AtilaElari
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Everything posted by AtilaElari
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Thank you! Much appreciated. A follow-up question: any mods with autonomous probe cores? By autonomous I mean capable of control without crew or connection to Kerbin. I want an independent mothership that can control lesser probes without coms link back to Kerbin (so I don't want to just turn off the ComNet entirely). Or what piece of code to put in a part config. I thought I figured it out, but then my supposedly autonomous craft lost control mid-mission.
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I want to do a big Von Neumann self-growing probe mission with Extraplanetary Launchpads, and want to use EVA Construction mode without, well, bringing kerbals along. So, is there a mod that can allow this? Or, if not, perhaps someone created a part that manufactures little green men from locally sourced Ore? That can be put back in a blender after they done their job, for proper soulless AI feel.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
AtilaElari replied to K.Yeon's topic in KSP1 Mod Releases
Am I correct in understanding that there are no H-sized cockpits or even adapters? If so I'm confused on how would I use the H parts for building a plane. Also, don't you think that OPT engines are rather overpowered? I'd suggest increasing their mass to off-set their insane atmospheric efficiency and/or increasing their price in Career mode. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
AtilaElari replied to K.Yeon's topic in KSP1 Mod Releases
Maybe add it on the main post as a recommended mod, until you figure out how to stop KSP from freaking out on those parts. -
The problem was already solved - the files from SpaceDock which I downloaded without checking the version (you should either update the file there or remove the download lonk from the first post) did not contain CommunityResource folder, and the lack of it was causing the crashes.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
AtilaElari replied to K.Yeon's topic in KSP1 Mod Releases
I was going to report the same issue but the offending part was Deployment Bay. WorldStabilizer indeed solves it. -
KSP Interstellar Extended Support Thread
AtilaElari replied to FreeThinker's topic in KSP1 Mods Discussions
Hello. I recal there was an engine capable of working during time-warp, but I can't seem to find it now. Is it still in the mod? What's it's name? -
Great! Wish I didn't break my save right after completing a full production colony on Minmus. but still great!
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Wait for Allista's update of the mod for 1.4.1 or roll back to 1.3.1.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
AtilaElari replied to IgorZ's topic in KSP1 Mod Releases
I see, thanks. I'll have to use TAC Fuel Balancer as a workaround for now then. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
AtilaElari replied to IgorZ's topic in KSP1 Mod Releases
I'm running into a problem: KAS Connection Port won't allow fuel transfer. Here, two tanks are connected directly but fuel can't be moved. Any ideas why? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
AtilaElari replied to RoverDude's topic in KSP1 Mod Releases
I'm having issues with T-Credits - for some reason it says that Liquid Fuel is lacking, even though there is a reasonable supply of it on the colony. Or should a fuel tank be connected directly to the Logistics module for that to work? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
AtilaElari replied to RoverDude's topic in KSP1 Mod Releases
For me it shows the time Supplies would last without recycling, but as the time goes on this number does not change, as the Supplies are being replenished. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
AtilaElari replied to RoverDude's topic in KSP1 Mod Releases
Got that, thanks. One more (hopefuly final) thing - life-support window doesn't show the actual time the supplies will last while being recycled by Nom-O-Matics, and the only way to see that is in VAB or to calculate it manually? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
AtilaElari replied to RoverDude's topic in KSP1 Mod Releases
I am confused again: in Life Support menu un-focused wessels seem to just run out of Electric Charge, regardless of how much they generate, or if they store more than 6 hours worth of EC. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
AtilaElari replied to RoverDude's topic in KSP1 Mod Releases
Since we are doing newbie questions here let me add another: how do you do stuff with Lodes? Do I need to build a rover-miner with horizontally oriented drills to be able to stick said drills into the lode? Or how do I even determine what kind of a resource a lode contains? It just says ResourceLode as a resource. -
There seems to be a bug with the graphics of Space Crane's RCS exhaust - it is expelled in the wrong direction and is overly bright and large. Also, will join the general encouragement - the mod is awesome and we can survive for a few days without it while you do your real life things:)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
AtilaElari replied to RoverDude's topic in KSP1 Mod Releases
I'd be grateful for a little clarification of Planetary Logistics mechanics. Am I correct in understanding that planets have infinite warehouses, so for example you could send a mining rig with minimal storage to, say, Duna, start it up with global warehouse enabled, then when your colony ship arrives at the next transfer window a year later a crewed logistics module would be able to pull a year's worth of mined ores from global warehouse? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
AtilaElari replied to RoverDude's topic in KSP1 Mod Releases
Either it's a bug or I'm missing something: I deploy the Material Processing Unit (on the launchpad for now), right-click on it and I see all the conversion options. But then 5 seconds later they all disappear, leaving only the option for LFO. What's going on? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
AtilaElari replied to RoverDude's topic in KSP1 Mod Releases
I'm also trying to get into the mod and my brain starts to melt a little. So before I spend several hours of real time establishing a base, I'd like to ask you if I understand things correctly. My goal is to establish a base capable of assembling modules and ships from Ground Construction DIY kits. For that I need MaterialKits. To that end I need to mine Metallic Ore, Substrate and Minerals, refine them and then process in the Workshop. My first destination is Minmus. It has no places that have all 3 resources in one spot. So I will need to establish at least 2 mining location. Am I correct in assuming that I can establish a drill+container-only mining outpost, enable Planetary Warehouse on the container and then use Logistics module on the main base to transport mined ores for refinement across unlimited distance? -
KSP Interstellar Extended Continued Development Thread
AtilaElari replied to FreeThinker's topic in KSP1 Mod Development
A bit of a bug to report: I had an outpost with Blanket Photovoltaic Power Reciever, but then during some maneuvers I tipped it over, shattering the solar panel. As a result it formed a cloud of shards that was rigidly attached to the spacecraft. Screenshot. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
AtilaElari replied to RoverDude's topic in KSP1 Mod Releases
A question - will Loads be generated on an old save if I install the game mid-play, or would I need to start anew? Also, does this mod add some Kolonization-focused Contracts for career mode?