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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
Github issue for that one please I can be coaxed -
Regrettably, no way of doing that. Well, not without some code changes on my side
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, constellation is current! -
ART uses the stock mass management system for it's stuff When I made stock asteroids, I track both the original mass as well as excavated mass (which is used by stock to handle how much you can pull out in resources). Odds are, the worst case scenario is both mods think they have access to the same mass pool. But that is something that can definitely be sorted. @allista - maybe what we do is set up a shared interface like an IAsteroidSpaceConsumer or something so multiple mods can have awareness of and consume from a common 'space' pool (which is essentially the difference between the original mass and the adjusted mass expressed in liters deduced from the volume).
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heh, should have double checked it Fixed!
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Well bear in mind this is a mod for modders, who bundle it accordingly, not installed by players stand-alone. Also - 1.2.1 and 1.2.2 are point releases - i.e. we did not break the API. So a mod compatible with 1.2 is, by definition, compatible with 1.2.1 and 1.2.2 (just not the other way around since in some cases the API was extended)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude posted a topic in KSP1 Mod Releases
Introduction Interplanetary Colonization represents one of the largest technological and logistical challenges on the horizon for manned spaceflight. USI's Modular Kolonization System (MKS) provides a huge array of new gameplay systems and supporting parts to support the experience of designing, building, and maintaining interplanetary colonies in Kerbal Space Progam. For over three years, MKS has been the definitive Colonization mod for KSP, with continued refinement of the parts and core systems (including the resource system now integrated in the stock game) based on extensive community feedback and continued development and design. MKS is not a parts pack. It is a gameplay mod that adds a massive amount of end-game content for KSP, and can serve as the perfect capstone for your career save. It can be soul crushingly hard, and as unforgiving as gravity. But it can also be an incredibly rewarding gameplay experience, bringing back that sense of wonder and accomplishment that many of us remember from our first Mun landing. If you want a parts pack where your idea of a colony is landing a single ship and call it a day, this is probably not the mod for you. If you want something that transforms your gameplay, and gives you unapologetically difficult goals where you have to juggle planning, logistics, and the harsh constraints imposed by space, then you will likely get as much enjoyment playing MKS as I have received building and designing it. Features MKS adds a rich array of new features to support the challenge of building interplanetary colonies, including: A huge assortment of parts suitable for surface and orbital bases and stations, drawing inspiration from real-world parts and concepts from Bigelow, NASA, and others. A clear progression of parts, from simple outposts and mobile bases to larger manufacturing complexes and permanent colonies. Extended ISRU operations with more resources and more complex harvesting, refining, manufacturing chains, and new mechanics. Discoverable resource lodes for more interactive resource harvesting and exploitation Customizable and field-configurable converters and harvesters to allow post-launch customization of your colony. Tools for handling large bases, such as ground tethering and automated resource transfers for disconnected bases Tools for building out your base In-Situ with harvested resources, whether it's by expanding and kitting out modules, or through in-situ construction via the bundled Ground Construction mod by @allista Parts and tools for contructing bases including weldable ports, magnetic couplers, and heavy construction equipment via the bundled Konstruction mod. Parts for mobile bases via the bundled Karibou Expedition Rover Expanded Kerbal traits and effects in support of Kolonization Comprehensive and seamless integration with USI Life Support, including life support, habitation, and homesickness. Kolony rewards, providing ever increasing efficiencies as well as tangible bonuses in career mode, as your Kerbals gain experience colonizing other planets and moons. The ability to support permanent colonies as well as ark-ships as your Kerbals expand their knowledge and become more experienced with off-world colonies. Part disassembly and recycling Wireless power transmission and Geothermal wells Equipment wear and tear along with manual and automated maintenance tools And much more! FAQ I hear MKS is really complicated - is that true? MKS has significant depth and breadth, but provided you don't try to do everything at once, you will find the learning curve can be pretty reasonable. Start with life support, and don't get fixated on trying to build everything at once. The patterns learned with a small base quickly scale for larger ones. What about documentation? Thanks to @dboi88, MKS enjoys full KSPedia documentation. There's also an excellent community maintained wiki available here. MKS Documentation even has its own development thread here. I can't seem to fit a 100% self sufficient base in a single launch - what am I doing wrong? Building a self sufficient colony is hard. Like... REALLY hard. It's going to take a lot of launches and a lot of work. The idea of MKS is that it is not about plunking down a base and being done. Rather, it's the journey to get to that point that is the fun bit. So yeah... you are going to need a few more rockets. I can't find a place to create my base that has all of the resources! Good. Now you get to enjoy some of the challenges that result from resource constraints. Do you ship things in? Do you set up multiple bases? Or use low-efficiency harvesting to get trace materials and salvage the rest from scrapped components? I feel overwhelmed... I try to make a base, and it seems I just need so many different parts! Start small. Start with just a habitation module or two and ship in supplies. Then add some agroponics and ship in fertilizer. Once you get those down pat, you are ready for more complex systems. I am still lost - where can I get help? Ask in this thread. A lot of the folks here have been using MKS in their games for years, and are a pretty friendly lot. This looks amazing, and I didn't have any plans for my weekend anyway - where do I get this stuff? Great question! Links are below Download Links Best place to pick this up is the official USI Github Repo: https://github.com/UmbraSpaceIndustries/MKS/releases Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license. This mod redistributes ModuleManager, which is covered under its own license. This mod redistributes Ground Construction, which is covered under its own license. NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. -
@Aaron Also - I do both actually I just keep forgetting to add this to all of the different mods and such Paypal link:
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Yup, there's a sticky on the addon forums. Someone fat-fingered the delete key, seeing if they can be recovered. I am a bit sad.
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Probably from before KSP 1.2 existed and I released before they could catch up. It's fine with 1.2.2
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No parts were removed... hopefully we get that thread back Supplies are 90% water. The rub being that the balances are radically different, and there are a lot of concepts in USI-LS that simply don't exist in TAC-LS.
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Note that your home timer did not reset. That's the point
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
USAF Orion was 10m. Kerbal scale, 5M is reasonable. -
Possible, if it was not in this patch it will make it into the next one
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With all due respect, I only see one person getting unnecessarily touchy.
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Depends on the stock part. It's why the bouyancy bits on the otter have two sliders... a fixed one that is super heavy weight stuff to drop you like a stone, then the variable part of the ballast tank that just takes water in / out to fine tune your balance. It does take a lot of experimentation to square away a good sub design tho. -
We can agree to disagree then. Using the stock tech tree or CTT, I have been comfortable in my own save with how it plays out. I respect that foiks may have differing opinions, but at the end of the day, I do these mods for the enjoyment of my own career save, and balance accordingly. With that, we have officially not only beat this dead horse into pulp, but it has long since gone to horsey heaven, transformed into glue sticks, and said glue sticks long since eaten by kindergartners,
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tbh, I've been doing my own career run and have not felt this was restrictive. But then I think there should be a bit of progression before a manned mission to Minmus (and it's incredibly easy to get the necessary crew space). Also - new DLL for guinea pigs: https://www.dropbox.com/s/1t0q2o40999n615/USILifeSupport.dll?dl=0
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Remind me exactly what issue you were having and (ideally) provide a save with only USI/stock parts.
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If we have any guinea pigs willing to try out a new DLL... get it here: https://www.dropbox.com/s/wbckfbwj3mz820d/USILifeSupport.dll?dl=0 Assuming this works well (and fixes a lot of the lingering issues!) I will do an official release tomorrow.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
The Karibou has been merged in with MKS and is no longer distributed as a separate download. -
Nope.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Is that KSP 1.1.2 If so - no dice. As noted in the OP, this is a 1.2.x version only. -
As noted - please don't repackage, just tag it as a dependency. Saves me headaches.