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Everything posted by RoverDude
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[1.2.2] [0.9.5] KPBS/MKS Integration Pack
RoverDude replied to DStaal's topic in KSP1 Mod Development
Right now people just add any of the refineries to their base. There will be an automated way to push-only everything fairly soon. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
RoverDude replied to politas's topic in KSP1 Mod Releases
Yup! Sub pack and Srv-Pack are now part of the expedition pack. KER is now part of MKS. So those mods should be removed from CKAN. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yup, with some very nice twists -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FYI search does not work for stuff that is exclusively in custom categories, stock issue -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There was a separate thread somewhere for a pretty solid TAC-LS setup, if someone can find that I can add it to the OP and/or bundle it -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Kinda with @goldenpsp on this one. Given the number of requests, better specificity when asking a question saves everyone time. I have had no issue with the legs - you set their deploy limit individually. They use exactly the same part module as stock does to handle cargo ramps. -
[1.2.2] [0.9.5] KPBS/MKS Integration Pack
RoverDude replied to DStaal's topic in KSP1 Mod Development
huh, should be able to grab it... let me know which modules via a github issue and I can look at it -
[1.2.2] [0.9.5] KPBS/MKS Integration Pack
RoverDude replied to DStaal's topic in KSP1 Mod Development
There are inner and outer nodes, if in doubt use a node helper if you have trouble picking the right one. Both work, but the inner ones let you really shrink down the footprint of a Karibou. -
[1.2.2] [0.9.5] KPBS/MKS Integration Pack
RoverDude replied to DStaal's topic in KSP1 Mod Development
FYI... here's a pic of a Karibou using some of the parts designed for it (when used as a mobile base): -
@tater - that's probably more of a @Robbonaut question as it's design Most of my work this go around is making sure you have a lot of pretty things to launch, fly, and land in various states of disassembly
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@goldenpsp - thanks, I assume there's an issue for it - will be doing a UI rework there anyway -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Can you confirm what version you're using as well? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Should be in with the rest of the Kontainer part configs -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There should be rock containers available (a radial tank for starters). hmm.. not it I do not add any contract types in my mods. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Gypsum fertilizer should be more efficient across the board -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Easy enough to add that in -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sure, feel free to send a PR. For the thread in general... what I do each release is gather all of the PRs, then do a pass through the issues lists (ones with saves get priority :P) then add any other goodies. And right now, working on a major Christmas present that you should get before Christmas -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Please do -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Let's go with a 1:1 for processors (so there's still a lot of waste), and same rate as dirt for a dedicated drillhead. So drilling is preferred, but a secondary side effect if you're getting stuff post processing. Make sure when you add them to processors that they dump excess! And thanks! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@JadeOfMaar - Nice work! Looking forward to the PR RE surface rock as a byproduct, I'm fine with that. Would be easy enough to have it as a converter byproduct on tier 1 materials, as well as adding it as a drillhead option. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
For an Atlas... you need a LOT bigger reactor. Show us your craft. Because you are probably using a fan that's too big. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sure, you really need nuclear reactors to run fans this size. You have a reactor correct? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah, I may have to switch to GPP sooner rather than later -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@mcortez - good thing I already have working ground pylons