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Everything posted by Artificer_Drachen
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Artificer_Drachen replied to RoverDude's topic in KSP1 Mod Releases
Any way to make ksp use rocket parts from EL instead of material kits and specialized parts? -
[1.12] Extraplanetary Launchpads v6.99.3
Artificer_Drachen replied to taniwha's topic in KSP1 Mod Releases
Adding onto it, things made by the survey station+stake spawns several meters above the ground, no much of an issue for low gravity bodies but a big one on high gravity -
[1.12] Extraplanetary Launchpads v6.99.3
Artificer_Drachen replied to taniwha's topic in KSP1 Mod Releases
Anyone else having the issue where the entire station/ship is immediately shaken to bits once a vessel is made via using the EL orbital construction dock? I installed via ckan and I have MKS installed -
Anyone else have an issue where some minor parts (Lights, ladders ect.) fall off when construction is complete?
- 1,554 replies
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- ship construction
- launchpad
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Artificer_Drachen replied to RoverDude's topic in KSP1 Mod Releases
Since I can't seem to find uraninite on iota and I don't know how to add it to the "resource table", I went ahead and added a module to the tundra refinery. Basically just copied the refined exotics module and made it so the refinery extracts "trace amounts of uraninite" from the rare minerals and metals. Same for some other recipes like trying to get deuterium from hydrates/water and helium 3 from regolith. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Artificer_Drachen replied to RoverDude's topic in KSP1 Mod Releases
Thanks guys, I managed to fix my issue, I appreciate y'all lending a hand! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Artificer_Drachen replied to RoverDude's topic in KSP1 Mod Releases
Turns out after booting up a new sandbox and testing things, rational resources likely does mess with WOLF resources. Now is there a way to "reset" the resources on existing saves or am I gonna have to go about mostly using the old fashioned mks colonization since it doesn't fix the resources on said existing saves. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Artificer_Drachen replied to RoverDude's topic in KSP1 Mod Releases
Hm, I checked the GPP_resources/Res_CRP and there's already a config for water for the planets, Iota included. Here's the entry: BIOME_RESOURCE:NEEDS[CommunityResourcePack] { ResourceName = Water ResourceType = 0 PlanetName = Iota BiomeName = Droops Distribution { PresenceChance = 1000 MinAbundance = 4 MaxAbundance = 10 Variance = 40 Dispersal = 10 } } Also I do have rational resources installed too, would that cause an issue or is it unrelated? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Artificer_Drachen replied to RoverDude's topic in KSP1 Mod Releases
Very last thing, I just need to know where exactly to look and what to type in order to add the config. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Artificer_Drachen replied to RoverDude's topic in KSP1 Mod Releases
thanks, one last thing I forgot to ask. But is there a way I can progressively add modules? Because I'd rather not have to launch a biomes whole infrastructure all in one vessel. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Artificer_Drachen replied to RoverDude's topic in KSP1 Mod Releases
I use Galileos planet pack and water doesn't exist on iota so far except as hydrates for WOLF, is there any way to mess with configs and add water to it? If it is possible, I'll need to modify the resources I get on Gael too since it doesn't match up to Kerbin. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Artificer_Drachen replied to Galileo's topic in KSP1 Mod Releases
Tried it, now I just crash after time warping for a while even without an SOI change. Any mod that are known to mess with things? I've heard that OPT can sometimes do this.- 7,371 replies
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- gpp
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Artificer_Drachen replied to Galileo's topic in KSP1 Mod Releases
Despite having KSP Community fixes installed and doing reccomended steps, I still crash when changing SOI after slowing down from time warp.- 7,371 replies
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- gpp
- kopernicus
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[KSP 1.8+] Kerbal Konstructs (Continued)
Artificer_Drachen replied to NathanKell's topic in KSP1 Mod Releases
Anyone else having the statics editor being stuck on the screen and not being able to swap tabs or spawn stuff? Are there mods that mess with that? I am using KSC extended and tundra space center. -
[1.12.x] Far Future Technologies - October 9
Artificer_Drachen replied to Nertea's topic in KSP1 Mod Releases
I'm trying to mess with the config for the nuclear smelter so I can add Deuterium and He3 as a recipe since I use Galileo's Planet Pack and Galaxies Unbound and I don't think they're properly configurated for those resources unlike stock (IE I get far less He3 on ceti than the mun or far less He3 on icarus than on moho). I can post the config modules I tried to add. -
Nvm, I managed to fix it from just redoing the mods I've got.
- 1,705 replies
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- planet
- kopernicus
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For some reason I can't leave the home system, it behaves as if I didn't install GU and just annihilates any vessel that reaches a certain distance.
- 1,705 replies
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- planet
- kopernicus
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