Psykikk
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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 ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
oh boy. mks with life support is already fairly complex. now add wolf on top of that. the game changes dramatically and I am not sure I like this change....I am really torn and I feel the payoff for all the efort to establish an MKS base plus a complete wolf setup is just not there. I would have to transport a ton of modules to target locations only to never seem them again. with normal bases, at last they look cool... and keep looking cool. useless. but cool if you know what I mean -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
so... USI production in relation to WOLF ? how does it work ? do I need any wolf elements to establish the following: - central base. production / hab for kerbals. this is where stuff happens. - dedicated mining / refining landers spread all over. example would be miner that extracts ore , refines into fuel. fuel gets to hub via logistics ? or more viable to ship ore and refine into fuel at hub ? same thing with all advanced ressources. metals, chmicals etc etc. my current miner probe would have tank for mined stuff, converter , plus tank / cargo for the refined stuff. (and ofc power / heat mgt.) if I need any additional wolf parts per hub and mining landr, what would those be ? thanks in advance !!! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
could someone tell me if I got this right please ? so, my minmus base location relies omn imported fertilizer so far. all good. now if I want to produce fert. insitu, I need a drill to get dirt / gypsum, a refinery that converts and that´s it ? also, it seems my base is in a rather sweet spot for uraninite. the drills can be set Uraninite => RareMetals. does that mean I could just mine RareMetals and export them back to kerbin for some cash ? if I combine that with ore to LFO, I basically got free money if I can build reliable transfer ships (SSTO´s) ? or am I missing something ? thank you so much in advance -
[1.12.x] Near Future Technologies (September 6)
Psykikk replied to Nertea's topic in KSP1 Mod Releases
late to the party but are trusses / connectors working ? CKAN tells me NFConstruction is compatible to 1.11.9 only ? will it work anyways ? thanks in advance -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
ah ok. I also just checked that containers can transport amterial kits .. and are used when in proximity. geeze still loads of effort for running a base that is. :-) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
I know I am quiet late to this party, but I am somewhat overwhelmed with the mod so far. I have USI / MKS and USI Life support mod. Figuring LS fpr rockets and stations are somewhat easy as I haven´t tried to establish a somewhat self sufficient base yet. but now I have taken on a contract to establish a base on minmus. something I want to do anyways (meiing / refining / refueling in orbit). and here the problem starts. all documentation seems rather outdated. this is what I was trying to build as a starter module. and those side modules (ranger thingies) don´t seem to match at all, at least from a ground level perspective that is I just put this test station on the runway and deploying a ranger agroponics-module attached to a tundra module is not possible from the ship-controls. so I EVA´d a kerbal. got an interaction window and it say it costs 8000 (8 freakin thousand ???) Material kits to deploy a module ? hab module 8k. agric. 1000 ??? am I missing something ? also whats the point with those adjustable base legs for the tundra modules ? how are we supposed to attach ranger modules if ground-height / level does not match at all ? is this even supposed to work together ? thank you so much in advance. any help would be greatly appreciated -
it seems science cannot be transferred ? i docked an MK3 capsule to a hitchiher module. all science was then transferred automatically to the hitchhiker. now I want to decouple the MK3 to de-orbit / land, yetthe science cannot be transferred back into the MK3 ? the log shows it gets transferred, but immediatly and autmatically it goes back into the hitchiker ? what am I doing wrong ? thanks in advance
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Hi there it seems my plane contracts get reset ? I am 1000% sure I finished Mach1, 2 , and some height ceiling ones, but now it shows me "build your 1st plane" .... again ? anyone encountered this bug ?
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ok , here we go 1. whats the reason to use stuff like BDarmory or any other weapons mod ? there are no AI / NPC targets with those, or am I wrong ? so unless you use any way of multiplayer mod ( are they allowing dogfights and such to work at all ?) : what the reason apart from looks and "role-playing" ? 2. looking for a mod that let me launch / control several vessels at once ? (burn together still working ? did it ever work ? ) thanks in advance basically I am looking for ways to spice up single player career mode.