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KSP2 Release Notes
Everything posted by RoverDude
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Even better! Means I get to do my own rollout then! tho it will probably be later tonight after I stream and test a few new things
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Go rest Toss me an email when the new version is up tomorrow, no rush
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Thanks @allista Will hold off on my release till I see yours go out, and will give time for CKAN to catch up with us
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Not being able to repack is by design - the big habs are one-way. The mini hab can be expanded and compressed tho The particles are a known issue, need to sort that part -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I've had more problems with automatic installs vs manual ones tbh -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@DStaal - As of the next patch, you're going to have some oddities since there are now dedicated parts that assume GC is installed -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nothing precludes the use of EL, but I would not recommend removing GC since it's as much a part of MKS now as Firespitter and CRP, and going forward, more of the mechanics will assume that it is installed. Note that I only use GC-Core, not the full mod, now that this has been released. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
OK you will probably need to edit your persistence file then to fix it, tho this bug is sorted in the next USI-LS release (but won't fix old Kerbals) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Hey @Maximveen84 - welcome to the forums! Your lodes should not be exploding... if they are, nab another one Get them with a grappler or a KAS/KIS pipe then use one of the lode harvesters (either the small Ranger sifter, or the large Tundra sifter) to harvest them. Is Bob back on Kerbin? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Correct, I only depend on GroundConstruction-Core not the full GroundConstruction package. And FYI - it is ok to manually install things if you need to -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yup - ping the CKAN people and yeah it is probably an indexing issue of some kind. If there's something I need to change they can always toss over a PR -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It emulates stockpiling piles of stuff, so figure it's mostly a packaging and distribution center, forklifts, and rovers. i.e. it's something where there will be replacement models at some point Tho to add, in reality, planetary and orbital logistics will both be getting an overhaul both from a code standpoint and a model standpoint. What we have now is more of an interim step. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'll double check those stats for the PL Admin module - it may be out of date. (Tho I would add... generally something that does PL rarely has space to do anything else, hence why the Duna one had to be dedicated). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Do not put the ZIP in GameData. Unzip the contents - specifically, put everything in the GameData folder of the ZIP into the GameData folder of KSP (this will be several directories). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yup. Just because there are a wide array of modules does not mean you need to play pokemon with them. A use case for cultivation would be if you were building out the initial supplies for a larger mission, or were (as of the next patch) building up your supply base in anticipation of some serious population growth. Or if you were resupplying vessels that only had recyclers and no greenhouses, etc. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Point of advice. We're going to expend as much effort in helping you out as you expand in providing more detail (given that it's an issue on your end as we have thousands of people happily using this mod). Include a screenshot of your GameData folder. Where did you download your copy of the mod from. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@KerbalMaster2016 - no need to quote the entire OP Can you show us a screenshot of your GameData folder, and let us know how you installed this, since it sounds like an installation issue. -
No worries
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I'd have to look at it - do me a favor and remove that other definition, if that does not work, PM me your config. that is not working.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Colonization modules are good when you don't want to spam other parts, or for ark ships. Med modules are specifically there for the cases of 'oops! I starved everyone!' That being said... Colonization Modules will also be where you can spawn new Kerbals in-situ Med-bays will also have some additional uses down the road. -
@Nertea - Is there still an older Planetary one around - even in a different config? They work on a priority system - Biome then Planet then Global. so if you had an old (test) planetary distribution it would override your global one. Multiple planetary (or biome or global ones) will combine into the most optimistic version.
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A pull request will be the best way to see that change As far as I know they are working as intended. Tho I have not used them in my current career save yet, and I maintain over 400 parts
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1. If you go to the GitHub release link on the OP, the latest version is right there. Just drop the stuff in GameData in your GameData folder. It literally does 'just download and work. 2. There are no keybindings, though some of the servo bits can be tied to action groups. 3. If you are not yet comfortable with mod installation, don't use CKAN - it will cause you more grief than it is worth.
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