've been working very smoothly. There is also this:
  9. I believe purple is the body's sphere of influence and green is the resonant orbit.
  10. 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.
  11. It can cost money? Would you please be able to point to where/how this can be done?
  12. It would be helpful for the modders to include log files when you report issues as that's the only way they can assess them (instructions here). The mod "PEAR" here has similar (though not identical) functionality.
  13. 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.
  14. 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.
  15. 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!
  16. One thing to check is the difficulty settings in game for KEI. It has some options to set it at various levels of functionality and, if I remember right, one of those options is to turn it off entirely.
  17. Hi there, minor bug to report - the repair bot wheels don't seem to load. I tested on a mostly clean install (only other mod was QuickStart+dependencies) and I've tried with and without ReStock installed. All the other parts load fine, but the repair bot wheel does not. I tried to look through the CFG files for EVARepairs and MM as well as the log files but seems I'm still too inexperienced to figure it out. Having said that, I'm loving the mod and it works perfectly fine without the wheels - just thought to inform. Player.log with Restock and without Restock. Screenshot showing RepairBot wheels not loading:
  18. As per this MKS guide: GitHub wiki for MKS has lots of info on the WOLF page and many other things. It's always good to check out the GitHub wiki for mods - they very often have good information about them. There's also another WOLF Walkthrough by MaraRinn and WOLF Intro (I think it's by RoverDude, but not certain). I've never actually gotten far enough into MKS to understand it but I just have these links stored on a personal document for a future playthrough.
  19. In my save the Mk-1 Command Pod has a habitation time as per the USI-LS wiki: 7d3h (~1 week, ~0.25 months) and not 9.65 hours.. This is a configurable value, maybe your "Hab Months" is set to 0.0625? : Or it could you have a planet mod that's change the size of the solar system and therefore affected the hours per day? In any case, if you feel your habitation times are a quarter of what they should be, you could just multiply your Hab Months value by 4.
  20. Go to GameData\WernherChecker\PluginData, there will be a file called "WernherChecker.cfg". The third line in that will be "jebEnabled = True". Change that to False.
  21. Easiest way is to reinstall it (just right click on CKAN and then click Reinstall) - you would have to reset any blacklist or folder settings you had with the mod though. Other option is to go to GameData\JanitorsCloset\PluginData - there's a file called "JCModfilter-v2-1" - if you delete that, it should reset the list of mods. Not an expert on the mod so I don't know if there are any side effects to this but I haven't seen any myself.
  22. No image has been posted. Here is a mod installation guide from Mike Aben. Here is the mod installation guide on the forums.
  23. Amazing video, thank you. I always thought there was a huge imbalance between the KSP2's presentation and playability - the bit about the creative lead focusing on the art clears that up a lot. I really liked the "We need to talk about Nate" section - it was necessary given things that people have said here and on Reddit. Banning the developers from speaking to Squad still has me in disbelief. Did the the people involved in the KSP2 project provide any input on what they thought was the future of the game?
  24. I noticed that "Heat Shield (1.875m)" was not included in the renaming. Just needs the following line in the CPT__stock.cfg file #autoLOC_8310211 = HS-18 Heat Shield // Heat Shield (1.875) As an aside, love this mod. it's one of the first I add to any save.
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