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Everything posted by RoverDude
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Is the drive on? Solar is not going to be enough to sustain operations.- 1,686 replies
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We do a few sneak peeks on the USI Discord
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Did a bunch of art for KSP2, not code or design this go around. Been neck deep building a new indie game with @DoktorKrogg for over a year now. The fun part being that we get to build the game we always wanted to play. The not fun part being that it's not done yet - though we're pretty stoked about where it is (and there's a lot to be said for being 100% greenfield), and having a blast!
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Varies by gravity - should be something you can see in the config files.
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Not enough info unfortunately. They aren't going to work with TAC-LS without a config
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
USILS is not bundled, but they do share some of the same dependencies. As long as you nab the latest versions of both you will be good to go. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
WOLF leverages the stock resource system (written by yours truly). If Gold Standard uses it as well, awesome. Otherwise, you can see the Community Resource Pack configurations for examples (or the stock example for Ore). -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Easy enough with module manager and whitelisting the resource, then making all of the appropriate bits that can work with it. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There's already an option to turn off the machinery component. For anything else, Module Manager is your friend. -
The latter
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Not familiar with this issue, check the thread. Really can't support older modded KSP versions.
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Not that I am aware of.
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If you had nobody on board when launching and Kerbals suddenly appeared - that's not USI-LS. They probably went tourist (which IS USI-LS) because their initial state was not logged because of whatever made them magically appear post-launch.
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Different kerbals in ship after time warp
RoverDude replied to Jimbodiah's question in KSP1 Technical Support (PC, modded installs)
Could have also ran out of habitation. Swapping to tourists means you ran out of something. As @linuxgurugamer said, best bet is the USILS thread -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I tend to use CTT so I end up needing excess science. If you feel the balance is off feel free to patch to your preferences. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I actually do all of that with 100% WOLF. And I've been saying for years people need to not try making all-in-one bases as their first go to. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Except you don't. You can easily set up a whole resource network on the mun (or anywhere really) with zero need for life support, with multiple feeder routes from different biomes to a centralized base. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It leverages the stock resource system, so it's determined by a seed which is used to determine stock resource levels, which we then extrapolate into WOLF values. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Disappointing. Since despite the fact that when this first came up, in the interest of harmony we removed all opinionated resource definitions from CRP, looks like Rational Resources still plays poorly in a shared sandbox and is screwing with things it should not. In theory, all you have to do is just delete Rational Resources, and that will allow the stock resource system to work as designed. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'd remove Rational Resources and see if your problem vanishes. If so.. there's your answer. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
In theory, just add a planetary resource config (there should be some examples like Kerbin you can borrow from). Planetary overrides Global. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
This is a bug with stock. I recall there are some workaround mods to sort it. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep - NDA for KSP2 is still very much there All good!