Psykikk
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Spacecraft Engineer
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
I do not see any reference in the biomes abundancy settings, at least afaict. the wolf depot settings in the save file list all abundancies per biome depot, then states if depot is established or not. there is no entry in there for gold ore. adding recipes would be- like you said - probably fairly straightforward. ah well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
Oh.. the roverdude himself :-) thank you. soooo .. I never modded anything in KSP. I assume all modules that should interact with gold ore (bulk Harvesters) need the ressource, as well as the refinery module needs the recipe gold ore -> pure gold. then the biome lists need the gold abundancy. etc etc etc oh boy. its definitely more than just adding a few lines to one central config file. isn´t it ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
hey there, how hard would it be to incorporate gold as a new ressource into MKS / wolf ? I have both MKS and "the gold standard" installed, but they do not play together at all. having the ability to harvet gold using wolf depots would be a godsend. thanks in advance -
Specs and recommendation on hardware
Psykikk replied to Psykikk's topic in KSP1 Technical Support (PC, modded installs)
thank you,. that chart I know. I am targeting a 6750XT. great bang for buck compared to anything "newer"... currently my frae rates are pretty good, but I also turned down a few graphics settings and do not run any fancy visual mods anymore. performance makes more fun than a a nice looking slideshow. thanks again -
Hi there, I am considering upgrading my pc and since I mainly play KSP (as KSP is not out yet) I was wondering: I got a an AMD 3700X cpu, 32GB of memory. I do not think my pc needs a new cpu. but my GPU is (only) a 1080 so ... will a new GPU help me get better KSP performance at all ? main reason for me to finally get all those fancy visual mods to run without killing my framerates... thanks in advance
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
the setup also tells me I need 2 specialized parts and 5 machinery ? adding a container filled with them does not help.. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
so .. my kerbin biomes basically only do bulk harvesting, while KSC Base Depot does all the production ? is that the way to go ? I am not really trying to do all at once, but replicating what was done in the tutorial in the 1st expansion on highlands biome and I ended up needing 22 tech and 16 miners. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
yeah well. that might be true.. but still . we are talking tons of kerbals for several biome-depots. how many flag planting missions shall it be ? I guess the easiest solution would be to just live with it and cram gazillion people into my depot-expansions. so b it then. here ya go level 1. one crew point available. makes kinda sense but maybe the walkthroughs have to be updated ? I am in career mode and having all kind of kerbals at lvl 5 for all depots is highly unlikely imho. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
in the wlakthrough it is mentioned that 1 crew delivers 10 crew-points (eg. 1 miner equals 10 mining points). my kerbals only deliver 1 point per kerbal ? my crew requirements are skewed ? did I miss something ? if it is a setting, can I change that somewhere in the persistent save file ? loading up on kerbals is a pita... i mean 16 miners and 22 technicians ? c´mon. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
thank you thank you as well -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
is there a way to reset depots ? -
smallest / earliest and viable SSTO ?
Psykikk replied to Psykikk's topic in KSP1 Gameplay Questions and Tutorials
ahh. ok so I was on the right track then. I built almost the same rocket and made it fully recoverable. also thank you for the info about jet engines. more patience is needed then :-) -
Hi there I am currently farming missions to get money and all that stuff (career mode, custom difficulty) I am fairly advanced in the tech tree, but I do not have rapier engines yet. is it possible to build an SSTO plane without rapier engines ? I would love to use an ssto plane as a reliable and cheap way to get crew on / off planet.. so far I used normal rocket launchers with reusable stages. works decently well but I wanna switch it up a little. so far I am having problems even achieving orbit with the jet engines I got available. I know I can solve this by just going bigger, attach normal rockets and be done with it. BUT I would prefer to stay at 6 kerbal capacity and keep it as small as possible. thanks in advance regards
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
oh wow. that thing does look like a sci fi space station, indeed. I assume this behemoth was transported there, or did you assemble it slowly through wolf itself ? would that be possible at all ? guess I will have to look into wolf after all. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
interesting. so basically wolf lets you build stuff in orbit, to then land wherever you need to be finally. establish a shipyard somewhere. attach hopper. thats really minimalistic. I also like the idea of being able to build stuff in orbit to save time of actually launching using launch windows.. or how does wolf handle those transfers ? aren´t there costs associated with planetary transfers of ressources ? what about time constraints ? and this last statement is something ... I was surprised to see. I watched a YT video from someone that build entire new MKS modules and such on the ground. duna base. this growing and improving his colony. so thats not possible anymore ?