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Everything posted by RoverDude
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Consistency with other mods is actually really easy. Look at all of the stock tanks (or tanks of stock-alike mods). Note that in stock, units are actually 5l each not 1l (we chose 1l normalized volume when CRP was made - Rocketparts I believe are the only ones still at 5l). And in stock, the mass/volume ratio is consistent for all fuel tanks. So volume is still 'correct' from a CRP standpoint. Everything is normalized off of the 1l unit. So to figure out how many units to stuff into a tank... that's easy. Measure the tank volume in liters. That's how many units fit inside. Stock btw starts with tank dimensions, chops off a percentage for the walls of the tank, then we manually round it to a reasonable unit number - but at the end of the day, a tank's volume and dry mass have a set ratio used for balance. So the initial ask - correction of volume - does not make sense. The volumes are all already correct. So I remain confused on what the ask is?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope, especially given the resource system did not exist until 1.0 - get an older version from Github, but there will be no support. Unless you mean 1.9.1 in which case yes. -
Sorry, what do you mean by define volume correctly? Right now, tanks using CRP of the same size end up with different resource masses - i.e. as far as I can tell this is working just fine. Unless there's something else you are asking for that I am missing?
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep - those are your tanks. You just need to select the appropriate contents. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'd look in logistics. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Should have come with the Kontainers and CRP so you should definitely have fuel tanks. -
Current version should work fine in 1.10
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Use an engineer on EVA to do refueling. They can pull from a local warehouse. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Pretty sure those are off the local logistics route. tbh, I've never had an issue running out of fuel. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nuclear fuels are by design one of those things you need to do manually as they are hazardous materials. Though it does take a while till you will actually need to do a refueling. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
hmmm... will have to take a look. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Gonna see it pretty soon I was just finishing some testing -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
W.O.L.F. will be the best way of doing this in the new release, though the infrastructure takes a bit to get rolling. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You should see a perform maintenance function on EVA -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I would not worry about this - it does not take into account EC generation, so it's more relevant for rescue missions, etc. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
So working on the next MKS release (just doing some testing and rolling in GC) - ATLAS parts and WOLF are both there -
Sweet! Any chance of an MKS PR?
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@allista - are you doing a new version of GC for 1.10? Checking as I am prepping the MKS releases and want to make sure I include the correct one.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Global Construction is bundled, so build away. And better integration than EL. Also, W.O.L.F. will be a thing in the next update. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Erm... sounds like you're dealing with something that has nothing to do with MKS based on your earlier post. Nope, no changes are made to how crew move. Sounds like CLS -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Known issue. Remove that part for now. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah, I have to run everything through 1.10 and make sure we have no surprises before holiday release-o-thon -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
As long as the right modules are used, your gtg. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Odds are, if it is something USI-LS or MKS uses, it's shared. Resources, converters, etc. - it's one of the main bits because I can't stand Kraken bases. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
In the short term, easiest would likely be a MM patch that adds appropriate modules and making the GC aware and participate. At which point, as long as any GC resource containing bits have the appropriate modules, the magic should just happen. I'm in a playthrough at the moment, and will likely bump into this