Seeker89
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Everything posted by Seeker89
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KerbalStuff closing is pretty sad. I didn't really notice till today when I decided to get back into it, but oh well I guess I'll wait till it's replaced or go through all my mods...
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Would the Davon supply mod be what you could be looking for? http://forum.kerbalspaceprogram.com/threads/37012-Part-1-0-4-Davon-supply-mod-v015 you could land, hit the supply button, get resupplied and take off. I have also used USI Kolonization Systems. http://forum.kerbalspaceprogram.com/threads/79588-1-0-4-USI-Kolonization-Systems-%28MKS-OKS%29-%280-31-11%29-2015-10-16 There is a Logistics Hub, that I have used to send fuel around the planet and in space.
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I found this. but I can't find it any where else.
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Most likely not. I don't believe that the engine is set up for something like this but there could be a work around. We would need some form of computer generated craft maker, and use the mission craft spawner to spawn craft that we could call 'the other compainies'. Overall, I'm not really good at making mods so I don't really know.
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I wouldn't mind something like this too. It would be fun to play keep away and prevent them from doing things like landing on the mun with the best stock weapon, your crafts...
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I do wonder.. how much of the game has been rewritten?
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KSP Interstellar Extended Continued Development Thread
Seeker89 replied to FreeThinker's topic in KSP1 Mod Development
I have thought about this... well because I have way to much thinking time at work... load the part, hit the green button, unload the part.... repeat... repeat... repeat... look at the clock, figure out how much time i have left.... load the part... Maybe the best course of action about this. would be more on the lines of a settable rate. like setting the rate on the device on the ship, of how much energy it will send. does that make sense? -
KSP Interstellar Extended Continued Development Thread
Seeker89 replied to FreeThinker's topic in KSP1 Mod Development
FreeThinker, is there a way you could make it so that the microwave transmitter will send any power made and not just KSPI reactors and solar power? -
I wouldn't mind trying to start ksp from a different planet. I debated doing something like this, but just with extraplanetary launchpads and editing the ship to a new save. but the thought is as far as I got and I'm no good with modding
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Transmit science data from one vessel to another
Seeker89 replied to guitarxe's topic in KSP1 Mods Discussions
Sorry to bring this back up... but has someone worked on something like this? -
More science/observation/location descriptions?
Seeker89 replied to Tricky14's topic in KSP1 Mods Discussions
http://forum.kerbalspaceprogram.com/threads/102373 like that? -
I found this mod last night and gave it a go.... I was wondering if you could make one with a slightly different colour to be used as a mobile science lab?
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[1.12.x] Freight Transport Technologies [v0.6.0]
Seeker89 replied to RoverDude's topic in KSP1 Mod Releases
It's form MoarKerbal mod, it 'clones' kerbals..... here is the link: http://forum.kerbalspaceprogram.com/threads/104853-0-90-MoarKerbals-Populate-your-colony-in-space!-(v1-1)-2014-12-27 -
[1.12.x] Freight Transport Technologies [v0.6.0]
Seeker89 replied to RoverDude's topic in KSP1 Mod Releases
This is what I called the Grand Miner v1. It pretty much has everything I wanted to start a base on Mimmus through I decided last minute to remove rocketparts... and I can't remember why... so what does the Grand Miner have? good question. It has a Kloning Bay, a workshop, a PDU, logistics hub, karbonite converter, logistics module, 6 gigantor solar panels(though I can't open two with the logistics module), and 4 docking ports(i don't know why) I modded BahamutoD drills to do karbonite, MetallicOre and ore at a high rate but it uses lots of power. It can hold 45k Karbonite, and 15k metallicOre, plus a good chunk of LKO, Mono, and other crap, like soildfuel, and lqdhydrogen. I'm a little proud of it -
Thank you
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Quick question: do I still get the EXP from planting a flag if I remove it after wards? If so, if I have a 3 kerbal team and all 3 kerbals plant a flag, but I remove all but one. does all 3 get EXP?
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Like this? http://forum.kerbalspaceprogram.com/threads/106004
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you could try to modded the Deployable Phased Array Microwave Transceiver from KSP Interstellar Extended to act like a heat shield. It is huge.
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Inertia negation (not to be confused with Inertia damper)
Seeker89 replied to Seeker89's topic in KSP1 Mods Discussions
That so awesome, good job. -
It would pretty much be an all in one, Mining base, lander, some scan sats and a way to get some home. I play with EPL and MKS so that would be a apart of it too. Of course with EPL I could just build most stuff there. I'm also not the best at docking either. Duna is just the next one coming up, what about other worlds?
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I'm have been doing a lot of thinking when as I plan my trip to Duna. This will be my first without cheating... lol. I want to know if it would be better to send more than one ship to Duna just after each other or launch all the parts into space, dock them and then send it to Duna in a massive ship. Edit: corrected title... sorry
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I looked at the rules and I can't find anything that doesn't saying I can't post this. But of course sorry if I'm wrong. My family is work on make a Agricultural Dryer. It is designed to dry crops in a way that doesn't damage the crop itself, because it does not really heat the crop, it is much cheaper to run and use. I'm just trying to help get the word out there. But here is the gofundme link: [url=]http://www.gofundme.com/w7fnh9k Seeker
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X-box gamepad settings
Seeker89 replied to Seeker89's topic in KSP1 Gameplay Questions and Tutorials
Could someone suggest a good setup for a gamepad?