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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
Known issue -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yup -
That power tranceiver is not attached to anything... Distributors, with the presence of an engineer, can take EC from the vessel they are attached to, and push it to any vessel that has a power coupler attached to it.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Toss me a save file tied to a Github issue, best way to test things like this. And yeah, would be awesome to have a set of MKS specific contracts for learning stuff, or base upkeep in general. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Bingo But even something like Ore... you're going to find transportation costs exceed your potential profits -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
A little bit more complex than that... but yeah, sending a supply route of dirt to Kerbin will be just as profitable as it would be if you did it manually. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Probably an Orca from FTT -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Short version - you can have scheduled deliveries back to Kerbin for profit that you can either cash out on, or use to buy stuff to send out. i.e. sending back refined exotics and buying specialized parts. Though the framework is pretty open, so you could do things like paid tourism, etc. -
Yep, some combination of those, based on the lifespan of the station
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ground Construction (it's bundled as part of MKS) - Allista is the author -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Need to ping @allista for this one I believe it is related to GC. Also... doing some work today on the new logistics framework today, sorting out orbital to ground transfers, transportation costs, and the ability to use trade profits to fund purchases from Kerbin. -
[1.12.x] USI Core (Reactors and Kontainers)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Just bear in mind that version will not work with KSP 1.2.x -
Umbra Space Industries is hiring! Well, not really hiring since we have an operating budget of zero... but you get the idea So here's the deal. I have a lot of mods... Hundreds of parts, and tons of code. Not to mention things like config files, compatibility layers, etc. - and a pretty sizeable backlog of ideas, changes, and feedback to execute on. For several years now, it's been a solo operation, supplemented by hundreds of pull requests from dozens of contributors. What I am looking for is a handful of passionate folks to help form a middle ground between these two extremes, and move USI from being a solo effort into a team model. Part of this is just the reality of having more ideas and designs than time, and part is making sure that if I am hit by a bus, there's a clear path of continuing the work I've started. Specifically, I'd like to get a few folks who are interested in being involved on a regular, more formal basis. Of course this is a lot more than just 'hey, can you code this or model this'. Rather, I'm interested in folks who are as passionate about KSP and the USI offerings as I am, and who want a direct hand in helping shape the direction the constellation takes. We'll hash through design, prioritize stuff we'd like to see in the constellation, and work together to bundle stuff for regular releases - whether that's updating old content, or creating new stuff. The specific skills folks should have would be... well.. all of them C# Developers, modelers, texture artists, or folks interested in setting up better compatibility patches, etc. The ideal team mate would be someone who has solid technical chops and wants to be part of a team, especially if they are skilled in one area (say, modeling) but could use the support of a developer (or vice versa). There's not much fine print here, other than to reiterate that this really is a mod-team effort, not solicitation for one-off contributors (we have tons of folks that do that already, and it is greatly appreciated!). As such, I'd expect USI to be the primary effort. So if you're actively working on your own stand alone mods, we'd probably want to cover how we roll those into the constellation. So make sure you're comfortable with this before tossing me a PM And that's it. If you're interested, send me a PM and we can talk. To reiterate, I am really looking to assemble a solid team. It helps the longevity of the USI mods (in case I get hit by a bus), and provides an opportunity for some great collaboration.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Umbra Space Industries is hiring! Well, not really hiring since we have an operating budget of zero... but you get the idea So here's the deal. I have a lot of mods... Hundreds of parts, and tons of code. Not to mention things like config files, compatibility layers, etc. - and a pretty sizeable backlog of ideas, changes, and feedback to execute on. For several years now, it's been a solo operation, supplemented by hundreds of pull requests from dozens of contributors. What I am looking for is a handful of passionate folks to help form a middle ground between these two extremes, and move USI from being a solo effort into a team model. Part of this is just the reality of having more ideas and designs than time, and part is making sure that if I am hit by a bus, there's a clear path of continuing the work I've started. Specifically, I'd like to get a few folks who are interested in being involved on a regular, more formal basis. Of course this is a lot more than just 'hey, can you code this or model this'. Rather, I'm interested in folks who are as passionate about KSP and the USI offerings as I am, and who want a direct hand in helping shape the direction the constellation takes. We'll hash through design, prioritize stuff we'd like to see in the constellation, and work together to bundle stuff for regular releases - whether that's updating old content, or creating new stuff. The specific skills folks should have would be... well.. all of them C# Developers, modelers, texture artists, or folks interested in setting up better compatibility patches, etc. The ideal team mate would be someone who has solid technical chops and wants to be part of a team, especially if they are skilled in one area (say, modeling) but could use the support of a developer (or vice versa). There's not much fine print here, other than to reiterate that this really is a mod-team effort, not solicitation for one-off contributors (we have tons of folks that do that already, and it is greatly appreciated!). As such, I'd expect USI to be the primary effort. So if you're actively working on your own stand alone mods, we'd probably want to cover how we roll those into the constellation. So make sure you're comfortable with this before tossing me a PM And that's it. If you're interested, send me a PM and we can talk. To reiterate, I am really looking to assemble a solid team. It helps the longevity of the USI mods (in case I get hit by a bus), and provides an opportunity for some great collaboration. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
If you could have transferred that Kerbal manually without it being killed, then it is a ship manifest problem. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Good deal Sure, toss a Github issue on USI Core They might get a slight tweak the other direction -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Parts fall off of any inflated Bigelow model -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
They should have full surface attach (and shed the parts upon inflation) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ok - so since I am in a 'station part' mode anyway (minus stock stuff) I can take a peek about adding that part in. Was going to make a 2.5 version of the Bigelows anyway -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@goldenpsp - if there are some specific bits you'd like to see again, let me know, given I am in the middle of some station parts anyway -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Absolutely no idea. Start moving your mods over and let us know -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
tbh, this whole thing should just work out of the box. Two things to do. First. Seriously. Try on a clean install. This will likely save us both a lot of time. Second. Put it somewhere besides below your Program Files directory as this has been known to cause issues in the past with mods in general. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Reaver Song - some basics. What version of MKS? What version of USI Tools? Did you try on a clean copy of KSP? Make sure you get the most recent USI Tools as it is newer than the one bundled with the current MKS download. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Watch the repo, still need to do the checkin. Up to my armpits in Squad work today