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KSP2 Release Notes
Everything posted by RoverDude
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Anecdotal. Took me a few tries, but found that an NVidea card on Mint works best for me on Linux. Performance is comparable, though the streaming tools are inferior.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep both have it -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Check out the airlock in MKS Lite -
There's a bit of a far cry from an OP engine vs. a part with crew capacity (That you will hardly ever use if you're using the mod right). Easy enough to sort as I have the code elsewhere, but has been fairly low on the priority list as it's not breaking.
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Close, you should start neutrally buoyant and use the ballast tanks to flood/blow tanks as needed to go up/down -
Fair point - you did copy in the new settings right? That bit is pretty critical
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What about EC? You need that too, or lots of sadness. In fairness, I provided that for folks using it as their sole LS mod, it was never really intended to work side by side with another LS system. They would have competed for resources. It probably was since orange immunity is now off by default, let me know if you see more jinkiness
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The stock bug fix has as much to do with memory overhead as ham does with hamsters. I doubt very much that people are rushing to load Linux or (in this instance) move to the unsupported Win64 build because it will allow them to uninstall the stock bug fix module on their (otherwise) 100% vanilla install, vs. just wanting to dog pile on a ton of mods, yes? And I in all honesty cannot recall the last time I had a non-mod related crash playing KSP (on any of the supported OS's). But that being said, memory leaks will persist regardless of platform (and if anything, would be worse on something not supported/tested - i.e. Win64 - which Squad had the good sense to take out back and put down until such time as all of it's issues could be resolved. Now. What you do on your own install is your own thing, but let's be honest here, this is all about loading up more stuff, and going outside of the bounds of just the stuff that comes in the tin, not about magically fixing limitations on your purely vanilla install.
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Actually, KSP runs extremely well on Windows, no issues. You are confusing 'running well on stock' and 'running well with lots of stuff created by random people on the internet, and generally added into said game until it explodes'
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
By design. It's there when the capsule is used on it's own as a mini submersible. Beyond that, attach something with a docking port (this is why the hull section has a port on top). -
It will be close.
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0.2.0 IS UP! 0.2.0 - 2015.12.29 ------------------ 24-hour clock support and cost fixes (thanks Kerbas-ad-astra!) Empty vessels are now properly cleaned up Command Chairs are now checked for life support Tin-raiding has been replaced by an auto-unlock feature A host of new config values are now included - update to taste. New defaults should be fine... some may have interesting results I am doing this update in a few phases because of the changes involved. This one pretty much covers the core logic and basic supply stuff. Recyclers will be next, but necessitate some new parts - note that when that hits, your consumption rate will jump to 15 supplies per day until you slap on a recycler (good) or get to a reliable water source (better). Habs will be last, but must coincide with MKS, Karibou, and MKS-Lite releases. Greenhouses and recyclers will work on two different mechanics. the recyclers reduce consumption (there is no conversion, you consume less and produce less mulch). Greenhouses focus on converting mulch (with some fertilizer) back into supplies. Thus the two can work together, and one could (in theory) build a very large 'biofilter', but it will be a lot less space efficient (i.e. the best avenue will be a combination of both systems).
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Totally intended because it inflates, which would necessitate the attached bits moving too, which is kinda a thing. Why would you want to transport dirt? Just do your conversions on the ground. The transport cost of raw material vs refined good is fairly ridiculous, and MKS-L is full of very simple conversions with incredibly light parts.
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erm, no. Ubuntu is not 'far better' than windows, sorry. And this is coming from an OS polyglot with an assortment of Linux, Windows, and OSX devices in the house (though I think at the moment Linux flavors are the most common). Linux is excellent. as is OSX, and as is Windows. But in each you get to choose which particular set of warts you're comfortable living with. Some just prefer their warts in different places than others.
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I need to build in underwater radiators Easy enough to code those up -
Interesting, ok yeah I want to peek at this as I'll be in the USI-LS code anyway
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Idea: Habitation Modules as Life Support
RoverDude replied to Waxing_Kibbous's topic in KSP1 Mods Discussions
One thing I am adding to USI-LS (in addition to some interesting recycler options) is to make hab space a thing, with a direct impact on mission duration (i.e. no more living in a tin can for 20 years). -
It *should* already be hiding vessels with zero crew... If it is not, toss me a save file please.
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That's the context I needed - thanks @NathanKell
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
hmm... I will have to take a peek -
Sorry, need to know who you are and need context
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Thanks for the tip on that, I'll take a look
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Funny thing, mine already is Remove the lead weights in the VAB. They are there for initial calibration. Oh... and be sure to turn on the reaction wheel and enable RCS (from the context menu) once you are in the water - they are disabled when not splashed down. -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@hraban - nothing I do explicitly disallows Win64, but thank you for showing an example of how Win64 users clog up the support process. Don't use it, if you want extra mods, use Linux. Sorry for being a bit harsh, but it's when people spread misinformation (i.e. that I do something to block win64, etc.) caused by their use of a non-supported platform that I get stuck with the support headaches caused by it. RE CTT - that file should not be there - I'll yank it for the next release. -
Everything will be MaterialKits in the next release, RocketParts will be completely deprecated
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