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Everything posted by Smurfalot
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Smurfalot replied to MacTee's topic in KSP1 Tools and Applications
I would also like to try the beta please! -
[1.0.2] TAC Self Destruct v1.5.1 [13May]
Smurfalot replied to TaranisElsu's topic in KSP1 Mod Releases
I dare say that Kerbals perfected the art of making things explode very early in their existence, it should be open at tier 0! -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Smurfalot replied to AlphaAsh's topic in KSP1 Mod Releases
Oh I see it recovers the kerbals and science (like stock) to the nearest base?- 872 replies
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I have always considered Kerbals to be plant-based lifeforms (Semi-intelligent tubers) based on various circumstantial evidence (green, until recently no females, indestructible and seemed to be grafted clones of each other). I think I might tweak my Soylent recipe to use some mulch from the new MKS build mixed with some LFO and electric charge. Edit: It should be in compositum (in compost) instead of in vitro
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Smurfalot replied to AlphaAsh's topic in KSP1 Mod Releases
I do not know how feasible this is, but what would it take to use the added KK statics for calculating recovery using the Stage Recovery mod? It basically uses a distance from KSC to calculate how much your debris is worth on recovery, it would be nice to have additional recovery stations. Is that something that would have to change on the SR mod side?- 872 replies
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I had to look that one up. ;P
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[Airships in 1.12.3] HooliganLabs Mods
Smurfalot replied to JewelShisen's topic in KSP1 Mod Releases
I really love the airships...Not to be pushy, but any news? -
Love your mod, thanks for the update.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Smurfalot replied to RoverDude's topic in KSP1 Mod Releases
Perhaps a little "Resource Not Available" in the context menu instead of the option just disappearing? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Smurfalot replied to KospY's topic in KSP1 Mod Releases
Wow that really sucks. It is funny, but sucks to be that kerbal. -
There is a known upper limit to how long you can stretch those connections before the physics engine starts to screw up. I do not know what specifically the upper limit is off hand, but I am guessing it is around 50m or so based on the length of the winches when fully extended. Which means 1.3 km would be definitely in the excessive range.
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Basic Aircraft Design - Explained Simply, With Pictures
Smurfalot replied to keptin's topic in KSP1 Tutorials
Thanks a bunch, I have been using this advice to good effect. I really appreciate the help. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Smurfalot replied to TriggerAu's topic in KSP1 Mod Releases
Sweet, I was just asking about those. -
[1.0.2] TAC Part Lister v1.4.1 [22May]
Smurfalot replied to TaranisElsu's topic in KSP1 Mod Releases
Same on 32-bit, uninstalled until update. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Smurfalot replied to TaranisElsu's topic in KSP1 Mod Releases
How does the "HibernateInsteadOfKill" function work, how do I use it and how to I un-hibernate a hibernating kerbal? -
[24.2] Karbonite Ongoing Dev and Discussion
Smurfalot replied to RoverDude's topic in KSP1 Mod Development
Best bet is to open the craft in the VAB and remove the kethane detector part and resave the craft before your uninstall the mod, otherwise it will break that craft file. As for the ones already out in space... you can either kiss them good bye and launch new ones or you can leave that specific kethane part installed when you uninstall the rest of the mod so that the flights with that part attached do not disappear next time you load the game. Yes you could try to edit the saved game to remove the offending parts from the crafts...but trust me it is not worth the hassle and you will probably end up wasting a whole lot of time trying to get it to work and still break your entire save in the process. OMG that is brilliant! I have already used Whack-a-Kerbal to remove the offending parts from 2 satellites! Alt+F12 happy shooting. -
[24.2] Karbonite Ongoing Dev and Discussion
Smurfalot replied to RoverDude's topic in KSP1 Mod Development
Sorry, bad joke...look at the quote in that earlier post. -
[24.2] Karbonite Ongoing Dev and Discussion
Smurfalot replied to RoverDude's topic in KSP1 Mod Development
I think I found your problem. -
[24.2] Karbonite Ongoing Dev and Discussion
Smurfalot replied to RoverDude's topic in KSP1 Mod Development
Whatever it was, version 1.1 fixed it. And yes, I mean an ILM for the generic resources (that are produced from karbonite) just so I can keep the form factor the same for my colony instead of having ugly non-MKS trash tanks on my lawn. -
[24.2] Karbonite Ongoing Dev and Discussion
Smurfalot replied to RoverDude's topic in KSP1 Mod Development
In theory, they are distilling other gases out of the karbonite and returning a "more concentrated" karbonite with those gases removed-- thus the slight shrinkage. Edit: 1.1 fixed it. I am having one problem however, there is no context menu on the big distillers or the converters to turn them on, is the drill supposed to have an animation or particle effect? You should also add a Karbonite specific addon for MKS/OKS that gives an ILM/ISM that can hold Karbonite based products, Mono, Xenon, LF/Oxy etc. so that we have a place to store these products in an appropriate colony module. -
[24.2] Karbonite Ongoing Dev and Discussion
Smurfalot replied to RoverDude's topic in KSP1 Mod Development
I am just glad I had not connected them to my colony yet-- they were sitting right next to the module they were going to connect to, but I went to bed before attaching them...that saved my colony from destruction.