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Everything posted by Smurfalot
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
Just to be clear, you have to have 2500 machinery in the module and 46000 materialkits on your ship to inflate the big hab. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
Do you have enough material kits? They take a ton of material kits to deploy. Along those same lines though, the inflatable storage tanks are not opening for me in the VAB (1.8.1) -
FYI to anyone who cares, the Universal Docking Ports mod still works for 1.8.1, there are not a lot of moving parts (pun intended) to break with new versions. It would be nice though if some kind soul would adopt the mod, clean it up, give it a once over for the current version. Anyone know who the current owner/operator is to ask about taking it over?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
I cannot seem to find what the impact tolerance is for the Karibou lander legs, does anyone know which has more impact tolerance, the built in lander legs, or the karibou modular wheels? -
Sorry, it took me a minute. Here is the log. Edit: I use an absolute cubic love-ton of mods, sorry about that too lol According to Final Frontier she has had 19 missions, but according to the save file, she has had 23, it might be a matter of aborted launches. I made all of the kerbals be default suits, and set Stripes to be Sci-Fi, I am hoping that the next proper flight with Val will trigger it.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
There is a wiki, but it as you say, hard to keep it current. Also, just because I have been here a while, does not mean I have all/any answers :p Do not confuse age with experience, there are a lot of things I am still trying to fine tune or figure out myself. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
No worries my friend, ask as many question as you need! I have been using this mod since its infancy and still struggle to keep up with all the bells and whistles that have been added over time. This is a massive and complex mod (one of many by Roverdude) that adds a whole ecosystem to the game. The learning curve is steep, it is only right that you have questions! Questions are how people learn something new, right? Even if the answers are buried "somewhere" in the thread, your "dumb questions" bring relevant, up-to-date information to the surface for everyone in the community to use. Thus saving other new people (or old timers like me) hours of searching for out-of-date answers spread across literally hundreds of pages worth of irrelevant, out-of-date posts. That is a valuable resource for the community, so don't apologise for being on the same learning curve as everyone else. -
Wow, I have been eagerly awaiting this update to 20.0, great work! I noticed a couple of things in the 19.3 beta that seem to have carried over into this update, so I wanted to give you a little bit of feedback about the new parts. It seems more balanced to have its MS-R Multispec best altitude be more like 250-300 km, since it has such a narrow FOV and maybe move it down a notch on the tech tree to spaceExploration (from advExploration) since it is an entry level orbital instrument. That would put it in line with the first orbital low-res Altimetry instrument, and also space it out from the other more specialized high-res instruments later in the tech tree. If you also move the SCAN-R to advExploration (from scienceTech) the entry point for your high-res Visual, Altimetry, and Resource scans line up better. Similarly, if you move the SCAN-R2 to scienceTech (from advScienceTech) then your Tier 2 scans line up as well. If you also give the VS-1 and SCAN-R a slightly higher max altitude, more like 250 km the operational ranges ranges for all the Tier 1 hi-res instruments would line up better. All the models look great, except the SAR-X antenna, which is just a bland grey rectangle, maybe you can reuse the old RADAR model that extends out into a dished antenna? I always liked the way that one looked aesthetically. All that being said, you have done a wonderful job with this mod, both maintaining and upgrading it through these many years. Job well done!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
Hey Rover, I am not sure if this is the right place to mention this, but the KLF-250 is under Heavy Rocketry, but it is about the same size as the Mainsail, which is under Heavier Rocketry. Just wanted to point that out in case you want to balance it. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Smurfalot replied to Paul Kingtiger's topic in KSP1 Mod Releases
All of them I have tried so far, but I am not certain I have unlocked 100% of them. Also the two 1.25 cylinder fairings with the LFO/Mono tank options are also having problems. One does not have a tank no matter which option you select and the other always has Mono no matter which other options you select. I am currently using UniversalStorage2 1.9.1.12 B2.zip, should I try B5 instead? I do not see it on the Onedrive.- 1,581 replies
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Smurfalot replied to DMagic's topic in KSP1 Mod Development
I am using SCANsat Version 18.14, with KSP 1.8.1. I have stock scanning turned off (narrow band disabled) and stock scan threshold set to 90%, Kerbin has been completely scanned by by a multi-spec and RADAR modules, but no resources are showing up on the map overlays. I have gone all through the wiki and reddit looking for answers. The wiki says under the stock scan threshold section: This should mean that once I get to the scan threshold, I should have resource data per the "stock resource scan", right? I should at least be getting data for Ore, if nothing else. What am I doing wrong? -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Smurfalot replied to Paul Kingtiger's topic in KSP1 Mod Releases
The US2 decouplers do not seem to be working. When you hit the staging, they make the noise, but do not come off like they should.- 1,581 replies
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Thank you. I want being a vet to be special because they are immune to crankiness from low supplies in Kolonization. My goal was to strip the big 4 and make them earn it but also be able to get a lucky rescue to get a free Vet. I set my Vet qualifications at 20 flights and 120 hours, seems to be the right amount of challenge to earn it.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
I tried it a few different ways and none worked. I ended up using the the tube to ghetto dock the two crafts and deorbit after redistributing some parachutes-- I am quite surprised to say it worked. Thank you for the mod info, I found and added it as a result of this mission. Hopefully this will be the last to face this complication.