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merlinux

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Everything posted by merlinux

  1. lucky for that guy it was just a digeridoo, in far north queensland we use knifes mate... The kind made to gut crocodiles.... Every [Snip] got one with him....
  2. uhm. Ill give you some clues... there are 2 sentences... written with different font sizes on 2 different lines....
  3. I still have connected bases using USI MKS. Still one of the reason I have never left the USI bandwagon is the wonderful 'toggle ground tether' option on bases. After years of using it it has proven itself to be Kraken proof! You can also have disconnected bases (which I also use) Also I find the best way of constructing bases is using both KIS and Konstruction mods. Just send a konstruction crane near your kerbal on EVA and he can now move an extra 6t using KIS.....
  4. depending how light your ship is, you can try bumping into it with jetpack on. If not that sounds like a perfect timing for a first Mun problem rescue mission heh heh
  5. yes you need storage for that ressource on both vessels. And yes if you connect those vessels with flexotube they will be docked and then be considered only one vessel. You would need only one storage container then.
  6. @nottheboboAnd thanks to you too! Everything I wanted to know is in your wiki article
  7. I don't have a definite answer for you, but how a visual bug can be considered catastrophic? was expecting an exploding ship. Now I dont use DX as I am on linux however if DX11 is not the default library it might well be for this kind of visual bug.
  8. @Terwin Thanks for answering me in your way but I still don't know what W.O.L.F refers to or means? I understand you are trying to develop a new way to do planetary/orbital logistics. Is this for a new mod or is it to be used in Roverdude's MKS?
  9. So I came back to playing ksp a couple of months ago.... And I am wondering what is this W.O.L.F thing I keep hearing about. googled it but cant find anything... Figured out it has to do with management of ressources but thats about it...
  10. A good way to find the culprit mod when you have a huge modlist is to proceed with halving your mods until you have only the culprit mod left. start the game with only the first half of your mods and if the problem is not happening it means it is a mod in the other half. Then halve again your list and repeat.
  11. Just a thought, as information from squad has been very sparse on the subject. But it might be due to the level (and the profession) of the kerbonaut who placed the experiment in the first place.
  12. KAS is compatible with both 1.7.0 and 1.7.1, the latest version only works for 1.7.1 however with some problems. @Cesare I think you have a versionning problem with your KAS OR a problem because you placed the winch on your ship before updating KAS. Check the thread for more info
  13. @Tonka Crash @IgorZ Just to make sure... Latest update of KAS(1.4) implemented fix No 1 from TonKaCrash on the last page? I know I could always look at the config files myself but maybe it's better to have the info available to everyone on this thread. Oh... and thanks both of you!
  14. Im not a 100% sure of my answer but check on your deployed experiment how much percentage has been sent back to kerbin instead of how much has been processed(there are 2 distinct fields). It could well be that you haven't gotten any data back yet
  15. In the mission building if you look at your ROC contract they should tell you in which biomes to look. If those were the 3 biomes you mentionned my apology. I myself im struggling to find a crater on the mun. All I can find are mun stones I suppose some of the contract stuff is rare.
  16. will be frustrating as hell to debug between KIS and KAS, but some bugs are just gold heh heh! We should have a kraken bug of the month award!
  17. no worries was just letting people know in case they were wondering where their toolbar had gone. All that in the improbable scenario that they'd missed the big red letters in the changelog heh heh
  18. Newly switched to ckan (yes it took me that long) and after upgrading toolbar was missing. Came here reading the changelog then I installed unblur and everything is ok. So not sure if its a feature missing from ckan or some dependency missing in the updated pkg, but if you upgrade toolbar through ckan dont forget to install unblur!
  19. yes but as @5thHorseman told you the nerv is heavier and your craft as well, even more if your carrying oxidizer all this extra weight is giving you a loss in Dv. nerv are a lot more effcient for heavier craft that dont need a high TWR. And as a side note, before squad nerfed the nerv some years ago, I had many landers using it, its only drawback was its lenght It was by far the best engine in the game and the fact that it was used in landers might have contributed to the nerfing. It was always meant to be an interplanetary engine by squad.
  20. I havent use IR in years, but I did peek at the thread multiple times recently. And I thought the current itteration of the mod relied on a fork of KJR or I may haved missed something... In the case that you also have KJR with IR in your modlist, your comparison is very unfair... KJR (kerbal joint reinforcement) for those who don't know is an amazing mod which strengthen the joints on parts. The features of the mod were (kind of) implemented to stock with autostruts and rigid attachment a while back. But yes @Yeet_TheDinosaur the DLC is totally worth it
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