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Posts posted by RoverDude
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26 minutes ago, Infleto said:
KSP version 1.12.3
MKS I got the version from here, the one in your github from 7 months ago. https://github.com/BobPalmer/MKS/tree/master/FOR_RELEASE\
it is stuck on Umbraspaceindustries/MKS/LightGloble/MKS_lightglobe
That's ancient and out of date.
Get it from here:
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1 hour ago, Infleto said:
Manual install, the game is stuck loading MKS module manager parts in the start/load screen. Any tips to get the game to load. Been going on for 20 mins.
Also - what KSP version? and what MKS version? And what specifically is it stuck on?
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11 hours ago, Infleto said:
Mr Rover, What other mods do you recommend to play with for a rounded career mode kerbal colonization game? Mods that help in building Large ships and some progression to better and better engines . Do you have a list of Other mods that you play with or ones that you feel would fit?
tbh, other than QOL mods, I personally just play with the entire constellation as all of the bits work together. Also I'd grab Community Tech Tree due to the amount of science added in by the USI Science bits.
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Yep, still an active project
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20 minutes ago, TycoonTitian01 said:
does USI affect the communication system for kerbal space program? I had modular kolonization system, malemute, konstruction, and exploration through CKAN, and I uninstalled them so I could use extraplanetary launchpads, but now no crafts connect to the space center. I checked and if I create a new game that doesnt have USI it works fine
Nope.
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Hmmm nope not at this time
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9 minutes ago, RookFett said:
a quick question @RoverDude and/or @DoktorKrogg -
1. What is the design idea behind the Atlas harvesters? One is automated, and the other says crewed, but the latter has no capacity for crew.
Other than the title name, there appears no difference in what they do. I would imagine the crewed one should operate more efficiently, but since you can't get crew on it, it does nothing special.
Finishing up on my project - should be able to upload real soon (tm) now...
Crewed would mean the ship attached to it has a crew, so you would get the engineering bonus
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1 hour ago, panarchist said:
@RoverDude PR submitted: https://github.com/UmbraSpaceIndustries/USI_Core/pull/134
Now I see why you wanted it added at the end - it's a real PitA to ensure everything is in the correct order. This was fun, it's been while since I've done any dev work, light or not. I QA'd everything in the VAB editor, and verified that the textures matched the selected resource on all resources, and that the max amounts and prices were all correct. It could use a second set of eyes in case I missed anything on the final go-around.
Thank you!
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2 minutes ago, panarchist said:
One last question on that - if resourceAmount is in liters:
resourceNames =Karborundum;XenonGas;ArgonGas;LiquidFuel,Oxidizer;Water;Chemicals;Mulch;LqdHydrogen;LiquidFuel;MonoPropellant;Oxidizer resourceAmounts = 600;6000;192000;54,66;600;600;600;6000;120;120;120
Then why are LiquidHydrogen and XenonGas 6000? Based on the variation I made the assumption that resourceAmount represented mass and that tank volume would be equal to resourceAmount * density. LF, O, Mono and LF/O all make sense to me since they're all 120. (or add up to 120)
Compressed, either for balance or to match stock.
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16 minutes ago, panarchist said:
My intention isn't alphabetical, more thinking about when I am selecting resources for a tank - I'd expect to see LOX and LHyd next to each other rather than having it show up after the KSP default resources. Does that make sense to you, or should I just add it to the tail end?
Makes sense - I am 100% good with either.
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25 minutes ago, panarchist said:
@RoverDude Sure, I'll take that on. The only things I need are guidance on ResourceAmounts and TankCost, and where in the list it should fall. Using FlatRnd_01.cfg as an example:
MODULE { name = FSfuelSwitch resourceNames =Karborundum;XenonGas;ArgonGas;LiquidFuel,Oxidizer;Water;Chemicals;Mulch;LqdHydrogen;LiquidFuel;MonoPropellant;Oxidizer resourceAmounts = 600;6000;192000;54,66;600;600;600;6000;120;120;120 initialResourceAmounts = 0;0;0;0,0;0;0;0;0;0;0;0 tankCost = 2400000;24000;2016;55.08;0.48;9600;0;221;96;144;22 basePartMass = 0.075 tankMass = 0;0;0;0;0;0;0;0;0;0;0 hasGUI = false }
LqdOxygen has 16.1x the density of LqdHydrogen, so presumably that means for this tank, resourceAmounts would be 96000. (rounding to 16x) As for tankCost - would that be 0 as with LqdHydrogen?
My presumption is that since you're using LqdHydrogen, LqdOxygen would be the CRP O2 resource to use, and that it should fall immediately after LqdHydrogen in the resource order. There's 22 part files to modify, 2 modules for each part. (The FStextureSwitch2 changes seem obvious - add "LO2" after "LH2" in the texture order and add ";11" to the end of fuelTankSetups. (as well as adding the additional values in the module above for initialResourceAmounts and tankMass) Should take an hour of work (I'm slow) plus some testing time. Honestly, I am so rusty at Github, it'll probably take me longer to create the PR than to do the work. Am I forgetting anything?
First - thanks!
To answer your questions - ResourceAmount is in liters, so you can borrow from any other CRP resource (i.e. you can steal from Water for the resource amount - 600). Cost you can do a similar comparison - resource costs are in the CRP resource definitions. Location in the list can be at the tail end, since we've long since abandoned doing them alphabetically
Also a second thank you If you need assistance with Github let me know.
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11 hours ago, panarchist said:
"they do hold Oxidizer, which is not the same" - there's been debate over that for at least 7 years. It may or may not be, though that's irrelevant to the issue at hand.
Yep, I was mistaken. Either I was previously using another mod that patched it in, or I am thinking of some of Nertea's "Near Future" parts. It would be fairly easy to write a MM patch to add it in. Interesting that the tanks have liquid hydrogen in the config but not LOX.
If someone gets punchy and provides a pull request, we can add it in. Barring that, a github issue. Will need Oxygen for an upcoming USI-LS update anyway
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@mjl1966 - best thing to do is log a github issue so it does not get lost in the shuffle and I can take a look
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I'd always do bleeding edge.
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2 minutes ago, AtomicTech said:
How can I do a fresh install using steam?
If it's in reference to mods, has nothing to do with steam. Just delete the relevant folders under your GameData folder, then re-install the mods.
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11 minutes ago, planeticegaming said:
I tried it on my Unmodded version and the same thing happens so it has to be konstruction, as soon as the mod is gone it works,
(Ckan doesn't work either for it)
Given that nobody else is having this issue and that this mod does zero things with command pods other than add them, I respectfully disagree. There's some detail not being shared.
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5 hours ago, planeticegaming said:
I have tried using this for 1.12.2 but as soon as the save file opens all of the Command pods are gone. nothing else just everything in the command pod tab
pls help
I can say with absolute certainty this has nothing to do with this mod.
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1 hour ago, JamesonKerbal said:
New problem I'm trying to solve: when I deploy a 3.5m WOLF Terminal on a cradle, it enters a state of being perpetually crashing. I can't switch to the KSC scene and the pause menu's buttons are all orange (ie: "you'll revert to the most recent save game"). If I manage to switch to another vehicle, the terminal will end up disappearing when I change scenes because it's "crashing" and the game reaps it (since there was apparently no debris from a 0m/s collision with the ground from 0m altitude).
Any idea what might cause this?
Zero, sorry. Rebuild the craft maybe?
57 minutes ago, Noctua said:Nice does this work with RO in 1.8.1?
Unknown, maybe someone else has done this with RO?
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2 hours ago, Parmenio said:
Karbonite now appears to be working properly. But, still same problems with Karborundum....not showing on ScanSat maps and K+ drills show no material.
However...thank you for the quick response on this.
Good deal - Karborundum I am working on
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44 minutes ago, DoktorKrogg said:
Looks like there may have been some changes to Karbonite that our build system didn't pick up. I just pushed a new standalone release of Karbonite out (https://github.com/UmbraSpaceIndustries/Karbonite/releases). Give that a try and let me know if it fixes your problem or not. If not, then it may be a CRP issue.
And if that fails ping me and I'll take a look!
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1 hour ago, JamesonKerbal said:
Would I just do something like this to make sure that Gypsum occurs in some abundance in Midlands on Minmus? Here I've set MinAbundance and MaxAbundance to 5 and variance to 0 on the assumption that this will provide exactly the same abundance of Gypsum in Midlands every game. I'll just try this now and see, I guess.
BIOME_RESOURCE { ResourceName = Gypsum ResourceType = 0 PlanetName = Minmus BiomeName = Midlands Distribution { PresenceChance = 100 MinAbundance = 5 MaxAbundance = 5 Variance = 0 Dispersal = 3 } }
edit: seems to work for me. Min/Max Abundance looks to be a 0-100 percentage, with the catch that altering the BIOME_RESOURCE after a WOLF Biome has been surveyed will not alter the WOLF Biome. The file has to be in the Gamedata folder, doesn't work in the save game folder, which means it applies to all games not just the WOLF Tutorial.
Yep - that all looks correct to me.
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Just now, JamesonKerbal said:
I have no idea what this means. Is this as simple as providing a file with the tutorial ships and saying "put this file in your save game folder"?
[1.12.x] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]
in KSP1 Mod Releases
Posted
Current repos are all here:
https://github.com/UmbraSpaceIndustries
And the whole constellation is here:
https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases