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DoktorKrogg

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  1. If you aren't already on our Discord, you may want to consider joining us over there. https://discord.gg/FNBwUXRgX8 We'll likely be posting more pics and updates there Soon™.
  2. The idea behind "bleeding edge" is that it will always be the "newest" version of USI with previews of new parts and features we're working on. Some of those parts and features may end up getting cut and never make it into an official release though. So, use at your own risk. But as @modus pointed out, the current bleeding edge is fairly stable at this point. It's likely to be the last bleeding edge release before the next official release. I think there are a couple untextured models that we'll pull out temporarily when we do the next official release but otherwise nothing major should change. We'll probably put the untextured models back in after that and do a fresh "bleeding edge" for anyone who may have been using the untextured parts.
  3. Yep, what @Grimmas said. If you can get a vehicle from point A to point B with some WOLF cargo crates on board, have depots setup at both ends and can afford the cost in transport credits (or have a way to refuel at the destination to make it free), you can transport WOLF resources anywhere. Same goes for crew transfers. Should work with custom planet packs, interstellar mods, etc. as long as they aren't doing weird stuff that skirts the stock biome and resource systems since we rely on those to keep track of where depots have been setup and calculate resource abundance.
  4. We managed to find the GitHub repo with the KSPedia stuff for MKS and I was able to get it recompiled. So it will be available again in the next release... which will be an official release finally. Usual disclaimer... Soon™.
  5. Not sure. We don't usually test new builds against previous versions of KSP.
  6. USITools is a requirement for pretty much all USI mods. The latest USI-LS release is actually bleeding-edge.2 and can be found on the Releases page of the USI-LS GitHub repo here: https://github.com/UmbraSpaceIndustries/USI-LS/releases. There are 3 download links under Assets: USI-LS_112.0.1-bleeding-edge.2.zip <-- this is the one you want Source code (zip) Source code (tar.gz) When you open or extract the .zip file, there will be a single folder inside called GameData and some text files. You need to copy the entire contents of the GameData folder from the .zip file into the KSP GameData folder. The resulting folder structure should look something like this: [Root KSP folder] GameData 000_USITools <-- required CommunityCategoryKit <-- required UmbraSpaceIndustries <-- required FX LifeSupport ModuleManager4.x.x.dll <-- required, whatever the latest version is Squad SquadExpansion [... any other mods you have installed]
  7. @PavelKCZ Global Construction is no longer bundled with the USI mods and isn't maintained by us. So probably better to ask questions over on that mod's thread. Or use the new construction features available in the pre-release versions of the USI Konstruction mod.
  8. We moved all the USI repos to live under the UmbraSpaceIndustries organization on GitHub (https://github.com/UmbraSpaceIndustries) a couple months ago. Most of the .version files were updated to reflect that move at the time but it looks like Konstruction and Malemute both were overlooked. I just now pushed out updates to those two repos to fix that. Not sure how long it will take for that to be reflected in CKAN tho.
  9. The goal moving forward is to keep all releases in sync. So if we make a change or update to MKS, we'll push out a new MKS release and a new UmbraSpaceIndustries release at the same time. That hasn't always been the case in the past. Explaining the nuts and bolts of how we're doing that, what source code lives where now, etc. is a more complex discussion probably better had over on Discord than here on the forums. Feel free to drop a question in the #dev-talk channel on the USI Discord server if you want a more in-depth explanation of what all we've changed recently and why.
  10. Looks like there may have been some changes to Karbonite that our build system didn't pick up. I just pushed a new standalone release of Karbonite out (https://github.com/UmbraSpaceIndustries/Karbonite/releases). Give that a try and let me know if it fixes your problem or not. If not, then it may be a CRP issue.
  11. Understandable. There are a lot of different GitHub repos under the USI umbrella and we've also made a bunch of changes recently to facilitate an automated build process. There is also UmbraSpaceIndustries the GitHub organization as well as a repo called UmbraSpaceIndustries (that used to be called Constellation). So... the UmbraSpaceIndustries repo is meant to be a one-stop shop just like Constellation was. If you want all the USI mods, just download the latest release from the UmbraSpaceIndustries repo and you're good to go. That said, there are no longer any copies of the plugins or assets in that repo. So if you wanted to browse the contents of say FOR_RELEASE/GameData/UmbraSpaceIndustries/MKS directly on GitHub, you'll only find those files in the MKS repo now. (Or at least that will be the case once we nuke the old master branch from each repo and make the branch called main the new default branch).
  12. I just pushed out new pre-release versions of MKS and UmbraSpaceIndustries (formerly known as Constellation) with a couple bug fixes and to also fix the missing CommunityResourcePack folder. ModuleManager version has also been updated.
  13. I'm usually able to get about 2:1 or 3:1 (TCreds:payload) using space planes from KSC to LKO. A single-stage rocket would be next best. Multi-stage rockets impose a pretty hefty penalty since the route cost is based on the difference in mass between the beginning of the route and the end. The MKS KSPedia stuff was created by a community member and unfortunately we don't have access to the source for it to recompile it (that I know of).
  14. There were some complaints about this change so we reverted it and added it as an optional patch in GameData/UmbraSpaceIndustries/Konstruction/Patches/ConstructionPorts.cfg instead. If you liked the new behavior, you can re-enable it by uncommenting the code in that file.
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