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KSP2 Release Notes
Everything posted by RoverDude
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Right, and here's the deal... never ever move stuff out of their folders. Put the stuff from the GameData folder in the ZIP into the GameData folder in KSP... done. That's it. Any other configuration is just not going to work.
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Put the contents of GameData inside your GameData folder - don't nest them
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Hopping in for a bit A couple of things - the extraction and conversion process are, by design, separate. So what you're really asking for is atmospheric scoops. It would not make sense to allow the ISRU to do both out of the box as it invalidates the use of a drill/harvester. Also, relatively few bodies on KSP even have atmospheres. That being said, as noted, the resource system was built as a framework that can be extended and leveraged by more than just stock. Stock aims for a system approachable by the average player, mods are free to make things as complex/simple/easy/hard as they wish. Semi-related: This tone is probably not the best way to have a productive dialogue.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
RoverDude replied to ObiVanDamme's topic in KSP1 Mod Releases
Sounds good - I'll start moving some things over to the MKS-L Dev branch over the next couple of days. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Right now the bubble is part-based and balanced for each drive. The bubble is also an intentional design constraint (it gives me a nice lever to work with when balancing different flavors of the drive), so variability is not something I'd want to do at this time.- 1,694 replies
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
RoverDude replied to ObiVanDamme's topic in KSP1 Mod Releases
Obi - was just scanning, ping me if we have any tech tree disjoints, might as well get those sorted as well and make sure I'm not introducing anything too early or too late. -
Also, both MKS-Lite and UKS have smaller sifters and converters (including shovel).
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What you probably want in that case is the persistent thrust mod and either my orion drive or a torch ship. Or one of the various 'Jump' mods that exist already.- 1,694 replies
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
heh, all wheels. But confirm which version you are on please -
Also make sure you have ModuleManager installed
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Yep, I'd concur. While you are more than welcome to bundle it, just be aware that it's subject to change
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If it was pushed into the DEVELOP branch, then yes. If it was pushed incorrectly into MASTER then no, since it will be stomped over. I only pull in stuff from Develop, because it saves me having to pick through a ton of merge conflicts. If it was tossed in DEVELOP then it should already be in as I merged from that branch and it's associated changes. If it is not in the current release and you did a PR request to DEVELOP, let me know.
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Don't move stuff around. I put everything in a specific folder for a reason, and am even nice enough to have a 'GameData' folder as the root to avoid confusion.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope, should be fine, was mostly just getting things in sync. And KS is updated now with the correct version, which is 0.1.0.1 -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ahh the joys of automated deploys Looks like I have some version numbers to fix.... -
[1.12.x] USI Core (Reactors and Kontainers)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No reason why not, it's just a field. And best bet is to do a pull request against the DEVELOP branch - lots of sources online on how to do GitHub pull requests.