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kaputzz

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  1. Hello guys! So, this seems to be the version of KK to use (read compatible with 1.12)... I don't find this on CKAN although you mention it is there? Should I install it manually? Also, can someone tell me which kerbin-side mod is best to use now? Thank you so much Nevermind, there was some confusion because this is called KK "continued" and I thought the one on CKAN was different... Well then, with this mod, a "KSC2 space center" appears in my carreer and I can't close it with base manager? Can you help?
  2. Hello guys, I'm setting up some mods for KSP again and this one seems very neat, if it still works. But there's a bunch of Kerbin Side mods listed on CKAN. Is this "the one"? Would you recommend any other than this one? Maybe something like "Contract Pack: Kerbin-Side Jobs"? Thank you!
  3. I was using deadly reentry mod, I'm not sure if this is the same thing, but better? I think deadly reentry is more than effects, but also has effects. should I expect incompatibility? Thanks!
  4. It's 2025 and I'm like.. "hmmm maybe I should give KSP another try" Besides resources, the other thing really annoying with Kerbalism for me, is to figure which parts are preventing you from warping 1000x +.. I will definitely try out your mod soon. As a big Kerbalism fan, thanks for your contribution!
  5. That is huge, I didn't know about that mod and I'll try it out! Thank you!
  6. Oh.. At the time I wrote that, CKAN was identifying a new update for OPM... Oh well.. Thanks for your time Pood. By the way, love your calm nebula skybox.
  7. Hello guys, i found this mod interesting, but when kerbals are on vacations, i cant really see when they will be back anywhere... can I? I dont see it anywhere in the UI... thanks for the help in advance! Nevermind.. I see them in astronaut complex. I dont know what happened, but i was going to swear they weren't there...
  8. Hello, I saw the update today! thanks! are you updating the OPM Clouds too? Cheers!
  9. jesus, i really gotta study xD yes, I had a hard time finding CO2 in orbit, except when orbiting the sun itself.. for some reason.. im barely aware of these resources distribution or processes in real life, so i really need to read about it everytime.. With EL, I was going to bet the ship would be fully tanked when created in the workshop.. No?? i still have to fuel it? what? I only noticed that I would need oxydizer while the ship was under construction.. Well, regarding NF, i loved the parts, all of them: solar, exp, spacecraft, iva props,... so i downloaded the propulsion too and didnt care about the new fuels lol. it doesnt change anything else and i could easilly dismiss respective engines.. With the same logic, I was considering FFT because I still don't have mods for late-game / interstellar, if i want to make the system bigger. The problem is... If I dont have the resources processment right, I won't need them neither. so that's where i am at, with my tests.. i was trying to set up several "refineries" and see what works best for a stations and colonies in sandbox.. and still im struggling.. But thanks for all the tips. I get back to the game when I can and report back too. Thank you so much again
  10. Hello @JadeOfMaar thank you so much for answering! Im fairly new into this mods world and i'm having around 150 with kerbalism, I never know where the issues reside at times i cant tell if there's an issue at all, or is just like that. Based on what I understood, this time, everything is working as "expected"... Yes, I'm using Stockalike Mining Extension, Space Dust and SD Unbound and RR with RR Squad, RR RCS and Nuclear Family, RR EL utilities, RR Kerbalism, RR Parts and RR Companion. And I have Extraplanetary Launchpads too.. which, from what i can remember of my tests, basically allows me to harvest metal ore (everywhere, because of those Auger drills) and turn it into ships. the single resource involved is a bit of oxidizer. the ships will be crafted with full tanks.... it seemed to me. So i was considering this as a workaround for all the other processes. was just trying to have the oxidizer produced on site too.. Am I wrong? I must have missed the process to get Carbon Dioxide from Ore - or maybe the issue was finding pure Carbon, cant remember... And I certainly didnt check Duna Icecaps because I wanted to get the resource in space... Regarding your third point, I was really avoiding to have more fuels. I wish I could have only stock resources and life support to be honest - and yet here we are. I'm also using Near Future (and planning to have FF tech too). Would you recommend those fuels for any of these mods? Thank you for all your help and mods! cheers!
  11. Hello @JadeOfMaar, I'm testing some mods for a new career and I found it quite difficult to setup a typical liquid fuel/oxidizer production chain with Kerbalism and RR... At least if I had an idea of how the resources are distributed accross the planets (im using Kopernicus and OPM) it would be easier to plan when and where to setup the first colony of the playthrough and which process chains to use.. can you help?. I'm really sorry if this is offtopic.. Last time I had a chance to play I got stuck in finding Carbon Dioxide to harvest and the best concentration i got was around the Sun, which seems not a very practical place to have a "refuel station"... have a good day and thank you in advance!
  12. Hello @Caerfinon, thanks for your time helping out. Maybe what I reported is a side-effect of RealAntennas mod that I had also installed, not Kerbin Side. Tested that mod seperated and I lost all stock groundstations except for DSN (KSC, Pluto and Charon). Maybe this wasn't a problem of KerbinSide nor KK. I'm testing these 2 again tonight without Realantennas. Thank you again man
  13. Thanks to both of you! It's the second time I'm advised to change compatibility to 1.8 on ckan... But 1.8 was so long ago, I would think the authors or someone would have "flagged" it correctly as compatible to current version.. Is that on CKAN side or Mods side? Doesn't it mean the mod no longer has someone supporting it? Thanks again!
  14. Hello guys, This is a great mod, thanks for all the work. I'm trying to use this mod, but I'm having trouble setting "statics" as ground stations. I was expecting them to work just like the DSN comms. CKAN says this mod is not compatible with latest game version. Am I missing something or is this maybe another mod incompatibility? Thanks!
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