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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
New save or old save? And just to confirm again... KSP 1.3 with MKS directly from the Github repo (no CKAN)? (And obv. since you are using a recycler... USI-LS also directly from Github repo) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@BrutalRIP - new save or old save? If an old save, humor me and try it on a new sandbox save. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
A 3.75 Tundra refinery with a level 5 engineer would be more efficient, then use the MPUs as efficiency parts. A 3.75 Tundra refinery with a level 5 engineer would be more efficient, then use the MPUs as efficiency part -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@BrutalRIP - I just launched a logistics center and an ag module - no spamming.... Do you have any other mods? @Nergal8617 - same deal. Added a bunch of recyclers... still can't repro this -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ok let me go look! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Pic of the craft in question (the one spamming nullrefs)? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Install MKS manually via the Github repo (link from the catalog page in my signature). Do not omit any folders, overwrite everything. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
RoverDude replied to politas's topic in KSP1 Mod Releases
Merged -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Awesome! That saves me work -
7.6 is up on GitHub - if CKAN is flaky, grab it manually. FYI - the game plan is going to be to do a bit of repo reorganization and more clearly separate the DLL from the parts, and also to put these in two separate threads to make maintenance a bit easier. Will be sorting through that over the next day or so.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
1.3 compatible versions of both Karbonite and K+ are up I'll be updating this thread to be the combined K+/Karbonite thread in the near future. -
[1.12.x] USI Core (Reactors and Kontainers)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.4.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Rock kontainers - config and texture (Thanks JadeOfMaar!) -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.6.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates- 1,694 replies
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.4.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.6.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.10.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates -
0.3.1 - KSP 1.3 ------------------ KSP 1.3 Compatibility Dependency Updates
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.7.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates -
0.2.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates Lowered some part masses
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0.6.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Fixed issue with rescue tourists remaining tourists
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.52.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Fix local logistics vessel list not being updated Sifters now use the geology bonus Allow incremental payment of inflatables deployment cost Fix recruitement of various kolonist classes Updated TAC-LS config Added rock production to various drills, as well as residual rock output to different converters (Thanks voicey99!) Removed hard coded references to the EXConstructionSkill (these are handled via MM) - thanks theRagingIrishman! The Pioneer Modules and Logistics Centers are now probe control points (thanks DanStaal!) Fix for AC Recruitment and planet packs (Thanks Gnurfos!)! Fore and aft attachment nodes for the Karibou hub roof rack (Thanks Wyzard256!) Removed OSE's extra harvesters from stock drills when MKS is installed (Thanks Qyzard256!) Stock Fuel cells now produce water as a byproduct (Thanks Boiler1!) Custom settings via the stock settings dialog have been added: * You may now disable machinery consumption for MKS. The default is on. This setting effectively puts this mod very close to where MKS-Lite was, and is a good starting point if you want to avoid most of the core resource chain. Extensive changes to the Astronaut Complex. You can now: * Toggle the ability to customize Kerbonauts. If enabled, you can change bravery/stupidity and choose a starting level. If disabled, these options will not be available. * Enable / disable the hiring of Kolonist Kerbonauts (i.e. combined with the option below, you can disable MKS extended classes altogether). * Enable / disable Kolonist Kerbonauts being available in rescue contracts (if disabled, only base kerbonauts appear as rescue kerbals). * Use either the stock calculated cost or a custom price for your Kerbals. This setting is independent for base vs kolonists, so you could use standard pricing for your pilots, engineers, and scientists - but still get cheap pricing for Kolonists. * Enable/disable and configure a custom price cap for all hires. i.e. you could decide to use the stock hiring scheme, but with a specific max cap so it does not rise to unreasonable exponential numbers. -
[1.12.x] USI Core (Reactors and Kontainers)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Looking into it -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No, you're being unreasonably rude. Probably best if you don't use the content I create then.