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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. 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)
  2. @BrutalRIP - new save or old save? If an old save, humor me and try it on a new sandbox save.
  3. 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
  4. @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
  5. Install MKS manually via the Github repo (link from the catalog page in my signature). Do not omit any folders, overwrite everything.
  6. I would suggest installing manually, CKAN tends to get weird post-release.
  7. 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.
  8. 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.
  9. 0.4.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Rock kontainers - config and texture (Thanks JadeOfMaar!)
  10. 0.6.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates
  11. 0.4.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates
  12. 0.6.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates
  13. 0.10.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates
  14. 0.3.1 - KSP 1.3 ------------------ KSP 1.3 Compatibility Dependency Updates
  15. 0.7.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates
  16. 0.2.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Dependency updates Lowered some part masses
  17. 0.6.1 - KSP 1.3 ------------------- KSP 1.3 Compatibility Fixed issue with rescue tourists remaining tourists
  18. 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.
  19. No, you're being unreasonably rude. Probably best if you don't use the content I create then.
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