Starwaster Posted July 27, 2015 Share Posted July 27, 2015 People keep talking about airlocks, but I can't see any bathrooms in the IVAs.Each bunk lifts up to reveal a toilet. Link to comment Share on other sites More sharing options...
sashan Posted July 27, 2015 Share Posted July 27, 2015 My fat little van-alike Krover wants to say thanks for the mod. Link to comment Share on other sites More sharing options...
Starwaster Posted July 27, 2015 Share Posted July 27, 2015 Is that a Scatterer mod I see there before me? Link to comment Share on other sites More sharing options...
Captain Sierra Posted July 27, 2015 Share Posted July 27, 2015 Is that a Scatterer mod I see there before me?Yes. Worth it? Very much. Link to comment Share on other sites More sharing options...
Reiver Posted July 27, 2015 Share Posted July 27, 2015 Mk1: An airlock might be cute, sure. But I've no objection to leaving them hotbunking on the spare bed. If you want the luxury of staterooms, give 'em a MkII Speaking of the MkII: Could we get a picture or mirror or something on the bedroom wall? When you IVA to that Kerbal it's really confusing to stare at a blank wall in front of your nose until you turn his head... he must be so bored! Link to comment Share on other sites More sharing options...
EdusacconBR Posted July 28, 2015 Share Posted July 28, 2015 theres any advantage on using mk2 habitats since they re heavier and have only 1 extra kerbal? Link to comment Share on other sites More sharing options...
shdwlrd Posted July 28, 2015 Share Posted July 28, 2015 (edited) I don't know if this has been suggested or not, but there is a need for a generator. I've been using the ones from KF and MKS to keep the lights on at night or in a polar region. I like the idea of having to burn LF or LFO for power (like the KF Advanced Power Unit without the insane amounts of heat). A good reason for having the ISRU at your base outside of refueling the supply craft.I'm loving your mod so far and I can't wait to see what everything looks like when it's finished. Keep up the good work! Edited July 28, 2015 by shdwlrd Link to comment Share on other sites More sharing options...
Reiver Posted July 28, 2015 Share Posted July 28, 2015 I don't know if this has been suggested or not, but there is a need for a generator. I've been using the ones from KF and MKS to keep the lights on at night or in a polar region. I like the idea of having to burn LF or LFO for power (like the KF Advanced Power Unit without the insane amounts of heat). A good reason for having the ISRU at your base outside of refueling the supply craft.I'm loving your mod so far and I can't wait to see what everything looks like when it's finished. Keep up the good work! That's what Fuel Cells are for, surely? Link to comment Share on other sites More sharing options...
Starwaster Posted July 28, 2015 Share Posted July 28, 2015 That's what Fuel Cells are for, surely?They are. But don't call me Shirley. Link to comment Share on other sites More sharing options...
ObiVanDamme Posted July 28, 2015 Share Posted July 28, 2015 I just started a new game with USi Life support and Pathfinder where I wanted to focus on planetary missions and a lots of EVA stuff. Your mod fits just perfectly and I can't wait to give it a try. Looks very promising Link to comment Share on other sites More sharing options...
Reiver Posted July 28, 2015 Share Posted July 28, 2015 About the smaller cargo module. I just added one which is one modules wide in the last update http://forum.kerbalspaceprogram.com/images/smilies/k_wink.gif The x-Shape connector for the base profile was planned some while ago but i skipped it in favour of the gangways. But it is not impossible that i reconsider this sometime later.Hmm...this calls for another poll to see what Airlock position is preferred. Update --------------Added a poll for the hatch position. I also added a choice with two hatches...although i personally don't really like that option Oh man I just saw that - I love it! Thank you! Any chance on the 'end cap' one? I'm mostly thinking of the habitats with a nice dome at one end, where it'd help the silhouette. And possibly save on an extra leg mount. - - - Updated - - -theres any advantage on using mk2 habitats since they re heavier and have only 1 extra kerbal?They're more spacious and comfy for your little green men on extended trips, of course! That said, a weight reduction to be only marginally heavier than the Mk1 wouldn't be entirely unjustified - one holds 3 kerbals always, the other holds 4 kerbals when extended. A nice pair of tradeoffs in itself, perhaps.Were there ever a mod that resulted in Kerbal Downtime, I'd suspect the Mk2 would be much better at 'resting' a Kerbal, but I'll probably have to design that one myself. Link to comment Share on other sites More sharing options...
EdusacconBR Posted July 28, 2015 Share Posted July 28, 2015 it should hold resources too, since its larger, and heavier and have only 1 extra kerbal Link to comment Share on other sites More sharing options...
tater Posted July 28, 2015 Share Posted July 28, 2015 It's only larger, deployed. It is the same size otherwise. The increased mass of the deployment hardware, etc, means it should actually have fewer resources. In a LS mod, I'd make the 3 kerbal version have longer duration. Link to comment Share on other sites More sharing options...
kaue4arp10 Posted July 28, 2015 Share Posted July 28, 2015 Don't know if this has been sugested before, but i just noticed that the main ISS trusses look a lot like yor mods' parts, maybe you could make something like it? Link to comment Share on other sites More sharing options...
rasta013 Posted July 28, 2015 Share Posted July 28, 2015 I just started a new game with USi Life support and Pathfinder where I wanted to focus on planetary missions and a lots of EVA stuff. Your mod fits just perfectly and I can't wait to give it a try. Looks very promisingThey work fantastically together. I've been using those two combined with Angel's DSEV also for long range exploration and resource exploitation. Well, those two being KPBS/Pathfinder but I run TACLS instead - too easy to maintain life support under USILS. Link to comment Share on other sites More sharing options...
Dakota2063 Posted July 28, 2015 Share Posted July 28, 2015 I really love this mod, been using them to make my bases. Sadly I need to figure out what keeps exploding my Mun base. Anyway there are two things that I think could help improve those building with with your parts with the KIS mod. Some form of base plate to mount the corridor sections to. And a large capacity KIS container. I look forward to more parts to grow my bases to large sizes. Link to comment Share on other sites More sharing options...
Starwaster Posted July 28, 2015 Share Posted July 28, 2015 I really love this mod, been using them to make my bases. Sadly I need to figure out what keeps exploding my Mun base. Anyway there are two things that I think could help improve those building with with your parts with the KIS mod. Some form of base plate to mount the corridor sections to. And a large capacity KIS container. I look forward to more parts to grow my bases to large sizes.Doesn't KIS/KAS have some sort of pylon base that mounts to the terrain that you can attach things to? Maybe you could strut the base to that? Link to comment Share on other sites More sharing options...
Dakota2063 Posted July 28, 2015 Share Posted July 28, 2015 Doesn't KIS/KAS have some sort of pylon base that mounts to the terrain that you can attach things to? Maybe you could strut the base to that?I've tried it. It can't hold a lot of weight and sticks up way to much. I did make a radial attachment part that has the same properties, but all objects start below the surface and has to be rotated up, and while my minmus base is fine, my mun base keeps exploding when I land a new rocket near it. But not when I fly the base itself. I plan on making a different part to do the same thing and see if that solves my problem, but it would be nice to get an official one designed for these parts themselves.Also, I'm attaching the parts directly to the "pylon" with the use of large KIS containers and an engineer. Link to comment Share on other sites More sharing options...
Abracaddor Posted July 28, 2015 Share Posted July 28, 2015 Don't know if this has been sugested before, but i just noticed that the main ISS trusses look a lot like yor mods' parts, maybe you could make something like it?https://upload.wikimedia.org/wikipedia/commons/7/72/S0_Truss_lifted_from_Shuttles_cargo_bay.jpgWhat is that thing for? Link to comment Share on other sites More sharing options...
tater Posted July 28, 2015 Share Posted July 28, 2015 I just set them on the ground. I have used KIS to attach things, but have never had any explosions. Make saves so you can show us what is going wrong... Any chance of it being the kraken? Service bays tend to cause that, I've not heard of solar panels doing it, but perhaps they hit something as they rotate? Link to comment Share on other sites More sharing options...
Starwaster Posted July 28, 2015 Share Posted July 28, 2015 Also what's your terrain detail set at? Set it to maximum detail. It's possible that as you load that base in, the terrain is at a lower setting momentarily and swallows the base whole Link to comment Share on other sites More sharing options...
Gaalidas Posted July 28, 2015 Share Posted July 28, 2015 I don't know if this has been suggested or not, but there is a need for a generator. I've been using the ones from KF and MKS to keep the lights on at night or in a polar region. I like the idea of having to burn LF or LFO for power (like the KF Advanced Power Unit without the insane amounts of heat). A good reason for having the ISRU at your base outside of refueling the supply craft.I'm loving your mod so far and I can't wait to see what everything looks like when it's finished. Keep up the good work! As for the insane amounts of heat, a fix has been committed and will be in our nearly-complete 1.9 update. Link to comment Share on other sites More sharing options...
stardestroyer Posted July 28, 2015 Share Posted July 28, 2015 Hi Nils277! congratulation to you for this mod! Should be stock!!! Do you plan to add a Remote Tech support for the "Mal" probe core? Link to comment Share on other sites More sharing options...
Dakota2063 Posted July 28, 2015 Share Posted July 28, 2015 (edited) Also what's your terrain detail set at? Set it to maximum detail. It's possible that as you load that base in, the terrain is at a lower setting momentarily and swallows the base wholeThat might be it. I believe I have it set to high, though I have to check. It might also be that the part in question isn't set up properly, and I'm having trouble to get it to work proper.edited*Okay, so my terrain setting is default, but I do have Kerbal Joint Reinforcement mod installed. Not sure if that effects it. I'm also currently testing out different configurations for a ground attachment piece. Edited July 29, 2015 by Dakota2063 Link to comment Share on other sites More sharing options...
GroupSoliloquy Posted July 29, 2015 Share Posted July 29, 2015 Don't know if this has been sugested before, but i just noticed that the main ISS trusses look a lot like yor mods' parts, maybe you could make something like it?https://upload.wikimedia.org/wikipedia/commons/7/72/S0_Truss_lifted_from_Shuttles_cargo_bay.jpgGoing off your strut idea, I would really like an open strut section about the same length as the command module. Could be used on the underside of modules for mobile bases or to provide structure during transport. Also an end-cap module with space for 1 or 2 of the storage wedges (whatever looks better) would be pretty sweet.This is a FANTASTIC mod and i'm loving every second of it! Thank you Nils277! Link to comment Share on other sites More sharing options...
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