voicey99

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About voicey99

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  1. Recently I made a set of letter and number textures and a separate decal part to display them, for purposes like writing names on ships. Do you mind if I share them here to download as an addon (if you could call it that) for the mod?
  2. voicey99

    [1.3] - Modular Kolonization System (MKS)

    FlexOTubes need KAS to work, not KIS.
  3. voicey99

    Out of curiosity, what's your craft naming scheme?

    It changes every game. This time round I give all my probes a utilitarian name appended with the name of a famous criminal kingpin, so I have an "Eve Probe "Escobar"", a "Urlum Probe "Capone"" and a "Jool Probe "Putin"". As for manned vessels, if it's just a routine flight I don't bother naming them but proper interplanetary ships are always named after fictional characters from a particular source. This save they will be named after SWTOR characters e.g. in a year's time the Nadia Grell and its attached lander Sarkhai will depart for Duna. Unlike probes, they are usually major and infrequent enough for me to learn which is which. Booster subassemblies follow a similar pattern, with size 0, size 1 and size 2 series being named after characters from I, Robot, The Lost Fleet and Mass Effect respectively.
  4. voicey99

    [1.3] - Modular Kolonization System (MKS)

    Assuming this hasn't changed in the last couple of versions, you need to deploy them from EVA with sufficient MaterialKits and EC on board or nearby.
  5. voicey99

    [1.3] - Modular Kolonization System (MKS)

    Yeah, it broke everything, and modders will have to update their configs unless someone uses some MM wizardry to automatically convert obsolete part modules. Someone in this thread wrote an updated SSPXR patch a while back here (not tested myself).
  6. voicey99

    [1.3] - Modular Kolonization System (MKS)

    Sure it's an MKS thing, but all you need for it is the USITools DLL and the ScrapParts.cfg patch (found in UmbraSpaceIndustries/MKS/Patches).
  7. 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.
  8. voicey99

    [1.3] - Modular Kolonization System (MKS)

    Delete the UmbraSpaceIndustries/MKS/Patches/ScrapParts.cfg file to remove the option across all parts.
  9. 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).
  10. 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.
  11. 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.
  12. 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".
  13. voicey99

    [1.3] - Modular Kolonization System (MKS)

    above issue was solved on the subreddit by a reinstall
  14. 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.
  15. 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.