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Cat Herder
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Likely not. I dislike making IVAs, though we'll take a pull request if someone makes some -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Go for it! -
Shammyofwar started following RoverDude
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Manually via an EVA Kerbal - they should pull from nearby vessels. -
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
tbh.. I don't even remember. Those were done a very long time ago. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Crew capabilities are also shared - so you're free to move them into the hab modules for your base so you have less to check. Also if you have 5 billion vessels in the save, you probably have other issues -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I don't MKS was built with full support for disconnected bases. So stuff shares within 150m for most stuff, longer distances for others. -
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Mess with the config at your own risk.- 1,694 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That's really up to you to be honest. But it's designed with CTT in mind for those doing a career playthrough. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'll let @DoktorKroggtake this one Though I will say it involves robots! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sitting tight as there's a lot of overlap, and I'd like to see where KSP2 lands first. Won't be me personally - my role in KSP2 was purely some of the art. And since I am off on a different project now, I have the same info you guys have Yep on both counts. Our new game takes priority right now (and it's downright snazzy!), and there will be no consideration of a port of any of the USI mods to KSP2 till we see where KSP2 lands both in terms of stability as a modding platform, and overlap with the USI stuff. That being said, we will be doing a bit of buttoning up on the KSP1 mod side in the relatively near future. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Is the drive on? Solar is not going to be enough to sustain operations.- 1,694 replies
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We do a few sneak peeks on the USI Discord
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Did a bunch of art for KSP2, not code or design this go around. Been neck deep building a new indie game with @DoktorKrogg for over a year now. The fun part being that we get to build the game we always wanted to play. The not fun part being that it's not done yet - though we're pretty stoked about where it is (and there's a lot to be said for being 100% greenfield), and having a blast!
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Varies by gravity - should be something you can see in the config files.
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Not enough info unfortunately. They aren't going to work with TAC-LS without a config
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