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Posts posted by RoverDude
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14 minutes ago, AtomicTech said:
Is @RoverDudegoing to show up?
Possibly.... Wonder if @goldenpsp is on yet...
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36 minutes ago, RookFett said:
@RoverDude are the Orbital Shipyards suppose to have crew capacity for an engineer so when you enable Konstruction, you get the bonus? (since it has the foreman module, which seems to require an engineer to get that bonus)
We can make that happen
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2 minutes ago, RookFett said:
It also seems when you leave the scene, or come back from a save, Konstruction is reset (the count) - going to drill down to see exactly where the drop occurs, @RoverDude is the scene konstruction count a hard variable or is it a temporary variable? _ not a big deal, since just pushing the button brings it back.
It's a temporary thing since it's an EVA activity.
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Konstruction is also next up for the revamp @DoktorKrogg and I have a few ides we want to cook into it.
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33 minutes ago, g_BonE said:
Okay thanks. What are the current alternatives within MKS then? Is Sandcastle going to be supported? Is EPL viable as it was supported before?
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.
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14 minutes ago, g_BonE said:
quick question: is ground construction still integrated with the current v1.4.1 installed via CKAN ? There are some contradictory statements in the wiki about it being there and not anymore. Do i need to download Global Construction? It does not seem to be a dependency when downloading MKS via CKAN.
We deprecated bundling GC.
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@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
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11 minutes ago, modus said:
Yeah it sure is a mystery. I never had any problems with it, not with this version or the previous prerelease. I wonder if @RoverDudehas a clue what is going on here?
I'll see with I can do tonight or tomorrow night
tbh, none. Would take some digging. Just tough when it's a non-repro issue.
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3 hours ago, LusBax said:
I'm having an issue and i think it is related to this mod. I have a station under 100 parts in LKO. For some reason, whenever I get near the station or switch to it, I get 6 FPS. I tested the station in another save, and got 60 fps. Console log is getting spammed by:
[USI-LS ]Vessel situation changed, refreshing life support
Over 120 mods KSP 1.12.2
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.
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yup, though wheels still have to be re-done.
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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.
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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).
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Ground shipyards are still on the menu, just not out yet.
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34 minutes ago, Araym said:
So, now, each mod that involves some kind of harvesting is it going have its own "Resource Configs"??? I will have to check each of those, one by one???
Having still installed the "old" configs, will the new one be compatible/MM patches/have the same syntax alike them??? Have I to remove them and add/wait each mod to develep their own???
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).
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@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).
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59 minutes ago, modus said:
@RoverDude I had this question about the FTT 5m SAS the other day:
Is the difference in appearance between the latest (prerelease) and the previous version intentional?
Yeah, the SAS modules are in the middle of a balance/revamp.
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23 minutes ago, modus said:
So when you build a ship with the Konstructor that has a heat shield it has zero ablator. It's the same logic as with other resources, I get that.
Is there any way (like another mof maybe?) to fill it up with ablator or transfer it?
hmm - good point on that one. log a github issue, as Konstruction is due for an update anyway.
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Just now, Lach_01298 said:
But how are those costs calculated for each part?
Start with calculating cost of the matkits used for the mass. Then if there's cost left over, start going through the remaining parts, least expensive till most expensive (SpecializedParts to Prototypes) until the cost is covered.
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Short version, matkits cover mass. The other resources cover cost.
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6 hours ago, Arrowmaster said:
Will the Konstruction Foreman module be added to any other parts, like the Akita core? Under the old KIS system all of the Konstruction vehicle examples on the wiki would provide a bonus from it being nearby but now none of them would have the Foreman module.
Also how does the Konstruction bonus range work? Is it based on distance from the part with the Foreman module, from the crafts root part, or from individual parts that add bonuses?
For the former, I'll happily take pull requests. Range would be based on the containing vessel's location.
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2 minutes ago, mhoram said:
MKS comes bundled with Firespitter. Since Firespitter is not of interest for me, I would like to know, what is safe to delete of Firespitter and still keep all functionality of MKS.
Am I correct to assume that if I keep "Firespitter.dll", I can delete all other files within "GameData/Firespitter/"?
Or should I keep all files and use a MM-Patch like this to disable all Firespitter parts?
!PART[*]:HAS[#manufacturer[Bitesized?Industries]]:Final { }
The biggie is the DLL - I'd just snuff the parts folder.
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Just now, RookFett said:
@RoverDude will the Konstruction parts allow for lifting heavy objects in the new stock construction mode in future updates, as they did with the KIS/KAS mods? I am running the cutting edge Constellation package, and it doesn't seem to be doing it.
Yep, it will. Several of the parts have an 'Enable Konstruction' option that tallies up the konstruction bits and weight multipliers, also having an engineer around significantly helps.
[1.12.x] The Malemute Rover
in KSP1 Mod Releases
Posted
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).