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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. A quick heads up ::) There will be (offical) 1.7 stuff coming up, mostly in the form of a few PRs and getting that locked down, after which there's going to be a separate pre-release that includes two things: - Atlas parts (the dome bits!) - W.O.L.F. Integration (this is the super nifty and new resource management stuff that takes MKS up another level. Or another way of looking at it, stock KSP is management at the vessel level. MKS brings in colonies and outposts. W.O.L.F. adds a layer above that, and deals more with managing multiple colonies with a completely different resource management system at an easier to manage abstraction layer (and gets rid of all of those pesky background processing and interplanetary transport issues). @DoktorKrogg and I are also working on something special that tacks onto W.O.L.F. W.O.L.F. is not an MKS replacement any more than MKS is a replacement for the stock resource system. Rather, it's a system that layers on top and adds more goodness. Since it's a massive change both in terms of design and will probably result in people's brains sloshing around a bit (and also have it's share or tweaks, etc.). there will be an opt-in download available for pre-testing This pre-release will also include all of the Atlas bits as those are ones I also would like to get some feedback on from some of our more enthusiastic and involved players.
  2. TBH, KAS should be irrelevant to this as nothing I do with Konstruction uses KAS....
  3. Not really... worked fine in 1.6.x, expect it works fine in 1.7.x given we're pretty good about not breaking APIs... As noted, is there an issue?
  4. There's a global setting for.this in stock, would be easier to just change that.
  5. Just need to turn off the option to consume machinery in the kolonization options (you can find it with other game options). This removes the entire machine consumption mechanic and supply chain, which makes stuff pretty simple
  6. Usual deal - show me your GameData folder, confirm KSP and mod versions please.
  7. They work and dock exactly the same way, as it is the same part module. The only difference is Konstruction ports can also go poof. Also, the forum thread for Konstruction is probably a much better place to get questions answered.
  8. Konstruction port behavior is consistent with stock docking port behavior - i.e. multi-node docking is a super tricky thing.
  9. I'll have a patch release tomorrow, new PC and have to load a few things
  10. For a single-converter part, yeah.
  11. FYI - the changes are actually pretty simple. Some module names have changed: ModuleLifeSupportRecycler = USILS_LifeSupportRecyclerSwapOption ModuleResourceConverter_USI = USI_ConverterSwapOption ModuleHabitation = USILS_HabitationSwapOption And because everything now uses the swappable converter classes, you need to add three extra part modules as shown below (these defaults are fine for the single-mode converters most mods will have): MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } If you want to add in multi-module support you can use MKS as an example.
  12. Umm... I did not. There have been no changes since I first put up the USI-LS / MKS balance sheet. I've had to tamp down this misinformation before, not sure how it keeps growing legs. And there are, literally, no additional changes planned or in the works that would affect balance or API compatibility.
  13. Which is odd given that this is the first API change in USI-LS in an extraordinarily long time, and the last from an API standpoint. There are no planned changes that would affect this. (So if someone is waiting for a 'final' change.... it is going to be a very very very long wait ;)) Also to add - the balance stats did not change (those too have not changed in an incredibly long time), so it should just be a matter of partModule changes.
  14. As long as it used 1.1.0 you're golden
  15. Yep, we warned folks that this would be a breaking change a while back, and did a very long-running constellation pre-release to give folks a chance to get patches ready. Hopefully folks were sitting on their patches. Sorry about having to break a few eggs on this one, but it was necessary for the next big thing (hopefully to coincide with 1.7, mostly reliant on some design and modeling work as most of the code is done thanks to @DoktorKrogg).
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