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Everything posted by BrutalRIP
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[WIP] Science Hard Drives: v0.2-alpha
BrutalRIP replied to SirDargon's topic in KSP1 Mod Development
Was just going to give this a whirl but i think i will wait on the update cos this looks great -
CRP Planetary resource list Dirt Gypsum Hydrates Karbonite Karborundum MetallicOre Minerals RareMetals Substrate Uraninite Water ExoticMinerals //thanks smjjames i believe the Planetary Survey Camera scans them all (?)exept Karborundum + karbonite use KA_Scanner_01 but they already work for KCS123 http://forum.kerbalspaceprogram.com/index.php?/topic/72032-105-usi-kolonization-systems-mksoks-0331-planetary-logistics-and-kolony-rewards/&do=findComment&comment=2395836
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ive also been seeing this VAB UI bug
- 5,672 replies
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- usi
- life support
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i had this too, hyper editing to minimus and the crew stays put
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Close, its actually Portrait Stats , forum link , kerbalstuff
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[1.12.x] Freight Transport Technologies [v0.6.0]
BrutalRIP replied to RoverDude's topic in KSP1 Mod Releases
any chance of you sharing the mm patch when you've done it? -
i also have the reported issues in 1.0.5
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parts [1.12.x] Asteroid Recycling Technologies
BrutalRIP replied to RoverDude's topic in KSP1 Mod Releases
just so you know the download link in the OP just loops to the forum main page For everyone else use the catalog link in Roverdudes sig -
An open letter to the developers of Kerbal Space Program.
BrutalRIP replied to Tang_Titan's topic in KSP1 Discussion
this would be an awesome thing to do just hit the "like this" button -
An open letter to the developers of Kerbal Space Program.
BrutalRIP replied to Tang_Titan's topic in KSP1 Discussion
wow seriously am i the only one that felt like crying reading this?? id bet not -
Yes i have USI-LS and was on kerbin (testing) when i landed another scout pod next to the base the 2 scout pod shared supply's but just not the AG and HAB sections of the base i was trying to have 3 not connected base sections 1 all AG modules and resources and 1 all HAB modules and resources and have them share the resources that the HAB and AG need/produce by using the scout pod logistics
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Sorry for not being clear i HAD 3 separate parts to the base all three had 1 5star engineer and 1 5star pilot http://imgur.com/09oHOCI http://imgur.com/UBHGNCZ yet they would not share ANY resource(ie 1 base section had 422 suppies the other 0) i thought the scout pod with its engineer and pilot should be transffering some of the 422 supply's to the base section with 0, anyway with the forum upgrade stopping me progressing with support i just deleted the base and went for a connected base instead Thanks
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[quote name='RoverDude'] What precisely is not happening? Lets make sure we have the same expectations.[/QUOTE] well as seen in [URL="http://imgur.com/09oHOCI"]this link[/URL] i have 422 supplies,10 mulch and no fertilizer yet in the [URL="http://imgur.com/UBHGNCZ"]other part of the base[/URL] i have 0 supplies, 0 mulch and 7 fertilizer i thought that the 2 base sections should be sharing these resources via the scout pod??
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[quote name='RoverDude'] Does the scout pod have a pilot in it? You need an engineer on the vessel for power distribution (the one making the power), couplers on all potential power receivers, and a pilot in the Rover.[/QUOTE] pilots and engineers in all base parts power couplers on all parts also still no logistics [URL]http://imgur.com/a/ej1nJ[/URL] oh and im using the 64x hack though it seems really stable to me ive crashed once since 1.0.5
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[quote name='BlueCanary']I'm probably missing something obvious, but I'm not getting any editor options or any way to change engine modes? This is on the current 1.0.5 version and without toolbar installed. The AppLauncher button shows up and works in flight, but there is nothing at all in editor.[/QUOTE] if you are using the version in the OP then there are no options except the right click on engine ones. if you want more options use the beta version post #385
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[quote name='goldenpsp']Call me stumped but where is the Rover in the picture?[/QUOTE] No rover in MKS-L logistics is done through the scout pod according to the wiki [quote name='Badsector']Because you need a MKS part with [CODE] MODULE { name = USI_ModuleResourceWarehouse } [/CODE] or [CODE] MODULE { name = ModuleLogisticsConsumer } [/CODE] For holding the need resources, put a sifter or ilm with dirt and you start to get resources[/QUOTE] im pulling in ore through the sifter its just not being pulled in by the AG module which has both the modules you said even the power distribution isnt working im going to reinstall all the usi mods and try again
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