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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Wrapping up some final bugs (and making the ring rotate properly) for release. ETA, very likely today.
  2. With all due respect, have you ever even created a mod and dealt with users at scale? Contrary to what you may think, a lot of people do NOT know how to change a config file. I think it's hardly a reflection on their personal worth, competence to play a video game, or their literacy. You may want to step off that high horse. (EDIT to avoid double post) Unrelated side note. I'll give this a week, but if in the end we're still at a place where the opting out is not either defaulted, or a button on load so easy even my grandmother can do it, then I will explicitly be pulling both support and integration for all of my mods for anything that implements ModStatistics in their default installation package. And yes, I realize that means pulling Kethane and KAS support from MKS, but so be it. That's the beauty of a free and open community, we get to vote with our feet.
  3. Yes. By design. You can go 30 days without food, and a DERP only keeps you alive for 15 days.
  4. IMO this is a case of good intentions transforming into a hill that, to be honest Majiir, you really have to ask yourself if you're willing to die on. Especially since no matter how this shakes out, it's something the community is not soon going to forget, and I really do question if it's worth all of the turmoil and violation of trust (real or perceived, it's irrelevant) that has ooccured. May be time to decide what's more important - being right, or being effective. Because from where I stand, this does not look very effective.
  5. Intent of RDS is for you to add your own decouplers, docking ports, whatever to personal taste, so it will always be a structural part. the light is not complete, but WaRi agrees - it's a bit bright Yeah it needs a tweak - the angle needs to be upped a hair next time I'm in that model.
  6. FYI - if you want to send a PackRat unmanned, toss a probe core in one of the slots and flip it 180 on KSP's Y axis (Q/E keys) and you're set.
  7. Ironically, the Kerbal version is less perposterous than the actual Moose
  8. Let me see what I can do on both of those. I have to be careful with the power curves lest you fly all over the place (I can go all over the place with physics cranked up without an issue most of the time). Concur on flipping let me noodle it over. Awesome, glad you like it!
  9. Is there another mod i don't know about? Otherwise it's less a case of patience and more a case of needing a gateway into a parallel dimension in which I make a crash tolerant Derp past it's already generous crash tolerance I apprecizate the enthusiasm, but please be careful about announcing/hinting at what I am working on, lest it cause work for me (and I expect folks would prefer I work on mods vs handle rumors), and confusion in the user base (who I do all of this for).
  10. Going to make you very sad again soon then... Yep, familiar with that mod had some chats early on, but at the moment I really want to make sure I can complete both WaRi's vision for the hollow asteroids and my own for how I want mining ops to work.
  11. Yep, there will be some sciency-stuff. And OKS will be sweet for asteroid mining
  12. This runs fine on my 64-bit dev build. Also bear in mind it has no code So kinda hard for it to crash stuff. I think your princess is in another castle...
  13. Would be nifty, will add it to the issues list and see if it's something I can do on loading the scene
  14. I concur. While the purpose is noble, having this as an Opt-In default with a hoop to jump through to opt out is just... to be blunt... shady. I for one will not be including it in any of my mods unless/until such time as (ideally) opt-out is the default or (alternatively, and compromise is a good thing) Opt-in is the default but I can turn that off easilly when the mod loads, and that choice is respected by further installations.
  15. Go through the basic tutorial - it gets you almost there, nice and easy, but you just have to get a few tons of supplies to your colony every decade or so.. but it does cut out most of the modules. https://github.com/BobPalmer/MKS/wiki/Tutorial_00 Everything I have heard is that EPL plays nice with MKS. And FYI most of the MKS modules have some EPL workspace capacity
  16. I'll take a look - I may have disabled that one, will need to look at the code
  17. That's downright pretty I especially like how you made a collapsible version of the command seat. How does it handle?
  18. Not that crazy Actually all of the stuff pretty much centers around the whole colonization/exploration bit - hence why I deprecated having a capsule model in MKS, and try to steer away from engines, etc. (except for weird ones like the DERP). I'd rather focus on the sweet spot that right now is giving me tons of fun So when done, the catalog will be Asteroid mining with Hollow Asteroids and it's upcoming expansion, merging into orbital refineries and onto orbital settlements with OKS, then planetary poineering with PackRat and it's companion science outpost (in the works), followed by planetary colonization with MKS.
  19. Make sure you deploy it early. It will not burn up, even with DRE. And if you use FAR, make sure you did not delete my FAR config or something.. otherwise you will never slow down Just did tests with and without FAR, no issues. (Edit) V0.2.0 on DropBox - have fun
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