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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. MKS subclasses off of TAC, so it has a very tight integration, which lets it do nifty things like, even if you switch away from your base for years, when you reset focus, all of the generators catch up together (so all of the intermediary steps for food production and water purification kick off in lockstep with TAC 'catching up'), so no weird cases of having a ton of food but a pile of dead Kerbals due to mods having different 'clocks'.
  2. Try switching scenes. Known issue (although it should be less of one with the current release). No idea on TAC FuelBalancer - I have no explicit support for that Those are old models - delete any existing UmbraSpaceIndustries or GreenMesaIndustries folders and re-install.
  3. Take a look at the Addon Dev forum.
  4. It works like stock KAS. Proxy Logistics is just to share resources across disconnected ships in radius... and proxy will 'catch up' just like TAC when you regain focus. Ensure generators are on and you have TAC LS installed.
  5. Oh agree 100%. For that you'd just utilize the interior space to have more lights. For that, MM'ing one of the Porkjet hab modules would be quite sweet.
  6. No debate, went with those models since all of MKS is based off of the DRM designs Point was there are lots of different options - inflatables, rigid structures, underground or above ground, etc.
  7. On a side note RE greenhouse mods (and the Porkjet models are absolutely awesome) and glass/rigid structures, here's the basis I used for MKS (users of that mod will see where I pulled the design from). Just interesting how many different ways there are to skin the proverbial cat http://science.ksc.nasa.gov/biomed/marsdome/
  8. How polite. You know, there's this old saying about 'if you don't have something nice to say'...
  9. Excellent - I think this mod is about 90% of what I need! On the MKS side I already use a specific PartModule that I identify as a candidate for stuff that can be shipped and received, so I'd want to, from some central part, request resources from those available on the surface, and schedule transfers.
  10. Correct, just bear in mind it is very experimental (test maps are there for Kerbin and Mun)
  11. Question - why not use a ScanSat map in greyscale for resources, and do the color overlays in color based on a concentration threshold (which OWS has) so you would see a bunch of small splotches of different colors (Kethane, Ore, etc.) although they'd be a bit muddy in the overlap but folks would get the idea. especially if you could turn resources on and off.
  12. Yeah, MKS really is not a life support mod, it's a colonization mod that happens to extend TAC-LS. I'd say using MKS to make water is kinda like hand selecting your ingredients and brewing your own beer instead of running down to the liquor store
  13. Actually it was a bad OWS config in MKS, fixed with latest patch
  14. Oh, that's just a matter of making different configs On the list, but wanted to get the core modules out there first for testing.
  15. No reason why they could not be compatible. Out of the box, one of us loses out on mass taken by the other since I believe asteroids cities reduces asteroid mass (which HA does as well). And I am all for collaboration, already sent a PM to the AC author. Assuming he wants to work together, awesome. If not, then I'll still do a reasonable job of making sure I don't break other mods while not restricting what we do with HA.
  16. I'll happily include all of the configs folks have Not sure which blue value you are referring to - perhaps toss me a screenshot?
  17. Donziboy2 is correct. The assumption is that the hatch module includes an inflatable bladder to store your stuff in.
  18. Really depends on the mass. Ours takes about 50% max. So assuming they aren't taking 75% we're good Although I may do a tweak to double check mass as it reduces in case someone ninja's some.
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