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It's a really handy trick when you don't have a parachute unlocked yet. Edit: Now that I've put about 10 hours into this tech tree I really really like it. Genuinely like it. I can focus on the areas that I need or want based on my gameplay as opposed to focusing on the unimportant stuff for my gameplay or mission just to get to the items I do need.
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Without USI Sounding Rockets there are no starting rockets, pods, or probes. This means you can't launch a rocket (no rocket parts) and can't EVA to gather KSC science (no pods to put a kerbal at launchpad). It's doable with USI Sounding Rockets on career mode w/ starter contract "Launch a rocket from launch pad". I hadn't thought about science career mode or otherwise not playing with contracts. Hm...I guess maybe you could get science using a sounding rocket by putting barely any fuel into it and just enough thrust to lift. Then recover it for the tiny amount of science? That might be enough to unlock a parachute for it.
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Decided to give this a try with only it's hard dependencies, but it isn't possible to progress. Though the game runs there are no parts available to gather the initial science requirements that unlock pods, probes, or cockpits. Maybe adding instruction to give 5 - 10 starting Science if USI Sounding Rockets is not installed? That should be enough to at least unlock probes or cockpits and allow for collecting of science doing grounded EVA walks.
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bansquid is banned by banpteranodon.
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Rational Resources 3.0.2 [Sep 24, 2024]
Mitokandria replied to JadeOfMaar's topic in KSP1 Mod Releases
Is this still the case? I can't add RR_TankSwitchForSquad.cfg because of RealFuels. RR Parts extra seems to work, but I don't understand why RealFuels doesn't have LqdNitrogen for any of the tanks (I understand that part is a RealFuels issue/question). Edit: Is there a way to harvest Nitrogen without Kerbalism?- 1,062 replies
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Thank you very much. Looks like I was overcomplicating things quite a bit. Edit: I got it working! Snacks is now Food Soil is now Waste Water requirement Water usage outputs Dirty Water Fresh Air is now Oxygen Stale Air is now Carbon Dioxide This means it now works with RealFuels so other tanks can be used for life support resources as well. I did run into some issues with SSPX. I was able to do a rough edit to the SSPXSnacks.cfg to get it to work, but I'm gonna need a bit more practice with Patch Manager syntax to clean it up. Again thank you!
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I did have a few questions. How should I go about determining storage unit capacity? I'm guessing a command pod should generally have enough capacity for 1 day for a full crew, but what about the dedicated storage containers? I settled on 1.5x QTY for Snacks so the amount of days worth of supply is the same. After doing all of this I realized I'd rather use Community Resource Pack for Waste (soil/mulch), Water, Waste Water, Oxygen (Fresh Air), and CarbonDioxide (Bad Air). No idea how to go about doing that though, but that's probably out of scope for this thread.
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The comments were very good! I had already taken a look at them to see if I could create one for water. It's actually why I was wondering if there were ones already created. I made one myself, but I haven't tested it yet.
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Is there a list of popular resource configs for Snacks! ? I really want to play with it, but just food (snacks), air, and stress isn't enough for me. Hoping for Water as well, but also kinda curious if anyone has pushed the complexity limits yet.
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[1.12.x] ProbeControlRoom Recontrolled (adopted)
Mitokandria replied to JonnyOThan's topic in KSP1 Mod Releases
Does PCR work with RSS/RO? -
Banned for excessive use of an acronym and for having too many '2's in one post..
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Mitokandria started following AtomicTech
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I thought those were just whispers?! Sweet baby Jeb that's good to hear! Edit: I wonder if TT has a TM/Copyright on Capybara Space Program?
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I know you posted this some time ago now, but I wanted to chime in that the Fallout community has done something extremely similar already. Check out the "Tale of Two Wastelands" mod which takes the assets from Fallout 3, converts them, then imports them into FalloutNV. The team behind TTW does this by using a third-party program they developed that checks that the original game is installed (Fallout 3 and FalloutNV) in the registry, verifies the hash for the game .exe files, verifies both games have been run at least once, confirms all necessary files are present, and then starts converting assets to import into the newer game's engine. As long as the newer game is a good game on it's own most people don't mind buying the second game. Similarly there has also been an Open Source Morrowind project going on for the last 15 years or so which was a project to recreate, from scratch, the vanilla game engine for Morrowind. Last time I checked they were pretty close to vanilla engine completion with a volunteer dev team.
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