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RoverDude

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Everything posted by RoverDude

  1. Will take a look - versions will help btw. Both of KSP and of the mods (they all have version files). Shame you're giving up on the entire batch over this particular one, but your call
  2. Define compatible There is no interop - meaning, the resource sharing we enjoyed with KSPI-L is no longer present. Hopefully Fractal changes that at some point. We do not conflict (MKS and all of the USI mods, as well as the ones we integrate with like SCANSat and the Resource Overlay tool by Cyrik use our own fork of ORS (ORSX) that is 100% independent of the original branch that Fractal maintains) So you can use the mods together but there is no sharing, and water is a bit weird. That being said, UncercoverYankee has done some excellent work patching the two together via MM patches, etc. and it offers nicer interop between KSPI and all of the USI stuff (and by association, better integration with the bits that USI mods play nice with, like Near Future Tech, TAC Life Support, ECLSS, Universal Storage, DangIt!, NearFuels, and others).
  3. That would be a FireSpitter issue And yeah I will move them down the tree. They should NOT be refillable.
  4. I'd probably see it in a different light - and probably more akin to how we handle resources. Assuming that perks are merely a way to track stats - and mechanics are in place to increase those stats - how we go about it is really something that's mod specific, and would be outside of scope. If we were to simply say 'here is a tree of names and values. Go play.', that would, IMO, be sufficient. I really don't care how other mods increase perk points, all I care about is that the one I want is there, and I can add my own mechanics to it. I think if we try to make the scope too great, it will get buried in the minutia and never launch. in my experience, we'll get a lot further mileage with frameworks. I for one know that I'd use this API in a heartbeat for the stuff that I need anyway, and the only mechanics I need it to provide are a way to read and write the perk data
  5. Toss in a GitHub issue. Probably a better workaround would be to make an LF powered generator though Yeah, TGAs are buggy right now
  6. What's interesting is I would not have gone down the attributes path (toughness, etc.) - I'd probably do them more as occupational - Scientist (then up to Geologist, Scientist, etc.), Piloting, Navigation, Engineering, etc. along with planetary experience. So a Laythe Biologist would be able to get more out of a colony on Laythe than, say, Eeloo. While an engineer with experience on Eeloo would be better at repairing mining equipment there.
  7. Awesome!! Glad you are digging it all. btw - you will like asteroids a lot more for three reasons. First, I'll be helping with Asteroid Cities and will integrate that with ART. Second, asteroid mining with 5m drills. And third.... 3.75m and 2.5m mass drivers. Thanks! And 100% awesome when folks help out with this. This was a VERY quick patch to solve an MKS refueling issue, so I still have to sort that other update. I'll likely deprecate the mini SAS anyway in favor of the new Squad one.
  8. 0.2.4 is up! Added the maintenance pod and supply crates Video on resource transfer:
  9. We have a thing for this... Community Resource Pack. It does not stomp on KSPI, and has interop between TAC-LS, ECLSS, Snacks!, Karbonite, K+, ESLD Jump Beacons, NearFuels, Near Future Technologies, Universal Storage, DangIt!, Extraplanetary Launchpads, and anything USI (MSK/OKS, Asteroid Recycling Tech, etc.). We had nice interop with KSPI-L. It would be nice to have interop with KSPI. Right now, it's more about making sure we don't actively stomp on KSPI So today if you want to use MKS/OKS + KSPI - it works. Water is weird, but is what it is (for now). If you want reactors and more accurate nuclear engines than stock (that use liquid hydrogen), you can find those in MKS/OKS, NFT, and FTT (in it's next release). Wave and I worked well together when we did the interop run for KSPI-L, and as I have said before, I'd welcome any dialog that brings more mods onto the playground where we can all be on the same page.
  10. I agree with keeping the tree simple. My suggestion RE initial skills... is to have none Let the mods define this and curate the list, and see what comes up. i.e. start with DangIt!, then I will add the new ones needed for MKS, and as other folks come on board they can either use the ones we already made (i.e. I will reuse the DangIt! skills in MKS), or make new ones.
  11. 110% behind this. And I do like the idea of establishing a shared collection of perks and perk trees in the same way CRP works (no need to have ten ways of saying 'biologist' or 'engineer')
  12. Question would be whether newer asteroids still have this issue. Start there.
  13. Makes perfect sense, I'd just want to change the model up a bit to reflect that it has boxes and bins of 'stuff'.
  14. If the asteroid was spawned before the mod was installed it would not have rock storage. Do you see rock as a resource of the asteroid when you right click?
  15. 2,300 tons of ore, 700 tons of ship. Most of that fuel. The nuclear reactor alone is 17 tons dry.
  16. Hopping into the thread, have not seen our OP in a while. Ping me - looking at integrating an official adoption into MKS, plus surprises (talking with Taniwha on how to do this in a neighborly way). Let's chat.
  17. So yeah... pics Oh... and here's why you did not get a release this weekend...
  18. 1. Would require code. Not a lot, but code. Log a GitHub issue if you would like to see this. 2. I'd do it as two bits... collection and compression. Easy peasy. Side note, an upcoming mod to the constellation pretty much needs this bit as I now use LiquidHydrogen for fuel on nukes (like NFT - because interop and sharing resources is awesome), 3. Longer answer than I have time for right now, but get the other bits rolling, or just wait a week or two and have hydrogen collection in the USI constellation
  19. Yep, no issues as it's just configs. I'll edit the OP
  20. Was the issue compression/memory pressure or the issue we're seeing with TGAs?
  21. Scroll a few pages up - there are alternate tanks for almost everything in CRP, and NRT is compatible with it.
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