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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
This would fall in the category of 'Then don't do it'... i.e. the bays have no purpose if you don't have USI-LS, so there's no need to change them. As noted, I'm aware of the issue, but given there's a simple work around, the priority is low. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
If you do not have USI-LS, they are just pretty parts and there's no point to the converters. You're seeing missing USI-LS bits. Now I want to see a pic As to solving your problems - two ways. First is larger modules (which are underway thanks to GC being a bundled part of the mod now). Second... well, don't open Christmas presents early -
More of an MKS question but no worries The Tourists were physically in the medbay correct? If no resources were consumed, it tells me they probably were not. RE having your entire crew go Tourist at the same time... that would be by design. You'd have to send out a rescue vessel with a new scientitst to rescue your tourists. To prevent them being tourists in the first place, use a Kolonization module.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What you are going to find out is that the ideal mix is a combination of some multipliers and some quarters. They are like peanut butter and jelly. I've been chatting with him on it. It's being discussed, and something I would like to see happen, but out of my hands unless I scare up some time to code it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You still need a part to enable pushing or pulling from Planetary Logistics. Either the Duna Logistics Center or Tundra Pioneer/Logistics Center for push/pull, or any of the new processing modules for push only. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thank you! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What part do you have on that vessel that is PL enabled? Hard to see in the dark Need to talk to @allista on that one, but yeah GC is pretty solid. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
yup -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@jd284 - give the current one a go -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Let me noodle a way around that. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@jd284 - try what I just checked in. (Actually - hold off a second...) (ok now try!) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
tbh it probably just needs to persist will poke at it -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sure, incoming shortly. Will be in USITools - let me know if it works out -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Trust me on this one (source: Wrote the stock resource system) Already sorted this in my dev code -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What is happening is very likely an issue with LastCheck since that's the guard clause (PostProcess is called at the end of FixedUpdate from the converters). Since we use FiixedUpdate, they will always be in lockstep (which is why FixedUpdate is used for precision). In this case what it looks like is that after the first tick, since LastCheck is being set to universaltime, you're missing the remainder of your catchup chunks. So for these, it makes sense to use an increment vs a straight set. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That's pretty much my thought, @DStaal - hence free push, but to pick it up and deliver (pull) is a different kettle of fish. Tho what I am making is bigger than just a probe core Those were cases where I had an intentional delay though (most of which I dropped). FixedUpdate is part of a MonoBehavior. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FixedUpdate does in fact get called - it's how all of the conversions work If you're getting that spam then something is horribly broken... Repro it with a USI and Stock only save, then if it persists, toss a save file on a github issue. I am making a new part specifically for this. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Oh I thought you said 50m not 50km Kontainers can no longer push to PL on their own. Something with logistics capabilities are needed. The new MPUs were added explicitly with push-only to help with remote miners -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I would add... you're talking 50m... so are you looking to put the resources in PlanLog, or to use them on your other vessel (the non-mining one)? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Emissives are fine, those are freebies (and should be there). Point Lights are a different beast and require a model change. -
FYI - the 50 year exemption has nothing to do with MKS bonuses. At 500% in MKS land, all Kerbals effectively act as Scouts. With just USI-LS, any ship with 50 years becomes indefinite hab/home.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
And it's -my- mod, and -my- time. Not trying to be snarky here, but this is usually the part where I remind folks that every request takes time for me to do, so I only do stuff that either makes my life easier, or is something I want in the game. I am not paid for this - other than donations, which are more of a 'thanks!' not a work contract. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
An FPS of 22 is already pretty brutal though. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Because that user choice causes support issues when bad choices are made -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I could have sworn those corner lights were removed a while back (due to perf concerns - lights are expensive). And yeah.. just go to the kolonization dashboard, last tab.