-
Posts
9,074 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RoverDude
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Not unless you compile things -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
RoverDude replied to Galileo's topic in KSP1 Mod Releases
I heard Tellumo had rings... I have installed the latest GPP and Kopernicus, not seeing a ring... 2.5 scale if that helps.- 7,372 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@sh1pman (or anyone else with creeping cradle parts) Try this mu (drop it in the Konstruction/Assets folder: https://www.dropbox.com/s/woung4bwpmdkm3f/Cradle250.mu?dl=0 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Kobymaru - Yes. They will not increase your hab time, they will have it remain constant No worries on that. It is meant as a time saver, but will still have an associated cost. Can't recall if there are ... Github issue please -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Murdabenne - you're probably talking USI-LS not MKS since you are discussing life support. And I thought this was a breaking issue only if you uninstall CivPop, not in having both at once. Since last I checked it was the former (which makes sense - USI-LS tracks your original experience trait so it knows what to reset you back to once you are no longer a tourist) then it would absolutely break... and that falls in the category of 'Don't do that then!' since it would only manifest itself when you uninstalled a mod mid-save. Sure, fine with that for the bigger parts - go for it -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Secondary achievement of the day - Added the first USI Difficulty option. This one lets you turn off Machinery wear. What this means is that if you miss MKS-Lite, or are just starting off and want to pull that part of base maintenance out of the equation, you can do so with a toggle (and even turn it on once you are ready to step up the challenge). Note that Machinery is still required and impacts efficiency as it accounts for a lot of a part's mass. This option just turns off it's slow depletion. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Coding day is done You now have a lot of new options regarding astronaut complex behavior, based on feedback since the introduction of the new Kerbal types. For background, the reason for the new professions was to mitigate the exponentially high cost of Kerbals caused by needing lots of the little guys for your various MKS bases. They simulate the enthusiastic civilians that are volunteering for your colonization program. The cost represents the very minimal training requirement (safety training being the first to be cut). Base/Core Kerbonauts are your three canonical types - Pilots, Engineers, and Scientists. Kolonist Kerbonauts are the extended MKS types. 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. I'll be putting all of this out (plus other changes) as an optional pre-release for testing. -
ASET Props Pack. v1.5 (for the modders who create IVA)
RoverDude replied to alexustas's topic in KSP1 Mod Development
That's an issue (i.e. a request for me to do work), not a pull request (someone who wants the feature or fix does the work, and submits their work for inclusion in the next release). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You are probably misunderstanding. This is in relation to getting Miners, Farmers, etc. for rescue contracts vs. just pilots, engineers, and scientists - which is an issue early career. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ok - so got a few things done on the AC: You can now disable Kerbonaut customization. You can choose to enable/disable Kerbal cost overrides. You can customize costs for both the base Kerbals (Engineers/Scientists/Pilots) or Kolonists to suit your playstyle. Working now on seeing about restricting rescue contracts to only the base types -
ASET Props Pack. v1.5 (for the modders who create IVA)
RoverDude replied to alexustas's topic in KSP1 Mod Development
I take pull requests. -
Life Support Settings are only used as defaults for a new game, and take the most pessimistic subset. Look at what it says in the Life support settings screen at the AC.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Coyote Space Industries - Dboi's Dev Thread
RoverDude replied to dboi88's topic in KSP1 Mod Development
@dboi88 - this is really top notch work! Been enjoying watching your progress on this, and also glad to see you got to fire up KSP again When it is ready for a spin (even a dev-test one) let me know, and I will add it to my career save and take it for a ride! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Working on a major update for this today that will address this, and provide a few other new options and fixes. coming along well - it's a pretty large system, and building the whole thing out using test driven development because of the complexity involved. Yes, you will be able to supply an orbital station. Heck, you will be able to have a miner on the surface of minmus feed a refinery in Kerbin orbit and transfer the finished goods to an orbital port around Duna and down to your colony on the surface.... and back again. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
To be honest, people get too fixated on having an individual base be self sufficient. That's almost always going to be less efficient than, for example, attaching a box of Specialized Parts. -
You already have a fifteen day grace period for supplies - for EC, send more batteries (though I would not be opposed to a low-efficiency LFO generator early on) EDIT: Actually, it would be something easy to add to the existing radial recycler thus discouraging it for being used as a fancy alternator
- 5,673 replies
-
- 1
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Gilph Logistics Modules should be in the same node (better to move the Duna one down). If someone can toss a PR or log an issue I can sort this. @sh1pman - get me that save with your wobble base and I will see what I can do. @GlitchHound- Log a github issue and I can remove that constraint (Kerbal XP) - or better yet, send your change as a PR @Tomycj - fixed in an upcoming update @Waxing_Kibbous - I'll be adding randomization in a later update. @Djohaal- it would only account for the single highest star Kerbal. Also (and pinging @sh1pman and @TauPhraim), I think it is reasonable to include the geology bonus for sifters. @Space Kadet- if you need pilots, etc. it is pretty easy.. Rescue the Kerbal, use the cash to get the one you really want, fire ones you don't. For the rest, I will likely do some breaking up within the download along part lines, but not for a while. @snoopydude- log a github issue and I can check the numbers. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
RoverDude replied to Galileo's topic in KSP1 Mod Releases
Actually - question for you @Galileo - from a design standpoint (and no need to name names, looking forward to exploring and learning for myself), within GPP, what are your parameters for what you would consider a planet capable of colonization? i.e. atmospheric composition, pressure, gravity, etc.? Next question (and sorry for the spam) Does the optional rescale change distance, or does it also change radius?- 7,372 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
RoverDude replied to Galileo's topic in KSP1 Mod Releases
Finally hopping on the bandwagon here And of course, I now have to make some new special MKS bits to encourage people to settle on the more hospitable worlds.- 7,372 replies
-
- 9
-
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
is there any agreement on what a unit of EC equates to?
RoverDude replied to Drew Kerman's topic in KSP1 Mods Discussions
What Nertea said -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks - that helps -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Phil Kerman - make sure you upgrade USI Tools to the latest version. There was a bug and the bundled version is out of date currently. -
[1.2.2] [0.9.5] KPBS/MKS Integration Pack
RoverDude replied to DStaal's topic in KSP1 Mod Development
FYI - in the shorter term, the part for 'push only' will be relatively small. I consider that a placeholder, because the logistics update is a pretty radical (game changing) set of changes. They do not change the core of how MKS works, but they add a much more sophisticated layer on top. -
Thanks for the valuable insight and constructive input, @VenomousRequiem.
- 159 replies
-
- 7
-
-
- critique
- making history
-
(and 1 more)
Tagged with:
-
@DuoDex - Except these are rocket parts, not space plane parts. And also part of a historical pack. The Saturn parts, for example, match up very nicely with the NASA parts.
- 159 replies
-
- 6
-
-
- critique
- making history
-
(and 1 more)
Tagged with: