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Everything posted by RoverDude
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There's a custom Konstruction category added. This prevents them from appearing in two places and cluttering your toolbox.
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- parts
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
All roads lead to Github issues being logged -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Some are distance limited, so 150m is a lot better. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
A lot of the MKS stuff will work disconnected as long as you have some local storage (I recommend enough for a full Kerbal day of outpot). -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yup! -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah - tbh unless someone from the community wants to make a patch, this part will be deprecated. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
They *should* just work like KAS pipes - but not sure of the state of the community patch since some of the KIS/KAS stuff changed. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'm thinking best bet is to build that ship or a part equivalent thereof bit by bit till you get the crash. Start with the Atlas parts and anything USI. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Well that looks horrible. Hate to say it, but try on a clean USI only save then start adding things back in one by one. Alternatively, start a new craft and start building it back up till you find the offending part To add - I've seen that error and fought it myself on the unity side making a part and had to clear vertex data from a model I was working on - but only had that since moving to the new version of Blender, so I wonder if someone checked in a model they should not have.... -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Just putting here what I had on Github. 1. You can't connect hoppers if there is no depot. 2. A depot has to be the only WOLF part on your vessel to establish one (in one of your Github notes, I saw a message indicating this was not the case) 3. This use of hoppers is not really a good use case. You're running afoul of anti-exploit code (to prevent people from doing something silly like taking a bunch of Mun hoppers and landing them on Kerbin to make a little money generator, etc.). Consider disconnect/reconnect a use at your own risk kind of thing. -
Yes - there's an official USI balancing guide out there that helps with all of this: https://docs.google.com/spreadsheets/d/1ZI_0InZjd1tfrNDj8RWq45W6cg1UDm6BAkn2jB18Tsk/edit?usp=sharing
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
np that's the info I need, will see what I can do to repro. Likely an issue where it's trying to find a place to put the output -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Going to apologize in advance if we did this before, got a few eggs in the air. Does this occur on the launchpad with a simple vessel (say, a command pod and a KonFabricator)? -
I was summoned and have no idea why I was summoned
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Lofi hip hop music playlist from Spotify - it's pretty chill stuff to work to.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
1. Nothing else required. 2. Do not try to to exotic matter generation and engage the drive at the same time. 3. you need to be in a high orbit for it to work. If in doubt, go higher -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Something different - no DIYKits. Also p what do you mean by Konstruction parts going nowhere? (side not - be forewarned in the next release all KIS/KAS support is deprecated). Designed in VAB yes, DIYKits no -
nah, purely static for this one they are there as greebles, non-functional.
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Monolithic, or more specifically, they launch as the cylindric core, then after they are fed sufficient MatKits, the bits will appear and construction will be complete. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Trying to get a pre-release ready so people can play with the mechanics even if the models are still white stand ins -
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah establishing a new depot will give you some power. Probably a UI nuance - the freebies are not shown there it looks like, though generally the workflow is to establish the depot then start planning the expansions vs all in one go.