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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
The parts are legacy and will be deprecated . As GC adds support for orbital construction, new parts will be created. Feel free to use either EL out of the box, or the EL community patch. First. Check the attitude. Second, yeah you probably have an install issue. A screenshot would be a good start, along with KSP version, mod version, etc. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, OSE is very compatible -
As I recall, one of the things being worked was the ability to create brand new DIYKits in-situ
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Good thing that's a tiny config change Feel free to send over the PR Better yet - if those bits node attach, just add in a node on the base of the Sunflower. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
there's not a stand-alone plug you could surface attach? If not, that may be a better way of getting traction (having that author add a stand-alone plug) since on my end, it would be research, modeling, and testing for a mod I don't use. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Don't use that mod, nor am I sure what adding support entails. Can't do it via KIS/KAS? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That's because you are using radial symmetry, not mirror. You are over complicating things Your wheel is upside down. reverse the direction, use ALT-click to copy. Flip for the other side. Done. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Actually, if they are upside down, they are flat out not going to work because of how wheel colliders work. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
hmm... will take a peek -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Kaa253 - would not consider that cheaty at all -
Can you toss a pic of your GameData folder, and confirm your KSP version?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Hey @Araym, more a case that I have some additional deep functionality and custom difficulty settings. I've requested a PR for additional trait support (which I then need to peek at and see how it impacts the other settings), so it's not quite as cut and dry. And of course the golden rule on MKS that I take no hard dependencies on repos where I am not a collaborator (burnt too many times on dependencies that failed to update in time...). -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Agree w/Helaeon on this one There are assumptions that can be made when we know you're not on a planet. Extreme, unsupported weirdness would likely happen if that were changed. Karbonite/Karbonite Plus have some nice torch and fusion drives that are a nice complement and may solve your use case.- 1,694 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Probably an out of date patch - a PR would be appreciated, or at least flag the issue on Github so it does not get lost in the shuffle Honestly, I stopped reading about a third of the way in. Go find another mod please. Also, thanks @DStaal -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nice! I may have to steal that idea for my own saves! -
tbh, I would not have lights on when hab is active because of a conflict with the mod noted above. (It is far more likely that I'd just give folks a 'turn everything on' or 'turn everything off' button)
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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 saw he did some updates, but bear in mind I also do a lot of additional customization related specifically to the MKS sub-traits that do not exist nor would necessarily be practical in TRP-Hire. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
(Usual reminder that I take pull requests ;)) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Fortunately orbital and in-place construction are coming to GC And as noted - absolutely nothing in MKS stops you from using EL -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
If you like EL, use EL - nothing changes or blocks it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You're getting this in the next release (or rather, something fairly close) as OrbLog is making a comeback with some tweaks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
tbh you probably just had a borked install and the reinstall fixed it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@apoch1999 - not understanding what you're saying there. Don't remove anything that comes with the download. Upgrade to the latest USI Tools version (you can nab it from the link in my sig). If you still have issues, post a screenshot of your GameData folder. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What discord do you speak of?