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Everything posted by lunaris69
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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 -
[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 -
press alt + f12, go into the cheats submenu and set their orbit to kerbin
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
lunaris69 replied to Paul Kingtiger's topic in KSP1 Mod Releases
i bet you could use the water tank model to store every dry resource in the usi kolonization mod. it looks fairly close to what they use in that mod after all, and it would make these real useful as mini freighters- 1,554 replies
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has the ModuleResourceHarvester_USI module changed? i'm trying to patch the other usi mods up but karbonite has some modules that aren't present in any mks parts. in particular the atmospheric and exospheric collectors https://github.com/BobPalmer/Karbonite/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/Karbonite/Parts/KA_ParticleCollector_250_01.cfg like that one. they seem like they might have changed to USI_Harvester, but in the karbonite mod the drills have USI_Harvester and the ones that arent drills use ModuleResourceHarvester_USI
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OH! jesus thank you for that, i was wondering why i kept getting these annoying "grab component" or rescue part contracts instead of the free kerbals i was wanting
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this is my favorite rover, by far. its the neatest looking, and just the right size that i can make all kinds of crazy things with them while still being able to transport them to the site. i do with they werent so far up the tech tree though
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use kerbal attacment system, grab some of the legacy connector ports, an electric screw driver and bring an engineer along. land beside it and attach one port to your vessel and another to the craft, then link them. you can now transfer crew between them directly. transfer the guy to the craft, unlink, then head home
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
lunaris69 replied to Galileo's topic in KSP1 Mod Releases
how odd, yeah i was doing a colonization mission on tellumo, spent a year at least there, hmm. never had issues with ciros asteroid belt, maybe thats it, too thick- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
lunaris69 replied to Galileo's topic in KSP1 Mod Releases
OH poop that would have been fun to find, guess i should have been patient. wait how do i spot them? none showed on my flyby, do i need that sentinel thing? also i never saw any in tellumos rings either- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
lunaris69 replied to Galileo's topic in KSP1 Mod Releases
thats dissapointing. tellumo had such a cool thing that i didnt expect at all, so my hopes were real high for nero having something similar- 7,371 replies
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parts [1.12.x] Asteroid Recycling Technologies
lunaris69 replied to RoverDude's topic in KSP1 Mod Releases
ok, so i think i have identified the issue. for some reason most of the usi mods are still using the old module system. i just checked in the github because i thought it was me, but it really is in there. for instance https://github.com/BobPalmer/Karbonite/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/Karbonite/Parts/KA_Distiller_125_01.cfg the new system is USI_ConverterSwapOption but whats in there is MODULE { name = ModuleResourceConverter_USI ConverterName = H2O Condenser StartActionName = Start H2O StopActionName = Stop H2O INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6 } INPUT_RESOURCE { ResourceName = Karbonite Ratio = 5 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 1 DumpExcess = false } } i suspect theres similar things throughout, though im not good enough at reading the code to figure out what its supposed to look like. the two that seem to have been updated are life support and mks, everything else is still under the old system