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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Well the operative word there is dead - what life support mod are you using?
  2. I 100% support the call to push this particular feature to the next release (and yep, I was aware of this possibility and enthusiastically support the reason why). It's a pretty large change, since it encompasses the science system (there are buffs to science for having a more reliable comm network - not nerfs), changes to how you work with probes, and a lot of stuff being directly wired into the flight and map views to support all of this. And this means a LOT of QA time, as well as lots of regression testing. And while a mod has a lot of leeway in their QA process (as is evidenced by my frantic week of debugging USI-LS and MKS ), you don't have the same luxury in the stock game, especially when it touches so many areas. And I expect folks would agree that we want this to be totally rock solid when it goes out the door. And I expect you will not be dissapointed
  3. UKS - He's likely referring to the Kerbitat (the Duna class being the more traditional MKS-looking bits vs the inflatables).
  4. Let me explain There are two ways you get more hab space. One is by.. well, space. A place to live. You get some just based on crew capacity. Other modules can add to this (the hitchhiker does this, as do the habitation modules and the giant hab ring in UKS). The other way is by *multiplying* your existing hab capacity - and this is pretty powerful stuff. The Kerbitat does this (so does the stock Cupola). So in the case of your Duna vessel, add a hab ring and watch the difference For example, a hab ring, a couple of hitchhikers, a pair of cupolas and a kerbitat will get you to almost five years for a crew of six. i.e. interplanetary vessels are going to *look* interplanetary. That's the design. Actually, if you use UKS, as your colony grows, it provides a habitation buff that grows over time. And the end-game pieces will essentially turn your colony into a mini-Kerbin (i.e. it refreshes the master hab timer, and there are no penalties while there).
  5. KIS inventory loss is a KIS bug unfortunately. I'll peek at the ag module. And thanks
  6. Hab is fine, but you can just set it to 0's if you don't want the mechanic (do it in both USI-LS and Kolonization)
  7. Probably better to keep separate since all of mine use FireSpitter (and the resources are multi-use) There's a file called EL_Parts.cfg - picking which support poison we want right now (I hid them because changing the EL recipes does not change the corresponding parts).
  8. Good - so it looks like the way to get your tourists back from hab problems is to just link up with more hab space.
  9. I'll do some experimentation here.
  10. See if (when you have time) you can repro it with a new craft
  11. On a more productive and positive note, if I can get confirmations, etc. on how 0.3.8 is working that would be good. Hopefully the last of the bees have been shaken out.
  12. 2 cents matter a lot, when they are conveyed in a polite and constructive way. When pushed in a not so nice way, they get ignored.
  13. 0.3.8 - 2016.02.03 ------------------ Performance update, general bug fixing
  14. I'll take a look Note that at the moment, I am up to my armpits in this code anyway so now is a good time to fiddle with this.
  15. EVA they can be recontrolled till they get in. If they are pent up and go nuts, you either need to increase hab or (ultimately) figure out a creative way to get them home.
  16. hmmm.. I will take a look. Had no evening plans anyway
  17. hmmm... well in this case it was a tourist in the vessel. I'll need to see if that's an issue or not - did you previously come within 2km of the ship?
  18. 0.2.5 - 2016.02.03 ------------------ Reset default life support options to 'grouchiness'
  19. FYI there's now a path to this in UKS 0.33+ (and the same path works for OSE workshop). But as noted, best to hop to the UKS thread for that Yep, and it's appreciated! On that note, just my quarterly nudge about the resource chain for EL hard mode (since once that comes out, if it goes the CRP route, I'd want to adjust my stuff to be in sync).
  20. Awesome, glad we got that all sorted As always, ping me in the thread with any questions, and anything I can't answer will likely be taken care of by the other folks who help me with the cat herding
  21. Yep, that's one of the side effects. If that causes any issues, you can remove Asteroid.cfg from the CRP folder.
  22. 0.2.4 - 2016.02.02 ------------------ Kolony Rewards are now exponential and look at the entire vessel's crew Broke EL config into two configs - parts vs. resources Increased funds reward for kolonization
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