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Everything posted by KerbMav
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Yes you can! I believe in you! Or, quicksave and try for orbit?
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[1.11] RemoteTech v1.9.9 [2020-12-19]
KerbMav replied to tomek.piotrowski's topic in KSP1 Mod Releases
Simply - RT settings in Space Center view - deactivate the need for a connection to activate antennas. -
[1.12.x] USI Core (Reactors and Kontainers)
KerbMav replied to RoverDude's topic in KSP1 Mod Releases
Has anyone a patch to add RocketParts to the big Kontainers, with texture maybe? -
[1.12.x] Near Future Technologies (September 6)
KerbMav replied to Nertea's topic in KSP1 Mod Releases
@Nertea@DStaal It is so weird how much your conversation fits the style of Cpt. Holt from Brooklyn 99 ... but may that is all just in my head ... -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
KerbMav replied to IgorZ's topic in KSP1 Mod Releases
Totally silly thought most likely: Maybe the docking ports' way of checking for correct alignment (stock supported but enabled) could be reused? Or, SEP uses bulby nodes for attaching the power sockets. Being able to center inline parts (e.g. Konstruction docking ports) might be interesting - by adding "bulbs" to connection nodes of most parts? -
KSP Wobbling in a vacuum
KerbMav replied to Defective2000's topic in KSP1 Gameplay Questions and Tutorials
I suddenly fear for the integrity of my space station ... Having the most heaviesterer part in the game as a "strut core" on my station should protect me, as long as docked ships have no autostruts or are not of a to complicated design, no? -
[1.12.x] Near Future Technologies (September 6)
KerbMav replied to Nertea's topic in KSP1 Mod Releases
No, I am saying that maybe USI's work more the way you would like them to? -
[1.12.x] Near Future Technologies (September 6)
KerbMav replied to Nertea's topic in KSP1 Mod Releases
@Blackline If you insist on the USI functionality, but want the NFT models, why do you not change the configs for the parts? As far as I can tell, USI uses no extra code, so should be rather easy. -
@CatastrophicFailure
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@kraden Konstruction adds a magnet with variable strength to the stock claw. My guess is, that this magnet tries to pull in the other wall of the open cargo bay build from the two fairing bases. But since the claw is part of the same craft, the whole craft is being moved/accelerated.
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I remembered an oddity during an attempt to retrieve a probe; the recovery vessel made use of two fairing bases to create an open cargo hold and a Claw grappler that got upgraded by some of my mods to have a magnet as well. So, I recreated the design and - remembering on maximum power the magnet drained my batteries in seconds - I attached a USI nuclear reactor to it, as well as shorened the distances on a hunch. It is not the fastest ship - and given our smart and playful community most likely not even the first of its kind - but the reactor will keep going for 16 years before its rods are depleted, and with its mass of just under 14 tons it took just about 15 mins to get an encounter with Mun to propel it out of Kerbins orbit with 0.146 g acceleration.
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
KerbMav replied to Dewar's topic in KSP1 Mod Releases
If @Dewar has specified values for all existing planets/moons, than adding a default would add gold/unobtainium to every body added by a mod pack/any non-specified places. (Though this might result in gas giants having surface desposits of unobtainable unobtainium!) Edit: Saving you spoilers: -
@Aelfhe1m Thank you! I have to confess, I have been quite ignorant about the ModuleManager.ConfigCache - could have saved all of us some time. Edit: Config of the small ore tank as reference: OreTanksSwitch.cfg from Simple Construction My attempt to add three more resources to the tanks: Somewhere I must have made a mistake, as it is not working as desired. Shameful Edit @PART[*]:HAS[@RESOURCE[Ore],#category[FuelTank],@MODULE[InterstellarFuelSwitch], ... AAAARRGGHHH!!!
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Would this actually do something? And if - what exactly? @PART[USILS_Greenhouse_Inline] { @MODULE[ModuleResourceConverter_USI] { UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = BotanySkill EfficiencyBonus = 1 } } @EXPERIENCE_TRAIT[*]:HAS[#name[Scientist|Engineer]] { EFFECT { name = BotanySkill } }
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[1.2.2] E.T. - Extreme Textures (RSS)
KerbMav replied to ufindbatman's topic in KSP1 Mod Development
probs totes wrong thread for this -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
KerbMav replied to DMagic's topic in KSP1 Mod Releases
This might very well be it. Also, if I remember correctly, some parts are physicsless in their config, so they just add their weight to their parent part they are attached to. -
From KAS 1.0 thread/OP 'KAS 1.0 is totally independent from the old KAS and doesn't conflict with it. You may use both.' So, will install the "old" KAS for 1.3 as well and see what happens on my stop at Minmus.
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It works quite well for me.
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[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
KerbMav replied to Padishar's topic in KSP1 Mod Releases
If github hosts on amazon's servers Chrome might think it is a fraudulent link to a phishing site which tries to make you install malware - but I am not a IT security specialist. -
Oh but I do - but oh I think I see ... I am using KAS 1.0 that @IgorZ is currently making - seems there are incompatibilities to SEP then.
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My right click menu only shows aim and reset camera When I hold a plug close to the sockets the node bubbles show up - I tried attaching without H but it just makes a sound effect end drops to the ground - I attached the plugs holding H once with the electric screwdriver and once with the normal one - no effect, I do not get any action to build a line.