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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
If you have CTT that's very possible, they are a LOT more spread out in CTT. (EDIT) - you can also start a sandbox game in your save. That will prove that it's just that they are not unlocked yet in CTT. -
Yeah that would likely be a whole code redo
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
hmmm.... I am at a loss on that one. Can you do a clean install in a different directory and see if they appear with no other mods present? -
Could try a dock/undock on an alternate port and see if that aids in rerooting, and I thought there was a trick one could do with KAS buried in the thread somewhere
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If someone wants to maintain something separate for TweakScale compatibility that's not bundled (i.e. no longer something I have to worry about) then I am 100% behind that
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I take pull requests. Any support for Tweakscale is provided as-is based on that, since I don't use it, and offer zero official support for it. About the only support I would ever offer would be to delete the Tweakscale patch if it caused me headaches in this thread.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Very likely it would cause some grief unless IFS is aware of the Firespitter modules (and given IFS was a derivative work, I'd put that responsibility for any defensive coding right there). So yes, the magic question would be why IFS, and whether whatever is bundling it has alternate configs for Firespitter. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FYI PBS is parts, no core DLLs that make Kolonization work. The issue with MKS in 1.10x is, as noted, a single config file that has to be removed. Beyond that, lots of folks not having similar issues - there's likely something else in what you have that's causing a compatibility issue. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sorry, that does not jive. Your best bet is a clean install because it sounds like you broke something along the way. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Wrong thread for IFS questions -
Yeah once you are in mod land beyond the ones I support, I can't really provide any guidance. I do provide specific formula guidelines, but if you are not remaining 100% mass neutral, then there's a bad config in a non-USI mod somewhere.
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How many Kerbals? Because those formulas have not changed in ages, and the whole operation is mass neutral, so if your supplies and mulch are full then you must have a bunch of remaining fertilizer somewhere. And I assume only USI parts involved correct?
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hmmmm... Got no easy answers, if you can revert the save and show me the pre-undock stats that would be good. Other things: 1. Make sure Hab is turned ON for the parts. It is off by default. 2. Make sure you have no EC issues. 3. EVA/Board the kerbals - that can sometimes help clear the vessel cache USI-LS uses.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Not sure off the top of my head if it's something we can mess with via the configs or not (it's one of the stock modules).- 1,694 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
All good - sorry for the delays, juggling a lot of Kerbal work -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There are other bits that go in those nodes that are in the next release -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What Terwin said -
Also I am very much alive
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Green cube thing is USI-LS Better for you to show us your gamedata folder. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Try LH2 - also what version of the mod? -
Well that one brings up memories Actually, it should not need a DLL - it was literally a part and an animation. Oh... and I just found it Will resurrect it if there's interest - it's one that was very niche.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That's a Malemute part -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@SkiRich - Very very rough guideline is that fertilizer is worth ten times the same amount of supplies. And most converters stop when they run out of output to prevent overflow, but this can vary so I would test it out.