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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
1.8.x versions of all USI stuff as well as Firespitter are up. -
FYI, 1.8.x compat versions are all up
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FYI I just finished updating Firespitter. Code is checked in but need to make the official release.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No point in switching given I maintain firespitter ;). But as noted before, I am halfway around the world. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nothing works. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Good deal. FYI, I'll be out of country for the next week and a half with limited forum access -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Supplies are more of a USILS concern vs MKS. For the rest, as long as you're ok running two resource chains, though it may get odd if a mod tries to patch for both. So mix at your own risk Tbh I think the effort of refueling makes short transport routes is self balancing, so I am ok with it. My opinion may change once I do some missions from Eve ;). In which case I agree with @DoktorKrogg's assessment and options. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
*Looks at forum thread title....* *Looks at version file...* *Checks to see if 1.8 is out already....* -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Those masses are probably absolutely correct for balance reasons There's actually a balance sheet that handles how much mass a part should have (along with mass reduction for MKs) based on functionality. So you do get some pretty hefty numbers, and that is completely by design. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sorry trying to understand what it is you are asking to be improved? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There's an airlock included for this very reason -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Wyzard - You can get a lot of what you just asked for with antennas We decided to always have antennas behave as a buff vs a penalty. It should pop up as you prepare to transmit. -
Asteroids work the same way as planetary resources, so you should be fine.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
QoL was not the lever, interactivity was. Given that in stock, time is not a lever due to timewarp. In any case, this horse has been beaten to death. And rest assured, I will add no part that removes stock constraints. Feel free to Module Manage to your heart's content. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Encouraging interactivity =/= micromanagement. I respect that you disagree with how the stock system is balanced, but I have no interest in putting in a part that breaks stock balance. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You just answered your question -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
And that is exactly one of the balance levers. It's why they have a hold capacity in the first place. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's also unbalancing. Saying this as the fellow who wrote the original MPL code for stock -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Tbh not opposed at all to an mpl in the usual MKS formats, probably Duna and tundra 250 -
I am literally using the latest stand alone release in 1.7.3 and it is not breaking the game. More specificity please?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Whole idea is to give those interested a chance to kick the tires before release -
That's for everything. I'd really need more context though. I.e. how many Kerbals? Pic of the craft in question, etc. It's super unusual for folks to run out of power with usils
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Sounds like you need more batteries then.
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