SkyRender Posted October 5, 2013 Author Share Posted October 5, 2013 if two modules are connected by KAS, do they count as one. Hopefully not, that's how I do resource transfers and hook up my power plants. KAS doesn't make two modules count as one, no. Even if it did, it wouldn't matter, as each HOME component is scored separately no matter how many are attached to a craft. Link to comment Share on other sites More sharing options...
hawkinator Posted October 5, 2013 Share Posted October 5, 2013 uh, am I missing something? the most recent download for HOME seems to work perfectly fine on 0.21.1, and so do all the DEMVs... why did you need to reconfigure all the stuff?Odd, none of them worked for me... , well at least until I reconfigured them. Also the reconfigured ones have the new SAS system stuff. (reaction wheels modules and the like), so I guess they're better anyway. Will test this with a fresh install. Link to comment Share on other sites More sharing options...
fenderzilla Posted October 5, 2013 Share Posted October 5, 2013 so for the opt out clause do we need to be able to evac all the kerbals at once? I have SSTOs and crew shuttles for crew rotation on my mun base. I can't fit all the kerbals on at the same time, but eventually i could get them all back. Link to comment Share on other sites More sharing options...
SkyRender Posted October 5, 2013 Author Share Posted October 5, 2013 Opt Out Clause requires that they can all get off the planet/moon in question and back to Kerbin within a reasonable timeframe. More than one trip off the surface to get everyone off is perfectly fine. More than one trip out to Kerbin is not if it's a round trip technique (ie. you go all the way to Kerbin, drop off Kerbals, then swing back around and head for the planet/moon your colony's on; that's a big no-way). Link to comment Share on other sites More sharing options...
fenderzilla Posted October 6, 2013 Share Posted October 6, 2013 what was the name of the mod that legogromit007 used for the storage crates? I think he called them "containerloads".also thanks for the info on the opt out clause Link to comment Share on other sites More sharing options...
Guest links123 Posted October 8, 2013 Share Posted October 8, 2013 The name of the mod that legogromit007 used for storage crates was not called "containerloads". Link to comment Share on other sites More sharing options...
TUFOM Posted October 8, 2013 Share Posted October 8, 2013 Darn ribbon generator won't work when I accomplish something unthinkable. But anyways here is my "Laythe Home Base 1.0" Did forget something really important !ladder! but base is in laythe anyway with Jebediah, Bill, Bob & Vlad'MirJavascript is disabled. View full album Link to comment Share on other sites More sharing options...
SkyRender Posted October 8, 2013 Author Share Posted October 8, 2013 Um, I guess you missed it in the rules, but you're not supposed to ship Kerbals off to the colony sites inside of the habitats. Part of the challenge is figuring out the accommodations for the trip there. Link to comment Share on other sites More sharing options...
TUFOM Posted October 8, 2013 Share Posted October 8, 2013 Other than command module? (at least two kerbals got in command module) c'mon I get game little over week ago and allready base in laythe. I read the rules but missed that part. Link to comment Share on other sites More sharing options...
SkyRender Posted October 8, 2013 Author Share Posted October 8, 2013 I'll let it slide this time only. Link to comment Share on other sites More sharing options...
TUFOM Posted October 8, 2013 Share Posted October 8, 2013 Thanks pal. I will do another mission soon stick to rules and moar points. btw base name is "Laythe Home Base 1.0" or short "LHB 1.0" =)) Link to comment Share on other sites More sharing options...
fenderzilla Posted October 12, 2013 Share Posted October 12, 2013 hold on a minute - you can't have balloon colonies on jool. you're not aloud to quicksave or return to the space center when you're in atmosphere, so it won't be saved. Link to comment Share on other sites More sharing options...
SkyRender Posted October 12, 2013 Author Share Posted October 12, 2013 hold on a minute - you can't have balloon colonies on jool. you're not aloud to quicksave or return to the space center when you're in atmosphere, so it won't be saved.Yes, I know this. You just have to fly a colony ship out to Jool and have it stable in the Joolian atmosphere. It doesn't have to be saved to file. That also means that a Jool colony will only ever have one building and of course no rovers. Link to comment Share on other sites More sharing options...
fenderzilla Posted October 13, 2013 Share Posted October 13, 2013 well that sucks. I had plans for an whole cloud city with gondolas and stuff. sure there isn't a mod that lets you save in atmosphere? Link to comment Share on other sites More sharing options...
fluffysnowcap Posted October 14, 2013 Share Posted October 14, 2013 atchly you can do make slow to save with Hooligan Labs Link to comment Share on other sites More sharing options...
SkyRender Posted October 14, 2013 Author Share Posted October 14, 2013 atchly you can do make slow to save with Hooligan LabsThat only works if you're touching the ground. Which is just a bit impossible with Jool. I guess you could try an airship anchor on a KAS winch, but last I heard, that way leads to madness. And explosions. And mad explosions. Link to comment Share on other sites More sharing options...
fluffysnowcap Posted October 14, 2013 Share Posted October 14, 2013 (edited) skyrender my interest has been peaked a cloud city on jool is now my ksp life work jeb is going to die so meny timesupdate: after a day of trying and looking for a way i have came up with none so i dont think it is posabal Edited October 15, 2013 by fluffysnowcap Link to comment Share on other sites More sharing options...
fenderzilla Posted October 16, 2013 Share Posted October 16, 2013 jeez, i don't even know why the devs would add that.why would you deliberately make cloud cities impossible? Link to comment Share on other sites More sharing options...
fenderzilla Posted October 23, 2013 Share Posted October 23, 2013 (edited) hey, wait - I could use kerbtown to make a static object in jool's atmosphere, then tether the airships to it! it would let me save then, right? Edited October 23, 2013 by fenderzilla Link to comment Share on other sites More sharing options...
Recommended Posts