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Everything posted by RoverDude
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Transport credits are an abstraction of the infrastructure required to handle the logistics of transportation, which is why they are paid by the source. And you already do make different legs for Kerbin to the Mun. Do a route from Kerbin to Kerbin Orbit. Then the leg from Kerbin Orbit to Mun Orbit. And then your last leg to the surface. This is already how it works. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@TheSuMa - sorry, should have reminded you to put any PRs against the DEVELOP branch vs MASTER as Dev is where we work on the next release. I'll sort this first batch and reverse integrate for you since I think we're in a (relatively) safe place to do this, but putting it out there for any other PRs -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
hmm... if you launch a super simple vessel (KonFab, MatKit storage, crew, and something with inventory) on the launchpad does it work? -
Community “Playmode USI” for Wild Blue Industries mods
RoverDude replied to TheDog's topic in KSP1 Mod Releases
@TheDog - ping me if you have any questions -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Indeed. My philosophy is that if you (a) use Stock as the yardstick and leverage it's systems, and (b) make it a point to not do wholesale module manager replacements, you're doing right by the community with your mod. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Murdabenne There's nothing wrong with agreeing to disagree At the end of the day, modders make stuff to enhance their own gameplay experience. And both @DoktorKrogg and I are in the camp of not liking the long construction delays and twiddling with that specific aspect - other folks are. So while Konstruction will be bundled (and a first class citizen) in MKS and the USI Constellation as a whole, you can still use it side by side with other mods if that's more your flavor. Just that you'll need to use those other mod's support channels vs USI, and it would be up to either that mod (or the community) to patch in any shims needed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No idea. Certainly there is no consideration for it, if that's the question. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope. Not required. Some of the parts would just be aesthetic but the whole in-situ building play is still there without LS. -
Not at this time, though if you have Konstruction there are already allowances for beefing up Kerbal EVA weight limits.
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Nope. MKS has part recycling built in, but that's not part of Konstruction.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
The idea with the MPUs is they were meant for quick deployables that could pump out missing resources for your main base. So having an MPU purely for PlanLog is by design -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@TheSuMa - Grouping would be excellent - it's something we should clean up over time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There is only 1.4.1 - that's the one you should download. Always download from the releases section, it will clearly note the latest release. tbh, 1.11 of KSP is fine. 1.4.1 *should* work, but anything beyond that (even pre-releases) are going to break because we're moving to stock inventory, which is a 1.11 thing. Yep, let me talk to the other USI Elves since there are a lot of opinions on route repeatability. I hate to ask, but if you have this already in a PR and want to toss it over in isolation then we can either pull it in, or discuss in that PR thread. WOLF Fuel hoppers support Xenon, LF/O, Mono, LF, Karbonite, and Karborundum. With the addition of a half dozen new LiquidHydrogen nuclear engines, you'll likely see a patch for that as well. The nice part is that WOLF numbers are big and chunky, so if anyone wants to do a PR in the Patches folder for additional swap-options to support other fuel types, that's fine! If you look at the Karbonite patch that comes with WOLF it's a solid blueprint as it covers harvesters, the refinery, the hopper, and lighting up the resource vein. Orbital ship construction is the first step on that. Slowly working on the Tier-1 model - it's about halfway done, going to try wrapping it up tonight: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the catch! If you have a PR for this we'd be happy to take it! Same as above, PR would be great We could add a 'communicator' part that's explicitly for this purpose that you could slap on a capsule, that way we don't clog the part PAW. Could also be a UI option but that could get confusing if you have a lot of vessels in the area and accidentally WOLF-ize your science base... The 'route cost' you see there is your cost in TCs - for payload see below We did stars because of the easy math in WOLF (1 CrewPoint = 1 Star). A lot of WOLF is about making the calculations incredibly simple. Also, level 5 Kerbals are exponentially powerful in WOLF since you've probably seen the long chains you need to get stuff to work Lots of good stuff here. Refueling to reduce transport cost is by design. But the issue as you found out is folks loading up on mass at the end. We're going to be introducing WOLF Kontainers that are used specifically for route setup, so that's the only mass that counts for payload calculation (your loss of ship mass is still used for route cost in TCs). More than happy to do this and a single PR is totally fine. That one's a toughie. Part of the reason for making you do all of those journeys to build up your transport network is a balance function. @DoktorKrogg - thoughts? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
huh- that's a new one. In any case yeah killing a Kerbal does not affect WOLF. So sounds like we need to figure out another way to keep them from returning. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Also another thought... maybe re-download the ZIP? -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@eberkain - I'm legit curious so may do a follow along later and see if there is something we are missing. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
MKS uses stock for all of our converters. Even USI-LS is actually based on the stock BaseConverter class Pretty nifty that someone at Squad thought to give modders an extensive framework for building out 'things that convert x to y and do z over time'. With a lot of performance stuff already baked in. Though I would disagree that the Squad design was 'Awful' (quoting Nertea's OP). But then he was not in the room when all of this was discussed with pros/cons (and ultimately, we decided it was better to have the player get some free EC than have floating point math overrun battery storage or do dynamic EC capacity expansion). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Or wait a little bit Maybe @DoktorKrogg has his own hints -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There ya go then Mystery solved -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Something (some mod) is messing with your Kerbals. In sandbox they should all be five starts. -
I'll just assume it is either a stock bug, or they got frustrated and threw their belongings out of the airlock
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