Sign in to follow this  
Angel-125

[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)

Recommended Posts

I noticed the ReadMe has 0.4.7 as the current version number. The thread title still lists v0.4.5 and the KSP version at 0.90. I'm guessing this mod is actually 1.0.x compatible and up-to-date with the current version of O/MKS?

Share this post


Link to post
Share on other sites
I noticed the ReadMe has 0.4.7 as the current version number. The thread title still lists v0.4.5 and the KSP version at 0.90. I'm guessing this mod is actually 1.0.x compatible and up-to-date with the current version of O/MKS?

Not yet, it is a work in progress. Once I release the 1.0.x update, all the version numbers and such will be in sync.

Share this post


Link to post
Share on other sites
Just a heads up, in the process of creating Pathfinder, I have enough to create an update to Multipurpose Colony Modules as well. :)

:D Glad to hear it. I love the look of these parts more than OKS's.

Share this post


Link to post
Share on other sites

Glad to hear the MCM will continue, the sheer variety and ease with which you change things around is great for people like me who needs to switch modules around at various times to adjust for poor planning, ahem, unplanned extensions to the mission. :D

Share this post


Link to post
Share on other sites
Just a heads up, in the process of creating Pathfinder, I have enough to create an update to Multipurpose Colony Modules as well. :)

just got a warm an fuzzy feeling inside

:sticktongue:

Share this post


Link to post
Share on other sites
Just a heads up, in the process of creating Pathfinder, I have enough to create an update to Multipurpose Colony Modules as well. :)

The best news ever

Share this post


Link to post
Share on other sites

Can't help wondering if there's been any recent progress with this mod, as I only just now found out about it, and the last couple posts sound pretty promising.

Share this post


Link to post
Share on other sites
Can't help wondering if there's been any recent progress with this mod, as I only just now found out about it, and the last couple posts sound pretty promising.

Well, I finally realized that the things I wanted to do with Pathfinder would overlap with MCM, so it made sense for me to concentrate my efforts on Pathfinder instead. I'm glad I did too; Pathfinder is much better than MCM. The good news is that if people really want to modify Pathfinder to use modules from MKS, it's fairly easy to do.

Share this post


Link to post
Share on other sites

So would it be possible to repurpose this as a re-skin of MKS? I was looking forward to the more cargo-bay-friendly form factor.

Share this post


Link to post
Share on other sites
So would it be possible to repurpose this as a re-skin of MKS? I was looking forward to the more cargo-bay-friendly form factor.

Funny you mention that. :) Multipurpose Colony Modules essentially was a re-skin of MKS that was designed to fit in the cargobay of the KSOS Super 25. Back before part categories, the mod reduced part count by providing the ability to reconfigure the modules in flight. That functionality has been carried over into Pathfinder and expanded upon.

To make the mod work with MKS you'd pretty much have to start over with the templates because as I recall, there have been a bunch of changes in MKS. Last I looked there were a bunch of efficiency parts that might not fit the MBU, for instance. Further, MCM's plugins are not up to date with KSP 1.0 so you will need the plugins from Pathfinder.

So basically you'd need to do a lot of work to update the mod, and it would be simpler to just use MKS if that is what you're looking for. MCM's license is permissive enough to do a re-skin as long as you credit my work. Of course, I'm reconditioning the art assets for Pathfinder, so nearly all those cargobay friendly parts have a home in my new mod. :)

Share this post


Link to post
Share on other sites

Side note as well.. if the concern is a cargo bay friendly form factor, keep your eyes open as I'm knee deep in a total model rework and there will be some interesting changes ;)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this