Nils277 Posted July 14, 2020 Author Share Posted July 14, 2020 Update to 1.6.12 Changelog: Quote General: Recompile for KSP 1.10.0 Updated KSPModFileLocalizer to version 0.2.3.6 Updated CCK to version 5.1.0.0 Mod Support: Updated OSE Workshop support (Drill for Exotic Minerals etc.) Download: Hope this will all work in KSP 1.10. I tested, but there might me something that does not work. If you find something, let me know. Quote Link to comment Share on other sites More sharing options...
Kerminator K-100 Posted July 14, 2020 Share Posted July 14, 2020 Are there any mods that this needs to work? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 14, 2020 Share Posted July 14, 2020 3 minutes ago, Kerminator1000 said: Are there any mods that this needs to work? Use CKAN and it will install any dependencies automatically. Otherwise the first post in this thread lists the mods this supports. Depending on what mods you use will affect what parts are available to you. Quote Link to comment Share on other sites More sharing options...
jinnantonix Posted July 14, 2020 Share Posted July 14, 2020 Building a big outpost at Duna's North Pole. 32 Kerbals, fully sustainable using greenhouses and algae farms. Quote Link to comment Share on other sites More sharing options...
HardlS Posted July 27, 2020 Share Posted July 27, 2020 Guys, how to dock my modules to central hub??? Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted July 27, 2020 Share Posted July 27, 2020 56 minutes ago, HardlS said: Guys, how to dock my modules to central hub??? My usual technique is to use the docking port and retractable wheels you get with this mod. Land new modules near your base then drive the parts together. See sample photo for a base mostly built with this mod. Each expansion is labeled in red. The important part is how 3+4 and 3+5 connect. There's a K&K Docking-Port on each side of the connection. [1+2+3 connect using different parts from Stockalike Station Parts Expanded Redux SSPXr] Notice that there's a set of K&K Attachable Landing Gear wheels near each end of 3, 4, and 5. They are motorized, steerable wheels for maneuvering the parts together. Remember to include a piloted or drone module such as K&K HAL. Alternate ways of assembling bases without those wheels include a skycrane to move each portion, a wheeled tractor to move each portion, or enough RCS to slide parts together. Quote Link to comment Share on other sites More sharing options...
HardlS Posted July 27, 2020 Share Posted July 27, 2020 2 hours ago, DeadJohn said: My usual technique is to use the docking port and retractable wheels you get with this mod. Land new modules near your base then drive the parts together. See sample photo for a base mostly built with this mod. Each expansion is labeled in red. The important part is how 3+4 and 3+5 connect. There's a K&K Docking-Port on each side of the connection. [1+2+3 connect using different parts from Stockalike Station Parts Expanded Redux SSPXr] Notice that there's a set of K&K Attachable Landing Gear wheels near each end of 3, 4, and 5. They are motorized, steerable wheels for maneuvering the parts together. Remember to include a piloted or drone module such as K&K HAL. Alternate ways of assembling bases without those wheels include a skycrane to move each portion, a wheeled tractor to move each portion, or enough RCS to slide parts together. Ok, thanks.I will try it Quote Link to comment Share on other sites More sharing options...
HardlS Posted July 27, 2020 Share Posted July 27, 2020 (edited) ahhh.....My central hub dont have landing gears Edited July 27, 2020 by HardlS Quote Link to comment Share on other sites More sharing options...
HardlS Posted July 29, 2020 Share Posted July 29, 2020 On 7/27/2020 at 9:49 PM, HardlS said: Ok, thanks.I will try it no, it not work(((((((((AAAAAAAAAAH, HOW HOWWWW? Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted July 29, 2020 Share Posted July 29, 2020 Get KIS, modify the weight a single kerbal can move to something like 10t, and just drag-and-attach. And then watch the kraken eat your base. (i swear i'm just building the whole damn thing in place with EL next time) Quote Link to comment Share on other sites More sharing options...
HardlS Posted July 30, 2020 Share Posted July 30, 2020 11 hours ago, etmoonshade said: Get KIS, modify the weight a single kerbal can move to something like 10t, and just drag-and-attach. And then watch the kraken eat your base. (i swear i'm just building the whole damn thing in place with EL next time) How to change it?In config? Quote Link to comment Share on other sites More sharing options...
Qubyte Posted August 6, 2020 Share Posted August 6, 2020 Great mod, @Nils277! I'm definitely going to use it to build surfaces bases and such. (And some things that probably aren't surface bases as well) Also, I think I found a minor typo in the part description of the "K&K Nuclear Fuel Storage": "The radiation levels are save (when measured from 1 km distance)" Autocorrect strikes again? Quote Link to comment Share on other sites More sharing options...
Kepler452b Posted August 16, 2020 Share Posted August 16, 2020 Does the newest version work in ksp1.8? Quote Link to comment Share on other sites More sharing options...
GKSP Posted August 22, 2020 Share Posted August 22, 2020 I haven't seen a suggestions section so I'd like to make a suggestion here: Detachable landing engines. The Engines tab is a little lackluster, and I don't always have the space for adding an entire module just for landing, which is just one step. I'd like to suggest a new engine that has similar functionality to that but attaches like the detachable rover wheels. The Planetary Base Adapters already store fuel, so implementation is similar to the existing engine. Like the rover wheels, it would have a built-in decoupler. I also always wondered what the node in the side of the rover wheels should be for, and this would fit in perfectly. Quote Link to comment Share on other sites More sharing options...
jinnantonix Posted August 25, 2020 Share Posted August 25, 2020 DOMA Redux. 56 Kerbals in a self sustaining habitat on Duna. Quote Link to comment Share on other sites More sharing options...
jinnantonix Posted August 30, 2020 Share Posted August 30, 2020 DOMA - Duna Outpost Mission Architecture - 100 Kerbals in a self sustaining habitat at the Duna north pole. Quote Link to comment Share on other sites More sharing options...
Zunry1 Posted August 31, 2020 Share Posted August 31, 2020 Anyone have suggestions for thermal management solutions? I've built a mining/refinery base on the Mun. In the process I discovered that if a radiator isn't attached to the same part the drill is attached to, it won't regulate temperature. As such, I've had to reconfigure my base as follows: attached 3 drills to a K&K Cross-way, placed a Titanium Convector Radiator Inline 1/2 from KSP:IE on the top node of the Crossway, stacked a 2.5m ISRU on top of the radiator. I'd originally planned to have everything much more linear and lower to the ground, with 3 drills on a cross way, an ore tank on top, and radial radiators on the ore tank to cool everything. Yet, due to the lack of ability to transfer heat from the drills, to the cross way, to the ore tank, and then the radiators, this solution didn't work. I also discovered that without landing legs, i needed to anchor the thing to the surface with CB1 blocks and Pivoting Joints to prevent it from physics jumping every time i loaded the base. You can see one block has moved partially under the base due to physics shifts and what not over subsequent loads into the base. Modified Base Original Design Quote Link to comment Share on other sites More sharing options...
TBenz Posted August 31, 2020 Share Posted August 31, 2020 (edited) 1 hour ago, Zunry1 said: Anyone have suggestions for thermal management solutions? I've built a mining/refinery base on the Mun. In the process I discovered that if a radiator isn't attached to the same part the drill is attached to, it won't regulate temperature. The stock static radiator panels only cool the part they are attached to, and any parts attached to that part. The stock deployable thermal control systems can cool every connected part on the vessel, I almost always use the TCS for cooling. Edited August 31, 2020 by TBenz Spelling Quote Link to comment Share on other sites More sharing options...
Guest Posted September 3, 2020 Share Posted September 3, 2020 What does the MaterialKits do? Quote Link to comment Share on other sites More sharing options...
jinnantonix Posted September 10, 2020 Share Posted September 10, 2020 Duna Outpost Mission Architecture completed. Quote Link to comment Share on other sites More sharing options...
Neil Kermstrong Posted September 19, 2020 Share Posted September 19, 2020 hey, I just installed this mod and it's amazing, but I got a question: are it's docking ports compatible with the stock ones? Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 21, 2020 Share Posted September 21, 2020 Is there a workshop part compatible with Global Construction? Or should I keep using KAS as my offworld construction mod Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted September 22, 2020 Share Posted September 22, 2020 2 hours ago, RP1IsSuperior said: Is there a workshop part compatible with Global Construction? Or should I keep using KAS as my offworld construction mod I imagine you could look at the parts for Global Construction and figure out the format to add those workshops/etc. to the existing ones for KPBS. With that said, you'd probably get more traction (and better answers) over on the Global Construction thread. Quote Link to comment Share on other sites More sharing options...
Glithy Posted September 25, 2020 Share Posted September 25, 2020 I downloaded this mod and I saw that parts loading on the loading screen. But when I either enter my original world or create a new one, the mods parts aren't loading. I am playing on the latest version (on PC), and I am pretty sure that it's the correct version to load this mod. I downloaded this file correctly on the GameData folder. Why won't it the parts show up? What did I do wrong? Quote Link to comment Share on other sites More sharing options...
A Fistful Of Double Downs Posted September 25, 2020 Share Posted September 25, 2020 Yeah I'm having the exact same problem as Glithy. Installed it today, and the game clearly knows it's there (files show up in the game's loading screen, new Planetary Base Systems flags are available), but no new parts are showing up in the VAB or SPH. Quote Link to comment Share on other sites More sharing options...
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