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Everything posted by RoverDude
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Never said it was 'Wrong' - what i said was that it was an invalid comparison of interop. Two very different things. USI-LS and MKS work a lot better together out of the box than KPBS and MKS. Which is kinda logical being that each was built with the other in mind. And the same reason TAC-LS plus MKS is a little weird. Does not mean either is right or wrong, but you're going to have very different out of the box experiences... so you either deal with it, or have to do changes to make it work better for your personal playstyle. But as noted, at that point you're making completely different comparisons.
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Sure, the dials are there for a reason. But when comparing how mod interop works, it makes more sense to compare the out of the box experience as a baseline. If the best way to get good interop is to crank things down/turn bits off, then it's an indicator that there's an impedence mismatch (like how MKS has a mismatch with TAC-LS because of extra parts you will never use, and I expect KPBS out of the box lacks a lot of the analogues or equivalents to the larger MKS bits). Nothing wrong with that, but point was at that juncture you are comparing apples to oranges.
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My opinion will always be that if you're here, you're probably here for the habitation challenge. And if you're just going to hobble it, you might as well just turn it off given that it's pretty well tuned (and probably a little too generous). And I expect the point is that MKS just has so many different parts suited for this.. the two do go together like peanut butter and jelly. But to repeat, if you're cranking down one of the major components/limiters (perma-hab) then you're kinda comparing completely different things.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Awesome - and yeah, let's add in the ZZZ drive models to the core mod, the license is pretty darn permissive and folks seem to like that model- 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
Gotta give a lot more information. KSP version? MKS version? Where did you download it from? Do you have the latest USI Tools? (KSP AVC will prompt for this), etc. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No reason why it woudn't be, since it's a KSP mod and KSP runs on OSX That's one choice, sure. Claw or docking port, fill, then rover/fly away. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
This is now bundled with Karbonite (and the Karbonite thread was lost by a moderator getting delete punchy). So the Karbonite link is correct. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thank you @helaeon for continuing to be awesome- 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
Extract atmospheric karbonite and convert it to water if you're so inclined. Or just toss an MM patch on the atmospheric scoops that come with it (or even a PR if someone wants to get punchy). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
for harvesting, I'd recommend Karbonite vs KSPIE as the latter comes with a huge amount of other stuff that may or may not mesh well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No problemo - have fun! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Kerbin will always be 100% (i.e. no bonus) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Your best bet for getting anything sorted is to provide better detail, current versions (i.e. I still have people reporting issues that are running on 1.3.0 - which does me no good), and logging github issues. Tossing out issues with no info in the thread makes for more work for people searching later, and makes my job of support a lot more difficult as well. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@helaeon - I like the idea of a brake - possibly based on planetary radius, etc. where your max speed ramps up (or more correctly, your speed throttle is eased) as you get further away, so we can get some really fast interstellar speeds for the larger planet packs. So even at max speed, you can't zip around the Kerbin system, but once a certain distance away (i.e. enough that you can actually slow down), the speed increases. Same for other encounters (can we check the SOI for this? i.e. are there any cases where we can blow through an SOI in a single tick?)- 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 - what kind of limitation on speed are you thinking? i.e. is it something drastically slower than what we have in the configs today, or is it more that it puts a theoretic cap that's above the current config value? If the former (i.e. we'd need to lower the speed in the baseline 1:1 Kerbol system), then I would vote for sacrificing nice breaking for speed.- 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
And the whole point of this mod is to have a stand-alone drive without the weight of KSPIE.- 1,694 replies
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Thanks!
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Trust KSP AVC. That's why I include support for it. CKAN can be... sketchy.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I like this idea- 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
It does, along with some other parts Undecided thus far -
The best thing to do is just use the Life Support window in the VAB and experiment There's a sweet spot where the right ratios of multipliers and extenders will give you the best bang for the buck.
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Yeah, you were missing something Even with just USI-LS, you have the Cupola and the Hitchhiker that act as Hab Extenders/multipliers. Getting 50 year ark ships and bases is not really hard to be honest. But they are going to be a size that's not practical for, say, a run to Duna and back (nor would that makes sense. On the one hand, it would trivialize the stat, and on the other, there would be no practical need when a couple of years is fine). @Dragonking - sorry, but your idea is pretty much an overlap with the mechanics that already exist.
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That's not a bug. By default, all bodies have a chance of water - been this way for (literally) years. Also - @FreeThinker- looks like one of our users was kind enough to trace back the root commit where we started having CRP hang in Chinese (and it has your name on it). Please sort (and test) this.
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@Shadowmage - thanks for the clarification! btw - this is the first (and only) complaint I have heard, so that's good news
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Wandering over here because of topic splatter... So I am confused. I just installed this mod and did not see any MKS stuff vanish... that being said, was there some legacy item/etc. that may have caused this? Only asking so that not only can I squish this if someone else brings it up, but (more importantly), point them in the right direction without having to have them do extra mod archaeology