voicey99

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About voicey99

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  1. voicey99

    [1.3] - Modular Kolonization System (MKS)

    MKS Lite has been merged into MKS proper, by way of being able to adjust settings controlling stuff like machinery consumption etc to emulate Lite.
  2. voicey99

    [1.3] - Modular Kolonization System (MKS)

    Delete the UmbraSpaceIndustries/MKS/Patches/ScrapParts.cfg file to remove the option across all parts.
  3. There's not been a release since then. To get the unreleased changes, you would have to download the raw repository (normal mod install protocol applies here).
  4. voicey99

    [1.3] - Modular Kolonization System (MKS)

    TAC-LS is an optional RO mod, and it's recommended for use with RO since it's more realistic while not breaking things like Kerbalism. There's nothing stopping you from using USI-LS (which MKS is indeed designed to go with) though.
  5. voicey99

    [1.3] - Modular Kolonization System (MKS)

    As far as I know, there are no mods in RO that conflict with MKS (unless you have Kerbalism) and it can be added just fine. It has support for TAC-LS as well.
  6. voicey99

    [1.3] - Modular Kolonization System (MKS)

    IIRC the longer they have been tourists for due to expired habtime, the longer they will need to spend in the medbay to be brought back. I don't know the exact numbers, though. Also check your save file and search for the crew names to check their "oldTrait" and "trait" entries haven't changed to "tourist".
  7. voicey99

    [1.3] - Modular Kolonization System (MKS)

    above issue was solved on the subreddit by a reinstall
  8. voicey99

    [1.3] - Modular Kolonization System (MKS)

    The production multiplier is the geology rating as a decimal squared (e.g. 350% gives a 3.5^2 = 12.25x multiplier), so yes. Electricity consumption scales with load, and if it's too high for you to keep up with you can reduce the governor slider to throttle back their production.
  9. voicey99

    [1.3] - Modular Kolonization System (MKS)

    Power couplers are just to transmit energy from ship to ship for whatever reason. The reason adding more storage increases the transfer rate is because whenever a transfer instance takes place up to 10% of the storage capacity of the smallest vessel can be transferred in one go, so if you needed 1.2kEC/s you would need a minimum of 1,200 * [however many seconds between transfers] worth of EC storage.
  10. voicey99

    [1.3] - Modular Kolonization System (MKS)

    In lieu of a shorter interval, add more storage at both ends to transfer more power per operation. Whoops, my bad with the wrong copypaste. Here's the page.
  11. voicey99

    [1.3] - Modular Kolonization System (MKS)

    See this page of the MKS wiki.
  12. voicey99

    [1.3] - Modular Kolonization System (MKS)

    Yes. Stuff that doesn't have anywhere to go will be discarded so it doesn't gum it up for other resources.
  13. voicey99

    [1.3] - Modular Kolonization System (MKS)

    Like Dirt, the Sifter will process it into all the resources present on the planet, with the output proportions corresponding to the planetary average concentrations of the resources. I'm not sure about the exact I:O ratio.
  14. voicey99

    [1.2.X] [Kopernicus] Planet Cyran

    PQS changes means it's not compatible with any version of Kopernicus past 1.3.1-3, so it doesn't work with 1.4. It'll update when TWG finishes the overhaul, no word on the progress of that.
  15. This question is old, but answering for the record - Polta and Wal have a bugged biome map in versions of OPM before 1.2.6. For those of you on 1.3.1, the update to fix it is backwards compatible as well (but not to 1.2.2).