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Everything posted by RoverDude
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Last obvious question.... are the rotors upside down -
And also ensure you are on the latest MKS version as a new version went out last night
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Show me your GameData folder as well. And... where are your batteries? -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Same deal... show the craft in question. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You always need a pilot to pull You can push with a logistics center or one of the new MPUs. You cannot push with just a drill. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
TBH I will probably swap out Ox mode for LFO for the next patch -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@voicey99 - go for it And now is a good time as I am gathering some stuff for a patch -
USI chain is a lot lighter weight than folks give me credit for, and all of the bits work together perfectly
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That sounds like a bug EC and Cooling are PER separator. That may be your issue Thanks, will take a look RE converters. And the 300% is not a typo, it's correct given that part's mass/volume. Kolony rewards are Kerbal count based not star based. Fixed pull from parents and siblings, range is not part of this. Extendables are vessel wide. You need to have sufficient Material Kits, and perform the deploy action on EVA -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Weird - can you log this to an issue with this note? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yes No, you're confusing the kolonization bonus with the experience trait. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Version 0.50.17 is up! ------------------- New Features and Updates: Mechanics can now perform EVA maintenance Mechanics and Technicians can now work in Ground Construction workshops Machinery can be transferred again via Planetary Logistics MKS now uses Ground Construction Core. This means the only default GC part you will see is the (new) DIYKit. GC Workshop functionality has been included in the Ranger Workshop, Tundra Assembly Plant, and a new Tundra-250 style Workshop. Buffed the Ranger OSE Workshop, added OSE capabilities to the Tundra 250 Planetary logistics now defaults to OFF. Local logistics still defaults to ON. Replaced the Astronaut Complex code with an implementation of TheReadPanda's Hiring mod (Thanks for letting me use this!) There are three new drills, one counterpart for each of the three existing MKS drills (with the added benefit of Ore drilling), optimized for remote operation. They have been rebalanced to have the same mass, but will not have Kolony bonuses or specialty bonuses/penalties. All MKS parts that utilize core heat (PDU's, Drills) have had their max coolant capacity increased tenfold to account for issues with efficiency causing excessive overheating. There are three new automated refineries suitable for unattended operations. These come in 1.25, 2.5, and 3.75 form factors, and may also be used as efficiency parts for the larger MKS refinery. Note that these only handle refining for Tier-1 materials (Ore->LF,Ox,MP, Metals, Chemicals, Polymers, and Fertilizer via Gypsum or Minerals). One thing to note is that these modules feature redundant systems in the form of extra machinery and reduced machinery draw, resulting in significantly longer run-times without maintenance. The two docks created originally for EL are now marked Legacy. Agriculture modules now use the Botany bonus to their converters. Habitats, MedBays, and Kolonization Modules now use the Kolonization bonus to their converters. The Geology kolony reward has been renamed to Industry (since it encompasses everything from resource harvesting through refining and manufacturing) to avoid confusion. The three new automated refineries are Planetary Logistics capable for push operations only (i.e. even with a pilot present, they will not pull). Kolonization Modules now have the option to enable Kolony Growth. When enabled, new Kerabls will spawn provided that the Kolonization Module is active, it has space for the new crew, and you have at least one male and one female in your colony Alphabetize Planetary Logistics, and fixed a nullref in maintenance (thanks Gnurfos!) The larger resource lodes (the ones picked up by the orbital scanner) are now eight times larger! Bug Fixes: Fixed an issue where resources were being double-consumed when converters were swapped Fixed a small hab issue with the Karibou cab Fixed an issue where efficiency parts were not respecting the efficiency part tag, also some other refactoring (Thanks Gnurfos!) Asteroids no longer return material kits when scrapped. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You have a logistics part attached to the craft correct? -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You are likely doing it wrong. I've tested all of these out, and they lift payloads just fine. Show a picture of your craft. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Log a github issue if you want lights on windowed parts -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Organics are a required resource (like machinery) so you're going to start getting diminished returns as you eat through your feed stock. Having resources pulled from converter parts is sorted in the next release, so you would just have colony supplies shut down. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There are plenty of windows in the form of the USI-LS doodads A lack of windows and hatches on the Tundra modules is by design -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yup, just hab and ag and you have an early-days money maker. That's by design to fund the rest of your colony. Oh... and you get to make babby Kerbals in today's release -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There is no max. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What I do is plunk a bunch of Kolonists in a relatively cheap base to max out their funds bonus (among others). There is not. I just loft up the requisite containers and scrap them when I am done to build other things. -
May also be something in the new patch that is not yet released (finishing it up now)
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FYI - in MKS-Land, this is Engineers, Mechanics, and Technicians.
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