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RoverDude

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Everything posted by RoverDude

  1. Yeah FTT is getting a few goodies. For a spoiler alert, it will probably end up split across a few mods based on the USI roadmap (all of the structural pieces are being moved to a new to-be-announced USI mod).
  2. Make sure you also have USITools and CRP.
  3. Some parts are being deprecated unfortunately. You can steal the part config, etc. from an earlier distro.
  4. Sounds like. Would need more info - KSP version, USI-LS version, and where you got it
  5. No idea - Malemute has been around longer, and was originally based off of the rover from Last Days on Mars (horrible movie, cool Rover though).
  6. Possibly.... Wonder if @goldenpsp is on yet...
  7. Konstruction is also next up for the revamp @DoktorKrogg and I have a few ides we want to cook into it.
  8. The model is to use Konstruction (which is bundled). Orbital is done, ground based is in testing. As for other options, I have no idea what sandcastle is. But since we don't directly conflict with any mod, you're free to use what you want - you just won't have as seamless an integration path as going natively with Konstruction.
  9. @RookFett - don't include the Squad folders. Would need a save file though from a clean new save in case we see something with the scenariomodule
  10. @RookFett / @modus - is this also the case when you both do clean USI only installs with new saves? Because if so, I'd be at the point where I'd just ask for two zips of both of your gamedata folders and save folders, and do a BeyondCompare on them because someone has something off.
  11. tbh, none. Would take some digging. Just tough when it's a non-repro issue.
  12. Given that it's not a global issue (i.e. I don't have everyone screaming), and given you have that many mods, not much I can do here - either a borked save or a conflict. This vessel or all vessels? Which USILS version? etc.
  13. Yeah, sadly the fix is not really straight forward - will take a bit of time to get them all sorted out, going mod by mod.
  14. Yeah, the wheels have issues since the stock wheel changes, so the whole constellation is going to need to be updated (will take some time unfortunately, but we're aware of the issue).
  15. Resource definitions (cost, volume, etc.) still remain in CRP. Resource Distributions (where can I harvest/mine stuff? Is there water on the Mun or not?) is being moved out and down to the mod level. Stock resource distribution already handles merging multiple configs really well, so this should not be an issue, and should settle some tussles where folks may disagree with how resources are spread out (and to be honest, the CRP ones were just basic fallbacks - bespoke IMO is always better). This should have no bearing on what you were asking about (that is, resource attributes).
  16. @Araym - You can see who curates each of the resources in the resource definition file. Those costs were agreed to ages ago by the involved parties, so I'd personally be pretty hesitant about changing them, since it would break a lot of mods that depend on that pricing to set tank costs, etc. Also more for the thread in general, there's a bleeding edge CRP out that has the removed resource distributions. Per prior chats, there was to be a post-labor-day release that would include this change, so I'd recommend getting your resource defs set if your mod includes harvesters (this is not relevant for mods that don't depend on resource harvesting distributions). Good news is that since stock resource distribution handles duplicate definitions really well, you can mix your custom distributions with CRP either with or without it's own definitions without issue, so no need to time releases (though tentatively I am lookin at pushing this out in the next week or so).
  17. Yeah, the SAS modules are in the middle of a balance/revamp.
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