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Kerbal space program mks
Kerbal space program mks




  1. #KERBAL SPACE PROGRAM MKS INSTALL#
  2. #KERBAL SPACE PROGRAM MKS ARCHIVE#
  3. #KERBAL SPACE PROGRAM MKS FULL#
  4. #KERBAL SPACE PROGRAM MKS MODS#
  5. #KERBAL SPACE PROGRAM MKS CODE#

  • modders don't have to worry about misinstall problems or outdated versions.
  • #KERBAL SPACE PROGRAM MKS INSTALL#

  • players can find new content and install it with just a few clicks.
  • #KERBAL SPACE PROGRAM MKS MODS#

    It provides strong assurances that mods are installed in the way prescribed by their metadata files,įor the correct version of Kerbal Space Program, alongside their dependencies, and without any conflicting mods.ĬKAN is great for players and for authors: The CKAN is a metadata repository and associated tools to allow you to find, install, and manage mods for Kerbal Space Program.

    #KERBAL SPACE PROGRAM MKS ARCHIVE#

    It looks like I could set an alarm for when supplies run out, or possibly even when the first Kerbal has had enough and wants to go home.The Comprehensive Kerbal Archive Network (CKAN)Ĭlick here to view the CKAN metadata specification What's the CKAN? Note: Kerbal Alarm does seem to have some integration with USI's life support mod.

    kerbal space program mks

    It is also useful for carrying parts to engineers on EVA, that are too large for the engineer to haul around with a rocket backpack. It has enough torque in its reaction wheels and oversized RCS thrusters to basically ignore the center of gravity of the load. The little guy in focus is super helpful for moving stuff around the station.

    kerbal space program mks

    The new habitats are on the left, the Extraplanetary Launchpads construction facility is on the upper right.

    kerbal space program mks

    Hopefully, 20 years from now in game time, I'll have 50 to 200 passenger interplanetary cruise ships cycling around the inner system and asteroid belt, that I can use to conveniently swap out crews from major stations. Even better, is building enough living space in the first place to keep a 2 to 20 year buffer, depending on how long you'll be timewarping various missions. The takeaway: building new living space is far more effective at treating mental illness than counselling is. As soon as the locals realised that a hundred meters of zero-g bouncy castle was available to them, they perked right up and promptly volunteered to work for another 6 to 10 years, as long as they can stay here. The engineers built and inflated three massive habitation rings while the medical staff were still working with patient #2. And, whether switching vessels is actually necessary or not. I am not sure how long it actually took, but there are 23 more to go, so I should be able to get a rough idea of how long it takes, and how much the time varies from one case to the next. That sort of makes sense, how would a doctor know in advance how long it will take to cure a case of schizophrenia? Or even if it is possible? There is, however, an indicator that the med bay is active: the label in the medbay's right click panel that says MedBay: 43% load. Well, the medbay eventually worked on it's own, although there is no progress indicator. Alarm clock, TAC fuel balancer, persistent rotation, Scansat, Infernal Robots (not used).

  • Extraplanetary Launchpads this station's primary purpose is to host builds (staff and materials) that are too big to launch from Kerbin.Īnd a bunch of other general utility mods that aren't relevant to this station.
  • Nice to have those two interleaved with each other.

    #KERBAL SPACE PROGRAM MKS CODE#

    The advantage of this one, is that it can host copy-pasted documentation, and it can run code that can control the current vessel. I would not have been able to keep track of everything going on here without a notebook. kRPC, to finally automate the above for reals, and to bring the power of Python to bear on space math.Mechjeb, to automate those big repetitive launches and rendezvous procedures.Tweakscale, to lift large loads without ridiculously high parts counts.The USI suite of mods, for resources and industries, life support, bases and stations, and asteroids that are not empty ping pong balls.There is a surplus of regular supplies and colony supplies.The station does not lose power when passing through the Mun's shadow.I emptied the medbay before transferring staff in, and then transferred the first tourist in afterwards.Is this working? Is that load % the "it's working" indicator? How long will it take to cure a Kerbal of tourism? What about 20 Kerbals? I've timewarped ahead a few days, but there is no sign of change in her condition. The medbay is active, and showing a 40% load. Now, I have a scientist, and a medic for good measure, in the medbay with one of the unhappy tourists.

    kerbal space program mks

    I have sent out a team of medics, scientists and engineers to help the locals, and to construct more habitat modules. The station has a medbay (the MKS Tundra Medbay highlighted in green), and colony supplies for it.

    #KERBAL SPACE PROGRAM MKS FULL#

    Here's the situation: I have a station full of Kerbals who have gone insane in space due to homesickness, and now believe they are tourists.






    Kerbal space program mks