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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
@sh1pman - YMMV let me know how it works out. Same, I'd like to have OPM back as well -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Mine lags in general (at least on the Mun). No changes other than removing those mods got me back to 60fps -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sure, just bear in mind there is no support for older versions. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope, not at this time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@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. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No idea then - not sure how OSE calculates cost (or why it does so) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
hmm... check the VAB cost, tbh. EnrichedUranium is expensive. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That seems.... off. Which size? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@smorfty - these are good things to log issues for. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There ya go You caught it in a couple of hours of bugginess! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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) -
@regex - I think we must be reading different documents as well as playing different games... rock on
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ok - a fix is up in the form of a new USITools download -
Thanks for not reading the rest of the document and making mine
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Here's some light reading. http://web.mit.edu/digitalapollo/Documents/Chapter4/manualcontrol.pdf
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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.
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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....
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sounds like a hotfix... -
@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).
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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.
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In fairness, Vokshod I included a pilot, an engineer, and a physician
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