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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
In general - I use stock mechanics for cooling. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Placement is only relevant if you're using the fixed panels. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, an IVA Which does not exist for that model -
Because we're dealing with floating point math and available GUI real estate. The right answer is that if you want something to be extremely scarce (beyond 0.001%) you're better served by limiting the harvester itself. There are a ton of dials and levers for handling resource harvesting, folks are not limited to just one. RE the current discussion, I have no skin in this game, ultimately I'll let folks hash it out. Though I'd say that the focus of CRP has to be within the operational parameters of the stock game and it should be mod agnostic.
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I think you mean CRP not CTT
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You don't even need module manager for that... resource distribution configs are additive. It's more an issue when people mess with resource densities/costs.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Always happy to have screenshots - imgur links are best! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Which version of KSP? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Manually update to keep current (for now) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No need really since it is fine in any 1.4.x version, and the version file clears it through 1.4.9 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Manually install the latest USI-Tools via github -
Check the settings for vets when you go to that scene.
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Those are defaults only - use the life support icon in the space center scene to change the settings in-game.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FYI - I do no modifications to stock EC mechanics -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
MKS balances against itself vs. stock, nor do I change stock. Also note that MPUs have a different capability set than stock ISRU. Efficiency also dramatically increases with kolonization bonuses. I'd need more details and an example RE the drills. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Machinery normally wears out so you either need to make more or resupply. Turning this off makes the mod a lot simpler. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
And if you don't like a complex manufacturing chain... just turn off consumption of machinery in the settings. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
How about providing more information? because it's obviously working for lots of people. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
All of my mods are 1.4.x compatible. Not 1.3.x compatible. OP threads do need updating as noted. (edit) I'll also assume English is not your primary language, -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
For PULL operations. MPUs are limited to push operations. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, as others have said, the MPU's are designed exactly for this purpose