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Everything posted by RoverDude
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A couple of things There is no wear and tear by default (since you would have no way to fix it!). The hab duration is more a case of 'stick Jeb in a can for twenty years he might go nuts'. That being said, in the upcoming patch (as in... give me a few minutes) I did pull hab back to a default of 'off' just to avoid confusion. Of course, recyclers are on since you need those The MPL is the stock one and is pretty decent. That should keep it simpler for folks new to the mod (and of course other mods like UKS can and do tweak these values). 0.3.7 - 2016.02.02 ------------------ Fixed a gui glich showing an unused menu option Added kerbal experience trait (P/E/S) to LS GUI Removed habitation by default as it was causing some confusion. Recyclers remain on by default.
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Pretty much Tho the fancy interface won't be till 1.1 - basic stuff for now
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@JamesL86 - You can easily turn off the hab mechanic if you are so inclined (wear and tear is already off by default). Sorry, been one of those things that we've been discussing over the past few months tho I totally see how it can be missed. I expect several of the folks can show you how to turn it off That being said - all it really adds (again, there is no wear by default) is a time limit you can stuff a Kerbal in a lander can for. i.e. to get to eeloo you need to add hitchhikers, and maybe a cupola or two - so your interstellar ships kinda look... well... interstellar It's a minor change but an interesting one, and (by default) no extra resource chains, etc. so it may still be worth the look. Yep, you want a Kerbal in each base - otherwise the vessel gets culled from life support (it can't distinguish between a base you don't want tracked because there are no Kerbals in it, and one you want to use as an unoccupied disconnected hab)
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Are there people in those bases?
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Those are the steps I could not repro...
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For whatever reason I was not able to replicate your VAB issue - can you re-confirm the exact steps?
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You are very welcome
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0.3.6 - 2016.02.01 ------------------ Lots of optimizations and small bug fixes
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[1.12.x] USI Core (Reactors and Kontainers)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.1.5 - 2016.02.01 ------------------ Hydrates, Gypsum, and Dirt have been added to kontainers, and the RocketParts texture has been replaced with one for MaterialKits. -
0.2.3 - 2016.02.01 ------------------ Synced dependency DLLs
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0.4.9 - 2016.02.01 ------------------ Added Hydrates as a resource and also to the resource map (represents regolith with captive water) Added Gypsum (an excellent raw material for fertilizer) as a resource and to the resource map ExoticMinerals and RareMetals can now be directly harvested
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These should be sorted in the next patch (which I am working on releasing today - down to just bundling everything up
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Hey @Boots, no worries. 1/2. I thought they were going to send it Nertea's way - otherwise. you would just drop that stuff in a file called (whatever).cfg anywhere in your gamedata folder and it will be picked up. Capsules, etc. would already have life support stuff done automatically - the extra configs are more for station/base parts. 3. Fastest way to get rid of the EL parts is to delete anything in the EL parts folder other than the survey stake and mallet.
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I'll take a peek - they should not drop that fast. Next patch they should all have their maintenance option. See note above RE every single UI breaking in 1.1 - but hey, I take pull requests
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The settings update was a recent change And I figure some folks want to adjust those settings down while things are tweaked - hence the option to override everything. Yep, I need to make some larger base parts - but I kinda wanted to clear the way with the core life support changes first
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Missing Some Parts From USI Kolonization Systems
RoverDude replied to Elway358's topic in KSP1 Mods Discussions
actually, the bit below is a better example of a flippant attitude. But best of luck to you. -
Missing Some Parts From USI Kolonization Systems
RoverDude replied to Elway358's topic in KSP1 Mods Discussions
The problem is that CKAN, when coupled with users who do not understand mod installation (which again, is literally unzipping in the right place) cause support headaches for the very same people who are providing you free content. In short, if you don't know how to install a mod, you really have no business using them, let alone asking for support. -
Missing Some Parts From USI Kolonization Systems
RoverDude replied to Elway358's topic in KSP1 Mods Discussions
Start by looking in the menu - there's a custom kolonization category (along with the freight one). If that fails, install manually. CKAN is not the most reliable way to install mods, so you should always know how to do a manual install. -
No worries, and thanks hmmm I would have thought you would have made more mulch (tho it would have gone right back into the system)? But yeah, fertilizer is a pretty awesome way to extend your supplies.
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Yeah I kinda need to fix that
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Totally possible... though for something to support 20-30 kerbals, you're looking at a very large station. Depends on settings.
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Yep, loved that book Gave me lots of nifty ideas of things to incorporate into the mods - and prepping for a major release (likely tonight, it's a lot of final testing and packaging).
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No worries at all
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Quite the opposite actually -
More info The reason for the USI-LS tweaks was because there were too many (and usually conflicting) ways to make supplies. So the goal was to consolidate this into, at max, two methods (and one of those is only for UKS) with no resource conflicts, no competing over resources, and no trying to decide which method is better. So it's actually a lot of streamlining, etc. And yep - in stock you do in fact get a recycler. Or, just turn them off and tweak the consumption rate to something you like. As always, pretty much everything can be turned off. The rates just default now to something more akin to a gemini mission, but (if enabled) there are stock analogues for each new mechanic. Or leave them off, either is fine
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