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Everything posted by RoverDude
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Make sure you have Module Manager installed
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Exploration Pack. And they are all done and ready to go with the next release They are going to be spread out pretty early and comparable in capabilities to stock science modules. So most of them between 45 and 300 science, with a couple in the 550's which is where the last stock part is. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
The only KAS piece USI has is a fairly buggy pipe. It will be deprecated or at the very least, completely not supported. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
In this case, it's the only opinion that matters. There will be zero KIS/KAS support going forward. I've already gone through and removed it from all configs, patches, etc. and replaced with stock system support. 1. USI parts have the appropriate metadata in the next release, and I expect other mods will either follow suit or someone will make a very simple MM patch. 2. Konstruction adds this and is bundled with MKS, so all good. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
tbh in m my opinion the stock system is also superior, so there's really no need to support a mod when there's a better stock alternative. In the next release all KIS/KAS related stuff will be deprecated and replaced with stock analogues. -
Sure, best way to get anything is to log a github issue, since I cull through those whenever a mod is getting an update/refresh.
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USI-LS does not use water natively. Sounds like your answer lies in a different mod.
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Stock has node attach... -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Exactly. The whole idea is to reduce vessel count and save load due to all of the stuff you need to feed an MKS base, or prevent feeling forced to do an 'all in one' kind of setup. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
WOLF and MKS are like peanut butter and jelly. My personal model is to have one capstone base for the hoppers, then lots of WOLF stuff. So you still need MKS bits. Also I've considered adding a toggleable option that requires some level of konolization before WOLF unlocks, and the option to gobble up MKS bases into WOLF infrastructure. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep there are plans -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
that's likely a bug. -
Here but barely awake. Maybe @JustJim is around...
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That's something I need to poke at for the next release tbh -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Which logistics parts? Everything either has an appropriately scaled Tundra module or would be getting it's own model anyway. And yeah, no point in taking a Tweakscale dependency when I control the models and configs FYI I am currently doing some rework here. Short version: Inventory in the KonFab part itself only. Plus the option to recycle contents inside of the KonFab part, and changing up the menu to work via the PAW. Lastly, I'll be deprecating the MKS Disassembly option in favor of just having folks recycle via KonFab. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's bundled with USI-LS in the next release -
Yep, what you are seeing is correct behavior for a stock resource converter under warp. You'd see the same with an ISRU or drill.
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Best way is to get enough hab that it goes infinite, since home is always the biggest hab you have encountered. Or, wait till the next USI LS version with cryotanks and freeze them. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Configurable containers is not part of this mod -
Scaling of EC consumption in timewarp for unpacked vessels is a stock thing since USI LS is basically a stock resource converter. This is to prevent battery overrun in a single tick at high warp.
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No, there is no depletion. If something is doing depletion it's not stock or something I wrote -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah you need to use USI tanks for all of that to work, stock tanks don't connect to logistics.