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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. You will want multipliers, and you will want to make sure you are not stuffing it full of Kerbals. there is no upper limit (I routinely build vessels with 50+ years of hab).
  2. Ya know, I had said in a post previously that I was going to re-post the spreadsheet and video. But your attitude just moved that task down to the bottom of my list. Peace out.
  3. Simple answer - because it is how I designed it. We will agree to disagree whether it makes sense or not. Also. Hab has no grace period, as already noted. The grace period only exists for Supplies.
  4. For point one - this is easily solved by having a properly balanced craft, and by pre-deploying chutes with pressure triggers set. For point two - because I don't add supplies to any craft by default and without it your Kerbals would be dead before they hit orbit. Balance guidelines I have, even with a video explaining them (though it covers mostly MKS, USI-LS is secondary). Just need to hunt them down. But it's going to show you the formulas to make parts that are in line with the mod, MKS, etc. - but not the reasoning as that's all design.
  5. To be honest, sounds like it is working as designed. Send less kerbals.
  6. Pretty much what folks have said (and to remain crystal clear). The EL config is still there. The parts will deprecate, but there are still EL parts as well as other mods. If there are any config disjoints I take pull requests. Whether the EL config remains part of the core download, or is put in an 'Extras' folder is 100% based on which path causes the fewest support issues
  7. Because their form factor doesn't fit with any of the newer MKS bits. I expect as GC starts doing orbital bits, etc. it would be a matter of someone submitting an updated EL config file. The closest analogue is USI-LS vs TAC-LS. I build MKS for USI-LS only, but bundle the community maintained TAC-LS config. But no concessions are made part-wise for TAC-LS vs USI-LS specific things.
  8. Red balls were there way way way back when Long gone now.
  9. @Alshain - Not dumb, more realistic. Stock is a more graduated prospecting approach - you are not going to be able to get infinite detail in space. At some point you need some boots on the ground to unlock higher detail. As others noted, it requires a focused vessel regardless. PL is best used to build up stockpiles. There's a new system in the works that will account for unloaded ships, but that is under development still. Not without a code change. There will be an updated version of this screen at a later date. Kolonists.cfg contains all of the traits, so it's pretty necessary No, something else is causing crashes Provide more info next time please. Known issue, sorted in upcoming release Both of these features are planned.
  10. Except that converters are completely extensible (your log spam is one that I extended). Point stands that it is a mod doing a bad / unexpected thing, not stock. If you want to fiddle with it and send a PR (that breaks nothing else) then go for it
  11. Well, other than not using EditorTime, no. There are a lot of assumptions made whether you are in flight or in the editor.
  12. Remove EditorTime and see if it still occurs.
  13. Yeah you would need to clear both conditions.
  14. No, in theory just attaching supplies - if they went tourist due to supply loss - will revive them. If this is NOT happening, then I need someone to get me a save as I cant repro this
  15. Addendum. This is also the part where I tell folks to not try to do everything at once. Start with life support. Even when I play with the mod, I almost never set up a material kits / machinery production chain till the very end. You can also turn off machinery wear as a game option when you start off to keep things simple.
  16. This is now a config option in the main MKS mod here: And with that, this thread can be locked
  17. Odds are really bad things will happen without some custom patching.
  18. Yeah, I am kinda ok with this
  19. @tomf - show me a pic so I can get a better idea of the issue Thanks
  20. No, but USI-LS is what turns things into tourists Hence why I say you are barking up the wrong tree on this one. Also, this was a USI-LS bug fixed in the 1.3.x version, not sure if it was fixed in a 1.2.x compatible version (it's probably noted in the USI-LS changelog) And I am investigating supplies not resetting things even as we speak - but please note that this will only be a fix in 1.3 So I've investigated the return of supplies not properly resetting Kerbals and cannot repro this on a 1.3.x save. So if anyone is experiencing this in KSP 1.3 with 1.3 compatible versions of USI-LS, etc. please let me know (and ideally show me a save).
  21. I expect you are barking up the wrong tree on this one. Do you have USI-LS installed? Bear in mind because you're on an older version there's very little we can do to help.
  22. If you replaced it with the newest version, it would totally not work in 1.2.x - it is all 1.3 now, which is probably why you are having a problem
  23. I'll have to assume this is sarcasm since we don't publish release dates prior to stuff going into experimentals (And even then... all we announce is that 'Experimentals have started' and the community begins various rounds of guessing on release dates). Huh, no idea why we have an entire team working on it then
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