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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
I'd go with 2 to be honest, and just tie it to the demolition charge, not to engineer's scrapping ability. -
[1.2.2] [0.9.5] KPBS/MKS Integration Pack
RoverDude replied to DStaal's topic in KSP1 Mod Development
Not sure what this means or if you are referring to some other spreadsheet... but the integration one lived and breathed for months now -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
GitHub issues are the best way to see stuff looked at or stuff added (like skills and changing coolant levels). RE PL, despite the fact that it was never meant to be used for just-in-time resource sharing, if you toss me a USI/Stock only save with a detailed description I will take a look. -
Coyote Space Industries - Dboi's Dev Thread
RoverDude replied to dboi88's topic in KSP1 Mod Development
FYI this should be totally doable with keyframe animation for what you're doing -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ok... balance guidelines are out, along with a video covering how they work. Go make stuff https://youtu.be/a0oqO3xbswk -
The best thing is to create an issue and attach that craft as well as the screenshots.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
They operate exactly like radiators do for core heat, but only operate landing. Just look at the max cooling and compare it to the required cooling for the parts in quesiton. There are other mods for part reliability. I think Nertea was working on radiation (and USI-LS will be adding a simplified version down the road). Oxygen is rolled into Supplies in USI-LS already (no need for it as a separate resource IMO, as USI-LS has already abstracted all of this). -
Don't, as that kinda defeats the purpose of CRP, and will probably have a lot of unintended consequences.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Geology gives a bonus to resource extraction. And which crew cab is giving you problems? I have a few The outlier directories are incorrect (they should have and will be deleted). Odds are you're running out of stuff before PLog kicks in. Usual deal, provide me a save with USI/Stock parts, and I can sort it -
@Nertea - converters can handle any value greater than 0.000000001. For abundance equations, ResourceMap.GetAbundance does round to 1/1000 as it runs through the RNG and various calculations. And you are correct - if you need to deal with smaller numbers, that's the entire reason an efficiency multiplier is included in the base converter class. But yeah, the constant attacks by @FreeThinker are a pretty good way to get kicked out of this project.
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@FreeThinker - can you please check the attitude a bit? Because it's getting a bit ridiculous.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No idea... probably? You should still be able to refill machinery without PL from a disconnected USI Kontainer... if you cannot, it is a bug (and a GitHub issue ensures it gets fixed) By design unless you want slow bases Usual deal, log a github issue and I will look. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
If someone logs a github issue on the konstruction repo I'll look into adding a secondary collider -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I've seen folks very recently using this, so not sure what's up. Try with just this mod. -
Plan ahead. Use recyclers to diminish supply demand. Use greenhouses to extend your supplies. Use Kerbal Alarm Clock. Probably the only time you will have an issue with fixed duration missions, regardless of length, is if you planned poorly, and you're kinda hosed there regardless of whether you time warp or not.
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope, sizing is correct. It refers to the cluster diameter. No idea on your nullref, need a lot more context. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Look a few posts up? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Correct, tho that's a bit different than an explicit UI for it -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I have no plans to change how PL levels. What you're more likely to see is a larger nuclear fuel container, but manual runs are going to remain as that's a concious design choice. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yup, I'd just toss back a PR if/when I get around to making it dynamic -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It is static. If someone tosses a GitHub issue I will add making it dynamic to the list. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Would need to test it out to prevent unintended consequences. Because then I am going to have folks complaining the other way (i.e. their bases keep turning into ships...) Unrelated, baked a modified version of @TheReadPanda 's TRP-Hire mod into MKS since he graciously granted me permission to use his stuff Made it keep the same options, etc. so if you are not using MKS, you should use TRP. If you are, then you will no longer need TRP as the functionality is rolled in with the same flexibility and defaults.