-
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
Nope just removed the lights, emissives should have still been there -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Now you really confused me... Local Logistics is like... a couple of clicks (select the vessel, start transfers) and the transfer speed is very fast. We're talking about the same thing right? i.e. I am not talking about stock behavior (this is for inter-ship transfer, not intra-ship) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@FirroSeranel - Why not just use the built in local logistics for refueling? That's what it is there for Duna modules should, log a github issue and I can look -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah I really need to see a save on this one then I can let you know what's going down -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It should still not steal all of them... And if it is being stolen to something else that has warehouse storage, just turn it on so it can be grabbed -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
But it still should not steal all of it... when pulling it won't pull more than half. Assuming that base just contains USI and stock parts, attach your save to a github issue (or repro it) and I will take a look. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Also. When looking for resources to support expanding modules, etc. a consumer is not required. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What's that pump thing? And yeah... if local warehouse is off, it is not going to consume. So you have something screwy going on -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Djohaal - draw me pictures so I can visualize it -
[1.2.2] [0.9.5] KPBS/MKS Integration Pack
RoverDude replied to DStaal's topic in KSP1 Mod Development
If the resources are 50m away no pipe is needed, it should pick them up automatically for mks deployments -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's a code thing (extra skills) so deleting a patch won't cut it. -
[1.2.2] [0.9.5] KPBS/MKS Integration Pack
RoverDude replied to DStaal's topic in KSP1 Mod Development
My ears were burning Did not have a chance to read the whole thread... but saw some discussion on mass/volume/etc. - and assuming the goal is MKS balance given the nature of the mod. Short version. A converter's capabilities are driven by mass OR volume, whichever is most restrictive (take your pick). So base efficiencies off of the final deployed mass or final deployed volume, whichever is more restrictive. You can't have a farm in a lead thimble, and you can't have a refinery in a giant (empty) balloon. In MKS land, the only reason there's a cost for deployment is to consume/reassign mass (this by the way is done via a hidden resource so that you can launch light stuff and turn it into heavy stuff). If you don't need to adjust mass, then no need to charge for deployment (and just use the deployed volume and deployed mass as noted above). @FirroSeranel - explain what you mean by deploying being an MK consumer? There's a bit of something I am working on that will eliminate the need to have local storage to take advantage of planetary logistics (ideal for your one-offs), but that may or may not be what you're looking for. -
Hitchhikers and Cupolas can greatly extend hab time, and if you're using MKS you have a ton of options as well. If you can get a hab time of 50 years on any vessel, habitation switches to 'indefinite'. With MKS, there are other options (like habitation extenders, bigger habs, kolonization bonuses, and alternate experience effects).
- 5,673 replies
-
- 1
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Hey all, Figure this will be the best place to post this. As you know, we're in pre-release. But I am also poking around on any outstanding resource / thermal bugs. If you're aware of an outstanding issue, if it is on the tracker, PM me with the ticket ID. If it is not, create one and PM me with the ticket id. Saves using stock parts only will help me sort any bugs faster.
-
They don't, but I am aware of this - no need to have it on this list.
- 98 replies
-
- 1
-
-
- library
- in development
-
(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
How similar are the different vessels? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
nah it would not care about locale -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
A good point, or build in a multiplier to the different modules (so you could have some that are more beneficial, and some that are less) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Do tell! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'd agree that @Nertea's stuff is lovely! -
I wrote that 'Obscenity', by the way. And MKS leverages it pretty heavily.
-
The whole thing. While I have work to do, it's already under management.
- 98 replies
-
- 2
-
-
- library
- in development
-
(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
Combination of both, plus some surprises -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
A launch clamp without the decoupling bits... so something very useful for designing a base section in the VAB, dropping it in place with GC (since it respects launch clamps and derivitives), and creating it on uneven terrain. The hold up on the very large MKS parts has been due to the need to have an in-the-box solution for in situ construction. GC solves that issue, since I can 100% depend on it's presence and leverage it.