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Everything posted by RoverDude
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
1.10 actually It already works in 1.9.x - but I'm doing a playthrough and doing a lot of fixes and such across the entire constellation (Sounding Rockets and Exploration Pack have had a lot of reworks so far) -
No offense, and please don't take this the wrong way, but you do know how to write .Net/C# correct?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, this is all 1.9.x compatible. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Constructing via which mod? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's normally included but I would make sure to grab the latest version. And yep, some parts are GC workshops with more to come (working on an update at the moment and cleaning up a few things) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
GameData\UmbraSpaceIndustries\MKS\Patches - OSE.cfg -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It won't interfere with it, and there's a community maintained patch for it. No worries - blank nodes just means you have some nodes that none of your mods (MKS included) do not have parts for In the CTT thread there's a link to a tool that will remove the blank nodes. -
Code's all under a permissive license - but what exactly are you struggling with?
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Already in the game - under advanced options. You can scale the strength of the DSN (or disable them entirely)
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I don't use CLS so no comment either way Tip wise - trial and error
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USI-LS is stand alone. MKS makes use of it. It's why I made sure to include a set of Life Support parts along with it (and modify a few stock ones).
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If you wanted to get really punchy, you could figure out the offset and manually adjust the position of the various station parts in your save file.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Look in your game settings (same place you do your easy/normal/hard and custom settings). It is a new section there., -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yes, this is a feature of MKS and yes it is configurable under your Kolonization settings. There's even options for changing how rescue Kerbals work. -
Sorry, would not do any hard coding for external mod support. So it's a bit more involved and in any case would likely have to be done as a hook for other mods to use. Also, I would argue if one were a colonist that were born on Duna, that would be your home world. Not every colonist should magically be non-homesick even when sent to another planet. Home is still home
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Ahh.. yeah, nothing like that exists in the mod to support that at this time. The only home world is Kerbin (or whatever the home world is defined by the planet pack). If you want to see LS stats for a vessel open the green icon up in the VAB.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Specificity? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'd need to dig around, given that the KSPedia was a PR and not one I made. USI-LS's panel on it's own should be pretty solid given MKS parts use USI-LS modules. These won't count stuff like supplies, etc. - I usually just assume fertilizer is worth 10x it's value in supplies to get a decent ballpark. -
hmm, at a loss then to be honest if you're on a clean install?
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My best suggestion would be to copy your KSP folder to a new location in it's entirety. Then copy out all of your mod folders (other than Squad, CRP, CCK, Firespitter, USI, and USI Tools). Make sure you now see the parts. Then slowly add your mods back in one by one till we find the culprit at which point we can see what we need to sort.
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Homesickness even in Kerbin Orbit is by design. The way to get rid of it is: 1. Be in the lower atmosphere (I believe the default is like 25km or so). i.e. be home 2. Have enough hab to remove the effect (add enough and the helper in the VAB flips to 'unlimited').
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Usual caveats that these are CRP resources, not MKS resources - meaning, other mods may make use of them, so you might be breaking things.
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FYI I've retooled these for the next release of this mod.