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Everything posted by RoverDude
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Perfecto One of ZZZ's is perfectly fine for this- 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
@helaeon - Thanks I am off to a conference next week, so rolling out goodies before I go, figure I can handle any hotfixes in the downtime or when I get back. Did you include the 3.75 in the pack? If not, toss me a config and we can make sure it makes it in- 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
This is a core code change, so yeah - known issue that is sorted in the newer versions. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Not without a bigger drive- 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
If you reload the scene, the visuals reappear. This is a known issue (it would likely take exposing a method in stock that KIS could call that would force a re-evaluation of the nodes). I've seen this before but thought it was sorted - can you confirm your version of Konstruction? (it's in the version file) -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FYI - I'll be doing releases this weekend, so if you could, toss in the PR so it makes it into the official bundle, and thanks again!- 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
Show us a pic of what you're trying to do -
I like the idea Sure, no issues at all
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Depends... if you're under 100 warp then you are going to get battery drain. But if you leave for a few months and come back, it is not going to try snagging more power than the batteries can support.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@SSSPutnik - grab the latest USITools version from Github. -
It works with the same constraints as stock, that is, at a certain point it disables EC consumption to prevent battery overrun. Installing background processing mods may have unpredictable results.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep Yep Not sure what gameplay benefit that provides other than folks just clicking the warp button. Though it would be easy enough to restrict hab sharing between disconnected vessels to landed only. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
So a quick update Textures are done on the new Atlas harvester - switched from yellow to a more neutral gray. Also - ran the config numbers. The large harvester, at 133 tons, has a dirt harvesting efficiency of over 4,000 (about equivalent to 25 industrial strip miners, or over 130 of the normal MKS drills). The large refineries (20m and 10m varieties will be provided) will be able to take dirt directly to refined products (Metals, Chemicals, Polymers, etc.) which will help further reduce part count. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Anchoring bases to the ground with uneven terrain when using Ground Construction and DIYKits to deploy base components. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Correct - click the green cube when at the space center scene. Lots of wheels and dials. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Bear in mind USI-LS also has support for perma-death. So if that's what is holding you back, it's worth reconsidering It is not changing because you are on the launchpad, so habitation timers get resent. Deep Freeze is USI-LS compatible. Also, USI-LS has lots of small containers as well And yeah... I would not recommend Kerbalism. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Planetary warehouse only fills up when you have focus. This is used mostly for pre-deployment not ongoing consumption. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah that might help- 1,694 replies
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Your best bet is to send a rescue mission, and once she's under 25km altitude of Kerbin, her status will reset.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Screenshot? Also screenshot of GameData folder, KSP version, USITools version, MKS version? -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
OP is out of date as Regolith is stock. Are you trying to make Exotic Matter while warping, or while standing still?- 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
Konstruction does not use Kerbal skills in any way You are probably thinking Ground Construction