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Everything posted by RoverDude
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[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. -
[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 -
[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. -
[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. -
[1.12.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. -
[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! -
[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. -
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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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
USILS is not bundled, but they do share some of the same dependencies. As long as you nab the latest versions of both you will be good to go. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
WOLF leverages the stock resource system (written by yours truly). If Gold Standard uses it as well, awesome. Otherwise, you can see the Community Resource Pack configurations for examples (or the stock example for Ore). -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Easy enough with module manager and whitelisting the resource, then making all of the appropriate bits that can work with it. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There's already an option to turn off the machinery component. For anything else, Module Manager is your friend. -
The latter
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Not familiar with this issue, check the thread. Really can't support older modded KSP versions.
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Not that I am aware of.
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If you had nobody on board when launching and Kerbals suddenly appeared - that's not USI-LS. They probably went tourist (which IS USI-LS) because their initial state was not logged because of whatever made them magically appear post-launch.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I tend to use CTT so I end up needing excess science. If you feel the balance is off feel free to patch to your preferences. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I actually do all of that with 100% WOLF. And I've been saying for years people need to not try making all-in-one bases as their first go to.