-
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
To add to what @voicey99 said. Readily available captive water (And by that, we're not talking lakes and streams of the stuff...) can be retrieved with just a drill. To extract trace amounts out of rocks is a more involved and advanced process. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I did nothing - just sounds like CKAN being CKAN and fixing itself... Obvious questions... what KSP version, what MKS version, and does it replicate in a clean MKS install where it is installed from GitHub? -
@allista - no reason why not, since a DIY Kit is like Ikea
- 1,554 replies
-
- 1
-
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Not that I am aware of, but log a github issue and they may make a comeback -
That's correct - Konstruction ports only link with Konstruction ports.
- 1,473 replies
-
- 1
-
-
- parts
- construction
-
(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
Hey @ErevanGaming - better to toss this to @allista -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
If you are getting log spam, the best thing to do is ping @allista And there's nothing stopping you from using EL. If you're not using USI-LS then there's no point to the agriculture modules. That's usually the only time I hear of these not working. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@gamerscircle - once you figure out which converter you want, take an engineer on EVA to the module. There will be options to cycle through next/previous converters. As you do that you will see the swap option change (that's the one that says something like 'Agroponics=>Cultivator(D)'. When you click on that button, it charges you a quantity of specialized parts, material kits, and EC to handle the conversion. So make sure you only use that button once it is dialed into the new converter that you want (i.e. don't use that to cycle through options!) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks, can you log a github issue? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Perringo - the Wiki/KSPedia is pretty thorough, and over the releases, efficiency has been simplified. If something is not covered in the Wiki/KSPedia and you feel an explanation is needed, ask. And once you have an answer, add it to the Wiki. Though these cases seem to be getting fewer (more often than not, I see people pointing folks to the Wiki/KSPedia sections). The math should all be covered there. The rub with the math of course is that there are a lot of variables, especially when you throw planetary concentrations into the mix. If a conversion has a bug and is not working correctly... same answer as previously. GitHub issue with a USI+Stock save. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ahh... good point Sounds like a bug, please log a github issue and I will sort it. -
Not sure why you would only update the DLL... really best thing is to just update the whole thing just in case.
- 5,673 replies
-
- usi
- life support
-
(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
@Baladain - You don't right click on the tanks, you right click on the place you want the contents to go (i.e. to perform maintenance on - in this case, a reactor). @LatiMacciato - I have heard MKS called many things, but a platform for making things easy has never been one of them -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
The best way to see bugfixes is to log a github issue and attach a save. What exactly is it doing? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Just a heads up tho... such goodies are going to be tied directly to achieving appropriate kolony reward levels So a rehash of the plan I covered months ago is that you start small (life support, shipping in stuff). Build up to a certain level of self sufficiency (optional... your other choice is lots of launches), and your capstone reward is a highly automated colony. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
So... today was a design day. Some new code in the works, including full support for automated interplanetary transfers. So you could have a mining operation on Ike that fed resources to a factory on Duna, and have both supplied with machinery from Minmus. Without ever having to swap vessels to play catch-up. We'll see how quickly I can knock this out Log a Github issue -
Coyote Space Industries - Dboi's Dev Thread
RoverDude replied to dboi88's topic in KSP1 Mod Development
Would have to noodle how to do that without it being breaky. Log a GitHub issue on the USI-Core wiki -
[1.11] RemoteTech v1.9.9 [2020-12-19]
RoverDude replied to tomek.piotrowski's topic in KSP1 Mod Releases
Yeah probably want to take this over to the GC thread and ping @allista on it -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
K+ resources are also getting a bit of a refresh, removing time as one of the factors. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
We've done this before... these people do not read the OP -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I don't care what people prefer... (I prefer manual installations for a multitude of reasons). What I do care about is when people keep asking the same question and clogging the thread due to a CKAN issue (in this case, a pull request that has been sitting around for days....), and also care when people can't be bothered to spend a minute to manually install a mod. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
RoverDude replied to politas's topic in KSP1 Mod Releases
Hopping in to join my voice to those asking (nicely) that the CKAN folks look at GroundConstruction-Core, which is not yet appearing. The natives are getting restless. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Pester the CKAN people Or just download manually. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Short version - based on current temperature, it's how much additional energy gets added. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@voicey99 - I'd be ok with a fuel modifier (LFO, Ox, Mono) of x10. For heat, best bet is to steal the heat parameters from the three drill sizes