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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. As noted, don't part clip. Also those guys have about ten colliders, roughly in the shape of a hexagon and they are convex. And they move. If you're conservative you're fine (I use them on just about every ship I make with no ill effect)
  2. It's assumed the pioneer module is attached to an MKS base unit, or in the case of OKS, tied to a storage unit.
  3. @Regex - yep, sounds like stock will do what you want. It's basically Regolith with a lot of extensions and extra goodies. if you hit a snag, just let me know. And since it's stock - that's one less dependency for you You'd have to completely remove the resource definition nodes via MM to swap them out, but yes it's doable, and does make sense in the context of RSS/RO. your call.
  4. You're using stock aero correct? And you're not just letting it drop, you're actually angling it to glide in? - - - Updated - - - (Side note - if you still want chutes just slap them, radially on the engine pod)
  5. Less vagueness helps. Which version are you using, what issue are you having?
  6. Debating on what I want to do with balloons tbh, but they would likely be bundled with this mod as I am trying to do more consolidation
  7. Probably want to ask in the MKS thread. And there is no path that turns Karbonite into Rocketparts
  8. Regex - I expect you can do all of your ISRU stuff via stock. Either via a standard converter (which is pretty much 'give me X, I give you Y, and give you a couple of levers to pull) or just inherit from the base converter - which does all of your heavy lifting. The base converter handles stock's ISRU, asteroid mining, generator code, etc. Case in point RE it's flexibility - I even use the stock generator to run my life support mod. It has lots of hooks, and lots of places to put in custom code. So the question I would have - how would RealISRU differ from the stock ISRU process? And it may be helpful to separate harvesting differences vs. conversion differences. then I'll be in a better position to answer questions. - - - Updated - - - Side note regarding power capacity. I agree on keeping it more on the scale of things like the SAFE-400, etc. - once you're in the land if Gigawatts, you're in the realm of nameplate capacities you would see on large-scale nuclear power plants. Point of reference. The nuclear power plant at three mile island has a nameplate capacity of around 850MWe.
  9. Ok making sure Completely unrelated side note - I have some thoughts regarding rocketparts, construction, etc. - when I get stuff more firm (and dig out of the current backlog of work I have) we should talk. This mod is pretty awesome.
  10. Heya! Hopping back in - not sure if you noticed that after 1.0 a production layer was removed (so structual parts/etc. are out). Not sure if you wanted to plug those back in or not (the path to rocketparts is shorter based on user feedback). Keep up the good work
  11. Sorry... what there was negative? You asked a question, I answered.
  12. Oh - because up until now it's basically been a reskin with some code enhancements, and when I've raised a concern regarding unbalancing stuff vs. the original MKS mod, Angel-123's been pretty cool about it. They are (roughly) the same size/shape/mass, etc. (there was even a note in this thread when the Mk-III's came up because of their different form factor). But given he's taking this in a new direction into something different, if there's functional overlap with MKS but in a tiny package, it really isn't MKS. To be clear, this is not about 'artistic vision', just courtesy.
  13. Sure, but I would maintain that if I made a mod called '[whatever] for DSEV' that essentially replaced all of the parts with something half the size and twice the efficiency, it would be neither DSEV, nor neighborly. But of course 100% within the constraints of the license
  14. You're misinterpreting There are lots of mods that work with MKS, or enhance it in different ways. They just don't call themselves MKS. Much in the same way that I make sure my stuff works well with Near Future, but I don't call any of the parts I do NF. And when I did my EL integration - the second I saw it was causing friction and support issues - I immediately changed how I did it out of respect for Taniwha. There's no creativity stifling going on - but it would be in the same vein if I released a DSEV that changed up Angel's very excellent DSEV mod by making everything half the mass and twice as efficient... and also called it DSEV
  15. Correct. You can go farming with MKS/OKS, but not on a space station (conservation of mass and such)
  16. Oh no debate - MCS is MCS, but (looking at the thread title) tiny colony parts with an MKS label on them is akin to taking Karbonite parts, painting them green, and calling it Kethane Sure, licenses allow a lot of other things. the idea of adding supplementary parts is pretty nifty, as noted. The idea of replicating functionality in a completely different form factor and putting an MKS label on it would be something entirely different. CC licensing lets us do lots of things. But (at least in KSP land) we tend to temper that with common courtesy.
  17. Actually, all of the bits used to have unique models before they got a larger refresh (as it stands, three Mk-II's share a model and the PDU is unique). The intent is in a future refresh to give each a unique model, but my impression (based on this and your SA posts) is that you are not my target audience
  18. While I get you don't like the models - there's probably a lot nicer way of saying you prefer something else, eh? Side note. Those 'horrific cages' are there because the parts are modeled off of the mars DRM 3.0 concept art. That, also, is kinda the point of MKS/OKS - meaning, full blown colonization is something fairly deep in the tech tree, and it's hard. And you should be landing this stuff with 2.5m+ parts, and struggling with it since it's meant to be an end game challenge. If that's not your bag, just pick up a greenhouse mod (bear in mind the entire reason I made the mod was because I felt the current options made closed loop too trivial). That being said, MKS bits in tiny packages aren't MKS, they are something else. Though the idea of a parts pack that supplements things (storage modules, portable infrastructure components, etc.) is a nifty idea. (Edit) Note that the above is my opinion, and kinda the vision for the mod. Hence, it would be weird for something to spin-off and deviate from said vision and be 'MKS' (as opposed to something that extends it). - Folks are welcome to have their own vision - it's why we have warp drives or RO/RSS, TACLS or snacks, MKS/OKS or one of the many greenhouse parts. So if you want MKS that is not MKS... then you want something else, and what you want is not MKS nor should it be called MKS A counter-example would be the various Karbonite spinoffs - if I see an alternate Karbonite engine, I have a very good idea of how it will behave and perform, and will likely see red and orange pinstriping - despite how many people express that they would prefer Karbonite in grey and white
  19. They do not inflate when you land - also these are less about being a system for capsules, and more for floating bases, etc.
  20. Just picked this up, thoroughly enjoying it! My apologies if this has been covered earlier - approximately how much DV is required to circularize in LKO, and were atmosphere heights changed as well?
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