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Lekke

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Everything posted by Lekke

  1. I'm afraid so. It was up for 2 versions I think.
  2. Haha sweet, now all we need is someone to make a Kerbal police uniform
  3. Yeah but in my case it was with a KSO and stock docking port. I sent up a replacement and that fixed it.
  4. Sweet, looking forward to seeing the progress. Same here I wasn't happy with the other greenhouse mod and MKS was just too complex to be fun in the long run. I'm gonna try out your greenhouse, I just hope the model doesn't clash too much with the KSO Station Parts I use . Keep up the good work. Maybe you could check out one of helldiver's live stream when he does an IVA, give you an idea of how best to do it. Just a suggestion .
  5. Have you seen the new greenhouse mod Admiral? The value's of return seem intresting. http://forum.kerbalspaceprogram.com/threads/84246-0-23-5-MunSeeker-Greenhouse-Mk1-%28TAC-Life-Support-add-on%29
  6. Looks nice. I do like the idea of not having a full return. Will there be an IVA?
  7. When I was mucking about with the engine parts I noticed that the toggle gimbal function doesn't get saved when you exit from VAB to launchpad or when you switch vessel. Is this intended or is it a bug.
  8. I did a test build on the Mun, it worked pretty well but like you said with the deposits being far spread I had to drive in resources. And rover wheels don't like low gravity. I really love the concept of harvesting some stuff offsite of the main base, or even trucking in components from another site but the game just doesn't handle driving well. As to counter the part count issue I had divided up my main base into several smaller sections sort to speak, each spaced out in 3 km distance as not to be in render distance of one another, only when driving between those sections I did load 2 of them at a time but that was a minor issue. But trucking in the missing resources over a 100 km is just not doable on a regular basis. Simplified with less basic resources would go a long way in solving some of it though. If you weld stuff, it footprint of the welded part is pretty small cause it doesn't need to load another texture. But it does need some fine tuning. It doesn't handle modules well and manually deleting attachment nodes is annoying.
  9. That's why the concept of MKS is very nice idea but to set up everything it's too part intensive and overly complex.
  10. I do agree with you on that a closed system with a 100% defeats the purpose of using a life suport sytem. I use TAC (even though the parts are ugly) and I tried out MKS but I found that a bit too extreme. A simpler version would be perfect. And the concept of a good greenhouse would indeed be a good addition. It would add a sense of realism if you had to pack stuff to make a greenhouse run during a long voyage or a colony even.
  11. Too bad KSP mods aren't compatible with Nexux mod manager, it would make managing mods and installing them so much easier. But a script sounds nice too
  12. Your fps must be slowed to a crawl I suspect, where is your COM located?
  13. It's a gread mod but you have to take into account it's a heavy mod. It adds alot of parts.
  14. I think the bug he speaks about is when you use control+z to undo an action and you have robotic parts on your craft, every time I ran across it i was setting up my robotics and accidently removed a part.
  15. After that all they have to do is improve ingame performance and it would be perfect . Using a single core is still too much of a bottleneck.
  16. A lower speed setting does help alot. But I'll have to rethink the concept, ajusting my orbit after every payload delivery just isn't worth it. The stations won't enter loading distance of each other that soon, but then agian with time warp the buffer is pointless.
  17. Read what harverster said http://kerbaldevteam.tumblr.com/post/89806845949/devnote-tuesdays-the-back-in-experimentals-edition
  18. I'm currently building/designing a payload transfer station (using an arm to get cargo out of the cargo bay), and then using a tug to transport that cargo to another station in the same orbit about 4 km away (this is to reduce part count on both stations). Now my problem with this concept is that in order for this concept to work both stations remain in the same orbit without having to ajust them constantly. I got it down to where I need minimal management of the orbit. But the problem lies in the oscillations that the robotic parts generate, they tend to shift my orbit. Is there any way to minimize them or even completly solve them? Any tips are welcome. I am contemplating of building the station attached to an e-class asteroid but that brings problems of its own. This is a screen of my robotic arm.
  19. Is it normal the parts flex so much? This is with v 0.16.5 and I did a clean install. Also this is not a saved craft. I believe with build 0.16.4 I didn't have this much flex.
  20. I also had an issue with the gantry when i loaded up a craft. But when i replaced the gantry with a new one it was fine.
  21. Are you going to integrate KAS into the container truck? Meaning will you set it up so you can use it like the KAS Storage boxes?
  22. That would be a great idea . It would be fun to drive the KSO arround Kerbin .
  23. Using IVA with KSO stuff is just such a treat. It adds a whole new perspective to station building .
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