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Everything posted by RoverDude
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[1.12.x] USI Core (Reactors and Kontainers)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You would need a 1.2.2 version of USI_Tools as well then, since that is what handles the custom category. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
RoverDude replied to ObiVanDamme's topic in KSP1 Mod Releases
This is completely false. Good thing most modders really don't care whether a user thinks they are serious about their hobby or not. Because this is an unreasonable expectation. -
Hey @allista Sorry for the late reply, but here are some thoughts. Context wise, I'll be focusing on Core (the bit that MKS includes) understanding that there may be some differences with the full GC version First RE mass/balance. Mass should be the same - a 10 ton part should be assembled from 10 tons of resources. The reason you'd use GC is to reduce launch mass by leveraging local ISRU for MatKits, and to make it a lot easier to land something stuffed in a box or two vs. a more complex assembly. i.e. I like things the way they are For MKS, I also assume that the DIYKit itself is made up of the SpecializedParts component of any part that's built. I've had no issue with the costing of the DIYkit, as long as it's in the same ballpark we're good. Any variances will even out in the mix. For MatKits, as noted, the ISRU version is slow, but I would agree that this should be a fallback and overridden when other mods that provide their own chains are used. In the case of MKS, production speed is traded for resource complexity and infrastructure. Most of the time, I just ship the MatKits out until I have better infrastructure built up. Re de novo kit production. To paraphrase the flowchart, you need SpecParts to make a DIYkit. This is exactly how I would envision it for MKS (including the Machinery requirement). the only diff between GC with MKS and without is that without, you'd use ISRU to make everything (Machinery, matKits, SpecParts) where MKS has separate bits and workflow for this. From there, I agree with the flow RE spawning, etc. For transport, this IMO is an exercise for the user. the kit spawns, and is either in orbit (via hanger or attached to some other part with a decouple option like a dry dock), or spawns as a vessel on the ground (same way I do resouce lodes today in MKS - feel free to borrow any code!). You could also do the attach method on the ground I suppose. And in theory could also limit orbital vessel size to the dry dock dimension, thus encouraging more bootstrapping for larger and larger space docks. Transport in core GC could be as simple as running over with a claw. In MKS land, you would probably do something Akita based. Remember there's also the Osprey in the wings which can easily move some massive DIYKits.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Kerbal101 - You don't, it will need to be localized and a new release put out. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You are confusing blunt criticism with unnecessary rudeness. As noted, PR's are welcome. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sorry that hard work that I do for free makes you want to stab yourself in the eye with a fork. What an inspiring post. [snip] -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Gordon Dry - yep, what @goldenpsp said. I do not personally use FAR, so the best way to get additional mod interop is via a pull request. -
Point still stands though... It's one of those long-standing (though thankfully, diminishing) falsehoods that TAC-LS is *more* challenging than USI-LS. This was true at launch, but false once all of the config dials were added ages ago.
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I'd even add that I am unsure what challenge TAC-LS has that USI-LS does not given the multitude of configuration options
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Use the official version as that's the one I will be including in the next update -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Delimetrius - I don;t see MKS in that list. Also are you using CKAN or installing manually? If manually, where are you getting your download? Lastly, be sure to use the newly released version of Ground Construction (with AT Utils) that just got released today. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Which purple icon? Odds are it's a DDS file that needs a PNG. -
Inaccurate. Even after said departures, we had a larger dev team than before 1.0, and have continued to expand.
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With all due respect, I had the same or more tenure than half of the names described as the 'old' team
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
And once again this illustrates why it is important to understand how to install a mod manually. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
DIY kits do not require a special part to attach to. And those parts are going to eventually vanish. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No plans for re-use at the moment, they are deprecated since the form factors, etc. don't tie out to the current parts. -
@KerbolExplorer - Because this has been deprecated for ages, and was last compatible with 1.1.x. Use regular MKS and turn off machinery consumption.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Also... if you're asking for support, you really need to start including KSP version, MKS version, and where you got it. 100% of the crash issues I have seen are people trying to use 1.2.x stuff on 1.3 (or vice versa). Don't do this. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FYI the 1.3 version of MKS comes with a 1.3 compatible version of ground construction. Just don't use CKAN... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
For those having nullref issues ( @BrutalRIP, @Nergal8617 ) - get the latest USITools. It should sort your issue. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, toss me a link. Should be easy to test and guard for. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Awesome! Did you give us your old save? It would be good to figure out a save that lets us repro this and add a guard clause