Although my internet has a blazingly fast download speed of 380 Mbps, which is 47 megabytes per second. I am trying to download Naval Artillery System from SpaceDock. Browse Featured Mods Featured Mods Hand-picked by SpaceDock Alpha admins Browse New Mods Newest Mods 1.1.6.4 for KSP 1.12.3SD Took up 80% cpu and mem, wasnt responding and the log had this in it: Mar 3 15:30:32 sd1a gunicorn: 15:30:32,635 ERROR SpaceDock:298169 () value too long for type character. zip to your KSP install folder, *or* open it and drag/drop the "GameData" folder to your KSP install folder.SpaceDock Alpha This is the Alpha server 00:23 Changes hosted here are bleeding-edge, immediately post-merge pull requests. zip: * DELETE the existing GameData/ASET/ASET_StockRpl_IVAs folder before updating! * Either extract the. #1 Lokachop 11:34am all of my mods are of spacedock and no visus so its safe #2 Venorek 1:59pm I'm so glad I .How to manually install the dowloaded SpaceDock. However, whenever I download any KSP mod from this site, I instead get an abysmal download speed of 15-80 kB/s.3 M. The pictures and potted plants are assumed to be already included in the calculation.I am trying to download Naval Artillery System from SpaceDock. You need to think about both hab space and multipliers - having a small habitation unit with a couple of multipliers can quickly get you months of habitation time.īut as for your specific request: Those would be unbalanced by RoverDude's guidelines habitation or bonuses both need to have space/volume. The cupolas are pretty powerful, actually. Other than adding on additional "unused Kerbal space," such as (to cite a stock example) a Hitchhiker can without staffing it full, and other than the cupola, are there any other small (radial parts, inventory items, etc.) that can add a bit to habitability, in one or another mod? Sort of the notional equivalent of hanging up a picture of a Kerbinscape and a potted plant to make things 5% more comfy? one of the challenges for me right now is designing bases and stations that my Kerbals can stand to live on for an appreciable period of time, yet balancing that with economy of size, etc. I'd also suggest Deep Freeze, which makes the requirements for life support much more bearable for long journeys, but could go easily without. For example, if your pilot could get outside, but your scientist was stuck in a pod because the hatch was obscured by a solar panel - do you just abort and go home for 5 years? Or do you use KIS to simply move the damn panel 5 inches to the left? USI (just USI life support NOT all the rest of the USI stuff) fits your life support request of just being two or three things you need (space to stretch your legs, and "supplies" if I recall, and greenhouses that recycle it, only a few parts).Īnd KIS/ KAS is an ANTI-frustration mod, not the other way around,by letting you fix small things that will go wrong on far away colonies, without just simply failing your entire mission for stupid reasons. (It doesn't use ore, it uses a different resource, but it's also eaily found and you could modify the configs to use ore potentially anyway). EPL does let you build things in isolation on a colony. Ground construction I would say does NOT fit your description of a "colonization mod" in the normal sense, in that you cannot build anything unless you bring a big box of parts fresh, every time, from KSC. is there a mod that i can drill for ore, and then process it into parts/crafts? There's a boatload of mods that'll come in handy but aren't requirements.ġ. These are the mods you should start with. To expand your base, MKS is bundled with Ground Construction, but you can use OSE Workshop to create individual parts or ExtraPlanetary Launchpads to build vessels/base modules. KAS also has ground pylons to help secure your base and (hopefully) prevent kraken attacks. Konstruction is useful to put your base together, especially with KIS - the parts dramatically increase individual kerbal lift capacity. The only life support MKS is compatible with is USI-LS - I think that's the only one the greenhouses/recyclers work with. I'd reccommend using these with several of RoverDude's mods, like Konstruction and USI Life Support, as well as KAS/ KIS. If you don't like the look of inflatable parts there's also Kerbal Planetary Base Systems for parts. To start, you'll want Modular Kolonization Systems for a whole heap of useful parts and systems for base building, such as a fully fledged logistics system for moving resources around your planet, and inflatable parts for easy transport. Base building is a really complicated task that tends to favour lots of mods.
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