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found an issue actually, the malemute wheels seem to have almost no friction. youll see it pretty quick scooting around the base, the wheels spin when you accelerate and slide when you brake, and when you try and climb slopes youll usually wind up sliding back down unless you've scooted up enough of a head to ramp it in one shot packrat rover wheels work perfect when subbed in for them though
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if you find one id like to know too, ive been searching everywhere but no idea what the deal with all these new parts is. good to know my favorite rover is back though
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
lunaris69 replied to RoverDude's topic in KSP1 Mod Releases
wait theres no patches doing that, do these just always use that? -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
lunaris69 replied to RoverDude's topic in KSP1 Mod Releases
i think i found what you could call a bee, this appears to convert the engines to use lh2 if the atomic engines mod is installed, but if you have the patch to make those atomic engines use liquid fuel and cut out the lh2 storage it doesnt work with it and still uses lh2 -
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
lunaris69 replied to Nertea's topic in KSP1 Mod Releases
so, does this mod require system heat now? and i saw that something from near future electrical was removed, but im not clear on what near future electrical ntrs is since theres nothing i can see in the near future electrical mod that might match the contraction ntr. that stuff about having to warm up and cool down and manage propellant and reactor somethings sounds like way too much when i already get overwhelmed trying to make rockets that work -
ok, testing the same mod loadout with your other release, the alternis kerbol rekerjiggered, scansat works in that one, so its just this one for some reason
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(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at SCANsat.SCAN_Data.SCANdata.get_Anomalies () [0x00000] in <filename unknown>:0 at SCANsat.SCAN_Unity.SCAN_UI_BigMap.mouseOverInfo (Double lon, Double lat) [0x00000] in <filename unknown>:0 at SCANsat.SCAN_Unity.SCAN_UI_BigMap.MapInfo (Vector2 mapPos) [0x00000] in <filename unknown>:0 at SCANsat.Unity.Unity.SCAN_BigMap.Update () [0x00000] in <filename unknown>:0 is this not compatible with SCANsat? i've never seen this error before
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
lunaris69 replied to RoverDude's topic in KSP1 Mod Releases
so, i found an interesting bug with the drills, the maximum cooling on the larger drills is far less than they need at 100k, at that level only a single separator can be activated at once. coupled with having a higher energy needed for the same amount of extraction as a smaller drill, its completely better in every way to ignore all larger drills and just use multiple small ones -
i feel it should be pointed out again, the scout landing module workshop is completely redundant, as the scout cannot have a worker added to it anyway so the workshop inside it cannot be used ever
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i just realized, theres no habitat section for the malemute, or a kis section. the long storage tank model seems like it could serve for both, or maybe the geology lab. comparing size, one should have more room than the uks multihub on the karibou
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
lunaris69 replied to RoverDude's topic in KSP1 Mod Releases
i remember when i was manually updating all the extractors to work with the latest update there were a few things that were also broken that werent based on those two, but i cant remember which now. its been a while since it came out and i didn't expect it to be long before it was fixed properly so i didn't make a list -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
lunaris69 replied to RoverDude's topic in KSP1 Mod Releases
on an unrelated note, why do the base cradles all cost 20700? thats around the price of a tundra medical bay -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
lunaris69 replied to RoverDude's topic in KSP1 Mod Releases
i think that local logistics requires vessels to be landed -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
lunaris69 replied to RoverDude's topic in KSP1 Mod Releases
i actually posted about that issue over in the asteroid recycling thread, i made patches for all the usi mods and have just been playing like that. i was debating posting those here, but i suppose if theres a patch being released tomorrow there wouldn't be much point. -
parts [1.12.x] Asteroid Recycling Technologies
lunaris69 replied to RoverDude's topic in KSP1 Mod Releases
so i've patched what i can of this mod to 1.6, unfortunately it seems like the fuel hatches have something wrong with them related to the fuel switch, so seems like using this mod properly will have to wait for an update, heres the separators though, i got them working https://www.dropbox.com/sh/j7rkfnfbb35zkpw/AACcmajwQb-jqsmkprNxX18ra?dl=0