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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
Just bear in mind it makes it wildly unbalanced for USI-LS - the point of the deployment cost is to reflect the mass cost involved with the really large life support parts. (If you're not using USI-LS then the point is moot... or just remove the corresponding USI-LS capabilities if you want it for aesthetics). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I expect that's by design, with @Nertea (or one of the pull request elves) respecting MKS balance requirements for mass/volume. -
That background processing explicitly overrides every single converter that uses stock resource modules, replacing it with a more naive version that does not include functionality. So stuff gets funky. So no support provided whatsoever for installs with Kerbalism present (and tbh I really need to flag it as incompatible on CKAN).
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Kerbalism messes with core stock mechanics that I leverage in USI-LS and MKS, so to be honest, I would not mix them because results can be very sketchy So, is my assumption correct that a MK1 pod provides 30 days of habitation, thus, is sufficient for going to Minmus? It seems my MK1 pod does not provide anything. The 7 day is default even for vessels without any pod. A Mk1 pod does not provide 30 days of hab... that's very much out of date. It is not sufficient (by design) for Minmus.
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[1.2.2] [0.9.5] KPBS/MKS Integration Pack
RoverDude replied to DStaal's topic in KSP1 Mod Development
The only rub is that it would be hard to do this for things that support multiple processes (even simple ones like mixed hab). -
Right click on the part in question. Also, some documentation may be out of date - go with what you see in the VAB.
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What are you specifically looking to do?
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Push vs Pull -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep! Screenshot? -
No, it's not what he was reporting. His timer ran out. Either that or he's on an old version... but the discussion point where I say 'NO' is doing calculations based on projected entry and having a soft timer vs. the current hard one with altitude reset.
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That's been fixed for a while now. Not gonna happen, no. What you're asking for is non-trivial, and not a valuable use of my time given it can be circumvented with good planning.
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Sorry, limits are there for a reason. Tho moot point as you uninstalled.
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[1.12.x] USI Core (Reactors and Kontainers)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Can you provide a screenshot or more specifics? And show me a pic of your GameData folder please, and confirm KSP version -
Make sure you are on the updated version of USITools - AVC should have warned you about it if it was out of date.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
To clarify, it's not going to break Snacks, but there is no support for it in the mod. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What you see in the pre-release (with a few tweaks) will be what goes out with 1.4 - Been a bit busy with Squad stuff and our expansion, so the next iteration will be worked on once the dust settles Ground Construction, which is bundled with MKS, can do this when you ship out a DIYKit. -
To add... I am not aware of any conflicts.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'll package a 'Last version that works with 1.3.1' release beforehand in the form of a constellation build, then do a new rollout once 1.4 is out. -
Which language are you using? We have a fix for Chinese, but would be good to know if any others are being sketchy
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Behaving as designed - bomb frequency is static (on or off). To change thrust, you swap out bomb size. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Where? Show us a pic. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Triskilion - what we saw before was a very bad install. So I expect it is still a bad install. Screenshot of your Gamedata folder again please.- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Bad installation. Inside the ZIP, there is a GameData folder. Put its contents inside of your own GameData folder.- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Start with a screenshot of your GameData folder, and confirm where you got the version you are using. Ideally via KSP-AVC.- 1,694 replies
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