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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
I would need a lot more details. Like... the error? Sorry, but your support request is incredibly vague. -
Best bet is to start with the MM thread and learn that first.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
At this time, no. What issue is it causing you? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Is your drill too low, i.e. is the drillhead colliding with the ground? Beyond that - use ground tethering. It's tied to all MKS modules. -
Obvious question. Are you using recyclers?
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Most of supplies are water - for drinking, hygeine, etc. If you're scaling everything up, feel free to alter values accordingly. They were designed for a six hour Kerbal day. Also... use recyclers. Or your life is going to be REALLY hard.
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It just means that it assumes that 1 fertilizer will eventually become 10 supplies. This is informational only for use in the VAB to help people do some of the math we've normally just done in our heads. If there are no supplies... the crew starves. No change on that front.
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How to read output_log.txt
RoverDude replied to Nostagar's topic in KSP1 Technical Support (PC, modded installs)
hmm.... looks like the SpaceDock API is being finnicky again -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks This is essentially the replacement for the old kolony statistics screen that I deprecated. Hopefully this one is a bit easier to work with Should be I expect a few other bug fixes snuck in this update. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
heh, yeah I need to update my curse auto-upload scripts. I expect that version is fairly out of date. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
NEW RELEASE IS UP! 0.52.2 - 2017.08.15 --------------- Dependency Updates (including updating Ground Construction) Mechanics can now swap converters (not just engineers) Better Weight Distribution mechanics (thanks Dboi88!) Restore class name as default display title in the VAB for converters Fixed some potential nullref spam Fixed an issue where Karibou legs started as deployed A new Kolony Inventory screen that will help you get a better handle on net colony production values -
NEW RELEASE IS UP! 0.6.2 - 2017.08.15 --------------- Dependency Updates Fixed CalculateVesselHabMultiplier when unmanned More detailed description for Hab, LS extender, and recycler 'Back of the envelope' extended hab and life support numbers based on Colony Supplies / Fertilizer. These stats assume the use of the standard USI balance figures and adequate converter capacity. Removed hard-coded time values
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NEW RELEASE IS UP! 0.7.2 - 2017.08.15 --------------- Dependency Updates Localization Updates New KSPI Resources
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I'd agree. I operate under the assumption that folks are the curators for the things they.. well... curate.
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it's a branch.
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Noted on GitHub - please do all PRs against DEVELOP. Thanks
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To change curation, just send a PR and add another section. And yeah, if it was added under KSPI, odds are good that @FreeThinker added (tho easy enough to verify on Github). Now, if the definition ends up being different... then I expect some folks need to chat.
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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, it was It is on the list -
If two converters are competing over the same resource (in this case, mulch) during catch-up, really bad/surprising things can happen.
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I do not recommend converting mulch into fertilizer - it bypasses mechanics that are there by design, and can also cause unpredictability because you have competing, dependent converters.
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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! -
Assuming that @allista is using KSP-AVC, my recommendation is to install what comes with MKS, then grab updated versions (in this case, core) as recommended by KSP-AVC. It's the cleanest way to manage dependencies like this.
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There's no change to stock behavior RE multiport docking (and you really should not be using multiport docking with construction ports).
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sounds like a bug - please log a github issue. This is not essential, given I don't require other mods (other than included dependencies) to be used with FTT. -
Actually, the whole reason @allista broke out GC Core (which is what MKS uses) was to specifically prevent the need for a bunch of MM configs and re-patching.
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