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Everything posted by RoverDude
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I really don't understand... please be specific. And in general I am keeping the parts on this super light. Because once you figure this out you should really upgrade to the full UKS version Yeah this is a KIS problem
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FYI I consider this now in release - enjoy!
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Yuppers. So the MKS Mk-IV's in Colonization, your stuff in Long Term hab (since my upper limit is still based on actual kerbals, possibly some gain and loss, but not the same type system as CivPop)
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
RoverDude replied to Nils277's topic in KSP1 Mod Development
Concur. Side note to Nils277 - ping me if you have any questions RE integration with any of my mods. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Not yet. Side note - I'll make sure the cartridges are transferrable in the next release -
Details help General process is to attach an anchor hub to the ground with a drill, then (again, using a drill) node attach all of the bits.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Available late in the tech tree along with other tiny engines - but log a github issue and I'll look at the stats. -
Variance is the range of values for a given resource in a biome, dispersal is how spiky or smooth those deposits are
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[1.12.x] USI Core (Reactors and Kontainers)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No problemo - I just need to merge in a pull request from MKS -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Vagueness. I cannot make out your screenshot at all, can't tell what engines you're even using, and you have not detailed whether or not you are using FAR, etc.? -
[1.12.x] USI Core (Reactors and Kontainers)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope, they work with stock mechanics. I'll be plunking in additional configs to make them automatically switch to NFE where appropriate. - - - Updated - - - 0.5.1 is up -Added texture switching and consolidated tanks -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Removing part files is probably a bad option -
Agree - In the book I thought it was a three seater (though not necessarily in the cab)
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This is a bundled release of the USI nuclear reactors and the various kontanier types that are used accross many USI mods - tossing this out as a separate bundle by request (and to version this separately for ease of distribution) Uses KSP-AVC. Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download Link: https://github.com/UmbraSpaceIndustries/USI_Core/releases
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Neither, though you will run out of the NPUs first. -
You need a flexotube on each end - they are just really big KAS pipes
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Same answer - CKAN is not my mod, I don't use it, occasionally my stuff appears there, and sometimes I get massive support issues, sometimes (apparently) it works -
Very nice work! And FYI LoFi has a good video tutorial on wheels that is still current.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Touche -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Github issue and or pull request please -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Read back - the chute got very wonky with 1.0 so it was deprecated till I can sort it. -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.0.5 is up Added 1000l of KIS inventory to the Karibou rover and crew cabs Fixed render issue with the crew cab The Karibou is now a resource distributor in MKS-L Fixed attachment node issues in the Karibou cargo bay Fixed collider issue with the Karibou crate Crates and tanks are EVA repaintable Adjusted KIS volume of the emergency shelter -
0.0.3 is up! Thanks NyankoSensei for an AntennaRange config and some node tweaks to reduce jumpiness The Scout command pod is now a proper EL survey station Removed the 3-ton limit for logistics Rovers so that the Scout pod and Karibou can now properly operate as resource distributors Fixed missing emmissives on the rigid tube and anchor hub Fixed issue where too muich fertilizer was being consumed - bases should now be able to stockpile organics and (if you have more room in your habs than kerbals) supplies. Dirt is a lot more common.. common as, well, dirt Ag Module now stores Organics, Fertilizer, and Dirt. A lot of tweaking on the anchor hub to make it easier to move around All modules got a diet - most are 1000L, flex o tubes are 500 Hab modules now store Fertilizer The sifter and smelter now store Ore and Dirt (so less ISMs are needed)
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