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Everything posted by RoverDude
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@Merkov - sure
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Is the engine configured to use the same bombs you have loaded? -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Best bet would be to look at old GitHub releases - but it might be a bit sketchy with dependencies. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
This should be sorted with the pre-release (cooling changed a bit to no longer scale up heat consumption with efficiency bonuses). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yes please - I'll take a look -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Grab latest CRP (link on the catalog in my sig) see if that sorts it -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That one's odd - what language are you using (as it looks like a localization issue) -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Also if you make pretty FX, feel free to share. @JadeOfMaar - decided water made for a more accurate reaction mass (also you can get it from ore and some other resources in a pinch). Also folks may or may not have noticed that torch ships now work under high warp (though not on rails yet). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yup, said bonuses are multipliers -
Not at this time, but I plan on making some
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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-Doctor - Already built in Just turn off the machinery wear mechanic in game difficulties, and without life support, all of the manufacturing chains are basically gone. Then, you can always turn it on if you want more of a challenge without having to start over. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
All good -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Incompatible. Kerbalism overrides the stock converters and drops some necessary functionality. The patch is to remove Kerbalism. Your game options settings. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
We've found serious weirdness with Kopernicus in the past on an upgraded install. If you have that, delete your settings file and see if it fixes it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thank you! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Let me poke around then Tho as noted, a save makes that considerably easier -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Rock is either discarded, or used by other USI mods. -
Because they changed their API
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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 can get me a save that repros it I can take a look. -
@Spacenoob - show me a pic, odds are you have 'em placed wrong
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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 thought KAS had an option to turn flow on? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Markus Barak - start by making sure warehousing is turned on -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You can always use the latest MM - the next release batch will include a newer MM. And looks like some files snuck back in... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Kerbalism breaks MKS mechanics. Always had. Will it load? sure. Will MKS actually work? No. Now do your steps in reverse... add GPP last And yeah... look at your log file on the link above. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
First problem. MKS is absolutely not compatible with Kerbalism. Second... a MM error just results in an unloaded patch. Your princess is in another castle on this one.