-
Posts
9,074 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RoverDude
-
New Release is up. NOTE: This is the final 1.3.1 release (pending any major issues). 0.8.1 - 2017.03.06 ------------------ Fixed an issue with Chinese localization that was causing the game to hang during load. Thanks to everyone that helped with this! Added Russian translations (Thanks doktorjet) Corrected density of Silicates/Silicon (Note that while cost/volume are the same, the resources are now ten times heavier)
-
Kerbal Space Program update 1.4 Grand Discussion thread.
RoverDude replied to UomoCapra's topic in KSP1 Discussion
Except stock configs did change - because we found an issue with the configs. Hence why I explained those changes to you, as they are likely very relevant. -
Kerbal Space Program update 1.4 Grand Discussion thread.
RoverDude replied to UomoCapra's topic in KSP1 Discussion
np. And yeah, the dumpling should have a dry mass of 0.01375 - this is being sorted in the 1.4.1 update. -
Kerbal Space Program update 1.4 Grand Discussion thread.
RoverDude replied to UomoCapra's topic in KSP1 Discussion
I expect some of the heat issues (and we sorted stock drills based on this) were related to 1.3 changes. Check your configs for two things: 1. Make sure your Max Coolant is equal to your Required Coolant. Heat overruns due to engineers cranking converters faster was deprecated, so the extra buffer is no longer needed... but does cause a bit of havoc with heat allocation. 2. Make your radiatorHeatingFactor values consistent across parts. Could not get any code changes in, but making this value have parity also sorts issues with radiators over/under allocating. It exists for legacy craft so as not to break craft files. You can't see it in the toolbox, but it is still there to be loaded. -
Kerbal Space Program update 1.4 Grand Discussion thread.
RoverDude replied to UomoCapra's topic in KSP1 Discussion
Yep, discovered this one late in the game - it will be fixed with 1.4.1 (it's already there, just did not make it into the release today). Model, Texture, Node positions. Have not heard anything RE Flags. And if you have the old parts, your vessels will not break - they were left in place (but hidden) for backwards compatibility. If you have an old vessel or subassembly that uses the old parts, they will still be there. hmm... I will take a look, a patch may not have made it in. Hover over the hatch for now - we're aware, will be sorted for 1.4.1- 665 replies
-
- 15
-
-
Unfortunately, there's not much I can assist with on this one given that there have been numerous fixes, etc. since 1.3
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
RoverDude replied to Nils277's topic in KSP1 Mod Releases
Nope... stats have not changed in ages, nor are there any plans to change them. So I am not sure on what basis this is coming up, unless there are some extremely ancient configs out there... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Deleting the patch should not break anything, no. -
To be honest, no idea on that one. Though I have toyed with the idea of integrating a similar mechanic into USI-LS, just a bit busy with Making History at the moment
- 5,673 replies
-
- 1
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Ok... it's the reduction that's going to be a bear. Probably add a config for every planet that puts the new percentage you want. Planetary overrides Global, Biome overrides planetary. So yep, new configs. For Kerbin... it's going to be every biome. You might be able to pull it off with an MM file... but that can get a bit sketchy if multiple people are trying the same thing
-
Don't edit anything in CRP For planetary densities just make a new config - they are cumulative. It would be better to understand precisely what it is you are trying to do with the planetary resources.
-
This is a very bad idea. Better to just make another resource, since messing with density and cost is going to break other stuff. So in your case, just make some other resource and use existing configs as examples.
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There's a wiki, and KSPedia. What is lacking? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
heh, yeah another indicator is that I was able to skate out of doing the IVA work for Making History (Pablo was kind enough to take that bullet, and did a great job!). But never say never (And it goes without saying - been a bit busy working on the expansion, looking forward to launch day!) -
Also, configs are cumulative. If you want to increase numbers, you just need a new config, no need to edit an existing one (since CRP files themselves should not be changed)
-
Huh... any chance you can repro that on an install with just Konstruction (other USI mods are fine) and toss me a save file?
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's probably the warp bubble. Unfortunately, I don't use FAR so unsure of how it works or what would have to change.- 1,694 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Definitely not configurable. And anything else is pretty low on the proverbial list. -
man, now I have to go through my email and find the original post
- 1,473 replies
-
- 3
-
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
Except that a recycler massively multiplies the effectiveness of a greenhouse because it reduces overall consumption, and requires no additional non-renewable resources. Greenhouses are more empty space, recyclers are mostly equipment. All of these things are carefully balanced and by design.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Remember those have multiple separators that are cumulative, and also do not require engineers. in other words, balancing is afoot Check your CTT installation, also make sure you have the latest USI Tools. MKS uses Blizzy if it is installed. USI-LS has no Blizzy toolbar support. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I mean, you quoted the bit where I said it was not on rails Tho in case your terminology is off - it is beyond just the 5x of physwarp. you can use it at full timewarp, just that the vehicle has to be active. And no autopilot, well beyond the scope of this mod. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, they already do - just adjust your TWR accordingly, and warp away. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ahh good deal, so just looks like he's leveraging the mass offset stuff