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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. @sh1pman - YMMV let me know how it works out. Same, I'd like to have OPM back as well
  2. Mine lags in general (at least on the Mun). No changes other than removing those mods got me back to 60fps
  3. Should totally work if you have those resources. If it is not, let me know. Also please make sure you have the latest USI Tools from this repo first: https://github.com/BobPalmer/UmbraSpaceIndustries/releases @sh1pman - FYI, I removed a few things that squared away my munar lag problems. YMMV. Scatterer, Distant Object Enhancement, RealPlume/Smokescreen. I left in SVE but only the EVE and SVE folders, and went with low res.
  4. Sure, makes sense for both pioneer and logistics centers to have that function. The Tundra ones are based off of NASA lunar base plans That being said, there are plans for additional part ranges. Really just a matter of finding the time. I could also be coaxed into more high end Duna modules if someone logs a Github issue
  5. @FirroSeranel - Thanks are more than enough, and I really appreciate it! Also, glad you're enjoying the mod. For what it's worth, given KSP's general stability post 1.2, I'm being very careful not to change anything major If anything it will be new bits/mechanics without the large-scale changes previously. And very likely, once a couple of bits are done, a 1.0 release.
  6. If you want to take a crack and changing that, I'd be happy to take that PR, then I can bundle the goodies back up and push them to @TheReadPanda 's github You should be reasonably ok if you're using tethering.
  7. No idea then - not sure how OSE calculates cost (or why it does so)
  8. Confirm your USI Tools version. 0.8.17 had a bug. 0.8.18 is good, as is 0.8.16 (for your specific situation)
  9. @regex - I think we must be reading different documents as well as playing different games... rock on
  10. Thanks for not reading the rest of the document and making mine
  11. Here's some light reading. http://web.mit.edu/digitalapollo/Documents/Chapter4/manualcontrol.pdf
  12. Umm.... we are playing the same game right? Because engineers and scientists can create new maneuver nodes... if they have comms. And they can press the buttons... they are called the WASD keys.
  13. We're going to have to really agree to disagree on this one, considering the mission I cited was a historic one with 'classes' that happen to match what we have in stock, and two of the crew members had minimal flight training....
  14. @regex - So maybe clarify the objection then? Specialties exist/existed (the example I tossed out there, ironically, being a pilot, engineer, and (arguably) a scientist). Crew are trained for emergency situations, etc. In stock, only pilots can create maneuver nodes without comms (i.e. for flying a vessel, pilots are better), nor can non-pilots operate the SAS in career mode. So I am a bit confused as to the point you were making. (for clarity, we're talking about the whole ' LOLKERBALSHAVECLASSESBECAUSEWEHAVE3KERBAL' thing).
  15. New release is up! 0.5.24 - 2017.03.17 ------------------- Large recycler is now CLS Passable (Thanks mjdillon!) Removed all references to ReplacementParts as those are not being currently used Fixed an initialization issue that was causing some timer weirdness Fixed an issue on colony growth - having both a male and a female kerbal present is now required (no more instant kerbals!) Fixed an issue with refused to work / return to work spam Fixed an issue causing the starvation timer to be set to zero on load Supplies can be locked again! Note that if the Kerbals are looking for a snack (even during the 15 day grace period) they WILL unlock all containers on your vessel. Use with care.
  16. In fairness, Vokshod I included a pilot, an engineer, and a physician
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