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KSP2 Release Notes
Everything posted by RoverDude
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Yep
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
heh, soon (tm) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Does not need to be included -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Make sure you have a new version of GC as I am including an older version currently -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
yup! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep everything is still fine in 1.4.3 as it is a point release. -
@Norcalplanner - Assuming you have sufficient greenhouses/recyclers, you really only need just over a day of supplies - the rest can be in the form of fertilizer since you just need the initial feedstock. Though I'd probably toss in a larger supply tin to be safe in case a converter shuts down, etc.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@ctbram - or, literally, look at the info in the VAB... which shows you exactly how much is required, how much hab you get when it's expanded, etc.... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
huh, still very odd though. We'll see if we get any repeats -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
sure, send in a PR and I'll add it in. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Well the magic question is whether anyone else is having the issue -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@draculthemad - I'd suggest grabbing MKS from Github, installing manually, and seeing if that sorts it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@draculthemad - hm, not seeing anything obvious.. lemme noodle it over. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Where did you install it from? Confirm versions please (KSP, MKS, USI-Tools for starters). Also screenshot of GameData folder. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FYI... if you ask for help calmly, you are more likely to get support. I generally ignore rants. -
@ObiVanDamme - did you turn on habitation on the hitchhiker and command pod?
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KSP VERSION AND KONSTRUCTION VERSION AND SCREENSHOT OF GAMEDATA FOLDER PLZ PROVIDE EVEN BASIC INFO IF YOU EXPECT SUPPORT KTHXBAI
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
RoverDude replied to Angelo Kerman's topic in KSP1 Mod Releases
They are perfectly fine in 1.4.x -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Plenty of folks use this mod - but you probably want to start with KSP version, Orion version, and where you downloaded it from. Also a pic of your GameData folder - because it sounds like a bad installation. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sure, and we already have a lot of things we compensate in Kerbal for this. But does not change that an Orion drive is in a completely different class of propulsion than a chemical engine (and the one in this mod is a scaled down version of one of the smaller designs) -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
To be honest, balancing an Orion engine against a chemical rocket would be an exercise in futility Only reason we're not using these is because of international treaties that do not apply to Kerbin. If they feel OP that is because the kinda are OP IRL. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
huh, I will have to ask one of my fellow Squaddies about that -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Except, as noted, the shield is already built in. So already balanced in that regard. Probably the only issue would be blasting radiation behind you (and a glowing launch site) vs radiation issues in flight.