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About voicey99

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  • Location Exploring NGC 224

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  1. [1.3] - Modular Kolonization System (MKS)

    Were the old parts perfectly octagonal? If they were the same profile as the kontainers, the MKS EPL stuff would fit near Future Construction trusses.
  2. [1.3] - Modular Kolonization System (MKS)

    You can fetch the EPL parts from an earlier version of MKS and use them, since I think they still work.
  3. Can see shadows through parts

    It is. WindowShine has a known bug whereby shiny surfaces can become translucent. I don't think it has anything to do with the transparent planets, though.
  4. CKAN Mod Download Issue

    Spacedock's SSL cert has been renewed, try again now.
  5. The PEBKAC LES mod you have is for 1.2, and outdated mods (those utilising plugins, at any rate) are the most common cause of access violation crashes. Update it and try again.
  6. [1.3] - Modular Kolonization System (MKS)

    MKS has nothing to do with the Toolbar mod - it is entirely separate and neither bundled nor recommended (by CKAN). It's just a replacement for the stock AppLauncher button menu, which is what it will use otherwise.
  7. [1.3] - Modular Kolonization System (MKS)

    The general KSP discord server. The Karbonite landing legs are in Utility. Look again there.
  8. [1.3] - Modular Kolonization System (MKS)

    (already answered on Discord)
  9. [1.3.1] Graphics Enhancements Assembly (GEA)

    Now the originally offending textures are gone, I'd like to flag up another licensing concern, this time over the loading screen artwork. I've managed to find about half of the images, and in all but a handful of exceptions they are either All Rights Reserved, require attribution/other caveats of CC3 or the artist has requested attribution. You might want to delete or contact the authors of the ARR images (in a couple of cases the artist has already stated they can be used with attribution) and add credits to the others to avoid another license spat (and out of courtesy, of course, even if there is no formal license). Of course, IANAL and it might all be OK, but I'd rather this mod didn't get nuked again.
  10. Damn, looks like I'll just have to comment out the lines from the scidef config directly. Thank you for confirming I can't do it though, at least.
  11. Is there a way to target specific science definitions? I've been trying to write a patch for CrowdSourcedScience that deletes the stock scidefs, but I can't seem to make it target only Squad's definitions. Here's what I've got so far for removing EVA Reports: Naturally, it doesn't work. It deletes all scidefs, including CSS'. How do I make it target only Squad?
  12. So, now the syntax has been improved in the latest update, I've been looking into ways to ways to deal with contamination of science reports by default ones. I think I've managed to keep the CSS default reports out with tilde keys, like :HAS[~DunaFlyingHigh*[]]:HAS[~DunaSrfLanded*[]] seems to stop default reports being applied to Duna biomes where there already FlyingHigh and SrfLanded reports defined, and if I can confirm this and make adjustments like a possible :FINAL I'll roll it out all default report sets. There remains the question of similarly excluding the default generic Squad reports while leaving the biome-specific default ones (or, even better, copy them over as CS defaults), and I'm currently working on that. I'll edit this as I make progress. EDIT 1: Ok, that doesn't work. Can it even be done? EDIT 2: It seems to be doable by deleting the default reports and the Squad ones, but I'd much rather find another way, EDIT 3: MM co-dev has confirmed the Squad reports cannot be specifically targeted. Bummer. I'll just comment them out manually and remove the default ones where all experiments already have stuff defined.
  13. [1.3] - Modular Kolonization System (MKS)

    Ran some of my own numbers, and if it has an eff of 4k, it will need 8kEC/s. That's nearly double the output of the 3.75m reactor, so I assume we are going to get a new, huge one?
  14. [1.3] - Modular Kolonization System (MKS)

    What version of USITools do you have? - the one bundled with the latest* version of MKS has a glitch that breaks custom categories. is a hotfix for this. Some USI parts can also be found in the standard categories, like the Karbonite landing legs (which I assume are what you mean by "landing legs"?) are in Utility. Kerbitats have only life-support applications, so if you don't use an LS mod they are just functionless eyecandy. USI-LS doesn't kill your kerbals by default either, just turns them into tourists until you resupply them.
  15. [1.3] - Modular Kolonization System (MKS)

    It's in Freight Transport Technologies (FTT). The shot with it in would be better off changed out, since it confused people.