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KSP2 Release Notes
Everything posted by RoverDude
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Summon me three times and a new mod appears.
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No reason why they could not be - they have to get into them to get the goodies out, and they can be stacked. If someone tosses a PR I'd be happy to include it with the next update.
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That would be a very fair assumption. I will be doing pre-releases with the 1.1 public pre-release.
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Stopping in for a quick heads up (and also pinging @Snjo ) I'll be sorting KSP 1.1 compatibility for FireSpitter and plan on having it ready for the pre-release, both to help out other modders and also give folks a chance to do some testing Snjo - I've done the reverse integration of all of the changes in MASTER and am working on the updates in DEVELOP even as we speak.
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Or just add some habitation closer to the base
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I would still say no
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Yup, settings changed. I'd disagree. It's one thing to walk 100m to take a nap. It's quite another to walk 2KM. Without rovers or logistics parts (in which it's inferred there are bit for moving things arond), resources also have a pretty short range (as does maintenance, and a few others.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks, I appreciate it -
Supplies: How long you have before you run out of supplies. After that, you have a 15 day grace period (shown as a negative number) before negative effects kick in. Hab: How long the Kerbals are willing to stay in the current vessel - beyond this, they suffer negative effects. Home: How long before, no matter how nice the accomodations, the Kerbals will get homesick and suffer negative effects. Home value is based on the very best hab value this Kerbal has experienced since leaving Kerbin. Respawn time I'm not sure, whatever the default time for KSP is.
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Supplies are also shared, provided you actually have storage on both crafts. KIS/KAS is not necessary by design
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Thanks I dig them too!
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Good luck, glad you are enjoying the mod!
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Should be the same as stock if its stock parts (CTT does not move these around)
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Yep you probably enabled life support on one of those modules
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16.2 is correct - as for your launchpad vessel, I'd need to see the ship - odds are you have a recycler of some kind on there, but would need more details.
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And no worries at all @MaxRebo - thanks for letting us know.
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Thanks, if someone can do me a favor and toss in a PR that would be awesome
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
RE increments - feel free to log a github issue please -
That would be by design. It tracks your last two vessels (EVA being one of those). So (in theory) an EVA and return would not reset the hab timer. An EVA, swap to a new vessel, and return would reset the hab timer. Your home timer should never reset unless you get into a better ship (or, reduce the crew in your current one).
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It gets the same level of amnesty - the two are on the same timer.
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Try going to the tracking center after you've inflated it, then come back. Let me know if that sorts it.
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I've updated the CKAN metadata to reflect the need for USITools.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
RoverDude replied to Nils277's topic in KSP1 Mod Releases
No technical reason why not - this should work fine given that it's primarily a parts pack, and does not have any conflicting code that I am aware of (i.e. like if you tried to use two life support systems or two resource systems simultaneously). -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
RoverDude replied to Nils277's topic in KSP1 Mod Releases
Congrats on the release