SpacedInvader
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Has anyone tried this in 1.11 yet? Seems like its been quite a while since it was last in development...
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@ValiZockt Have you thought about adding the optional Methalox configurations for the Near Future Launch Vehicles engines? I'm thinking about trying to adapt them myself, but I've never rolled a single engine config in all the years I've been using RF so I'm unsure of the results... https://github.com/post-kerbin-mining-corporation/NearFutureLaunchVehicles/blob/master/Extras/NearFutureMethalox/NFLVMethaloxEngines.cfg
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- real fuels
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SpacedInvader replied to RoverDude's topic in KSP1 Mod Releases
Yes and no... like I mentioned its been years since I've really spent much time messing with patches, but RF tends to be a special case because it requires proper balancing and needs changes made to tankage and such if you want to keep the functionality of the mod. For example, if you want to output liquid hydrogen and oxygen from a water splitter, you've got to ensure the ratios are at least somewhat correct, then any tank that will hold the outputs uses the RF plugin to simulate boiloff correctly. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SpacedInvader replied to RoverDude's topic in KSP1 Mod Releases
I'm kinda surprised this doesn't exist already, but searching the thread produced no results. Does anyone have a cfg they'd be willing to share that would convert the fuel outputs of the resource converters to be real fuels instead of vanilla? I'm guessing its possible, but I haven't modded something for myself in years so if there's something already out there floating around, I'd prefer to use that if possible. Thanks -
I'm curious if this is still being developed / maintained at all? I'm using it in 1.11 and it appears to be working properly so far, but there is a version incompatibility warning on game launch.
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Has anyone tried this with KSP 1.11 yet? I'm putting together a new modded install to play through and this is a mod I've always liked having...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SpacedInvader replied to RoverDude's topic in KSP1 Mod Releases
One thing you can do is "simulate" the KCT delay by using the KCT timeframe for the craft you want to build to set a KAC alarm for the correct date, then when the alarm goes off, construct the vessel at that time. IMO KCT brings too much to the table to completely remove it as you'll likely still use primarily the KSC to construct the majority of your vessels and only use Konstruction to build a relatively small number of craft offworld. -
RealChute is automatically disabled until Chris updates it for 1.11 which hasn't happened yet. That alone would be enough as its a must-have for me. I'll admit I haven't bothered to check the other major warning mod which is Real Fuels as it wouldn't make much difference at this point if it did work since Real Chute isn't available yet. There are quite a few others that aren't updated, but "seem" to work for others such as Kerbal Construction Time, but again, without the core must-haves available, it doesn't make much sense to spend time testing others.
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The problem I end up having is that I always seem to land back on KSP after an update, but before the hotfixes are in place and before some of my "must have" mods are updated. I've thought about rolling back to 1.10.1 for this time around, but my situation is actually a little worse because one of my "must have" mods is actually not going to be compatible with 1.10.1 thanks to RoverDude moving his mods to the new inventory system and having not released a 1.10.1 version of his MKS system. He's said that the current version "should" work with 1.10.1, but its not supported and won't be supported going forward due to the change. So I'm stuck once again waiting between patches and hotfixes and what usually happens here, and the main reason its been so long since I've actually played the game, is that I'll get distracted playing another game that consumes hundreds of hours of my time and I'll forget about KSP for another 6-12 months...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SpacedInvader replied to RoverDude's topic in KSP1 Mod Releases
Hmm, I guess I was led to believe that 1.11 was bad enough that a decent amount of people rolled back to it after the update. That said, it doesn't really do much about the fact that some of my "must have" mods aren't updated yet (specifically Real Fuels and Real Chute) so I guess I'll either have to wait until they are updated to start or make do with 1.10.1. Thanks for the response though. EDIT: *Aren't updated and apparently disabled until updated -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SpacedInvader replied to RoverDude's topic in KSP1 Mod Releases
I'm returning to the game after a couple of years away and have decided to play version 1.10.1 instead of 1.11 because several must-have mods for me are not yet updated to the newer version of the game and because apparently 1.11 is pretty buggy and I'm planning a loooooooooong career (my goal is to have a colony on every rocky body in the system, including OPM and possibly a binary star system if I can find a good one), so I'm trying to keep things running as smooth as possible. That said, it appears there was never a version of MKS specifically built to run on 1.10 so I'm not sure which version to install. Searching this thread has given some indication that the 1.3.0.0 version of MKS worked for the most part on KSP 1.10.1, but there were some issues apparently, and I can't find any reference at all to anyone using 1.4.1 with KSP 1.10.1. As a result, I figured I'd better ask if 1.4.1 is a better option for running on 1.10.1 or if neither is really great? Thanks -
Lately I've gotten the bug to fire up a new career after a long time away (2-3 years), so naturally, I downloaded the most updated version of the game from squad and set about installing all of my favorite mods. The problem that I've noticed however, is that many of them haven't been updated to 1.11 and may not for several months since their authors don't really prioritize the updates anymore. Now I know better than to start pestering the modders about updates, but in lieu of that, I find myself wondering if the better course of action might not be just to roll back to the previous version of the game. The question is though, are the features introduced in 1.11 really worth the wait, or can they for the most part be found in other mods (KIS, KAS, Konstruction, etc) making the update less important? Thanks
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
SpacedInvader replied to blowfish's topic in KSP1 Mod Releases
There is no more sure fire of a way to get a negative response on these forums than to impolitely demand information on a mod update. Even politely doing so is generally frowned upon. Mod makers are basically sharing something they made for themselves which just happens to be popular for other people and that they do it at all should be good enough for anyone. That said, a much better question for this situation would be: Has anyone tried this with 1.11 and have they found any issue with it? -
Question about the Breaking Ground DLC
SpacedInvader replied to SpacedInvader's topic in KSP1 Discussion
I did go ahead an purchase it, but the real selling point for me ended up being the points of interest that give science. I've always loved making rovers, but for the most part there's literally no reason to do it and this finally fills that gap. -
I'm returning to KSP after a long absence (2-3 years) and I'm debating whether or not to purchase the Breaking Ground DLC. In the past this might have been a no-brainer as its primary functions could only be found in Infernal Robotics and that mod had apparently been abandoned for a long time. Now however, it seems like IR has been updated quite a bit (though it still seems sporadic at best) and is functional with current versions of the game, so I find myself wondering if the other features available in BG are worth buying into. I'm hoping some here with experience on both sides would be willing to give me guidance on whether or not its worthwhile. Thanks
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So I've re-downloaded it several times from the original link and I'm still getting a created timestamp of 03/18/2020 @ 3:57:24 PM. Not sure if I should be trying to pull from a different link, but it appears that I'm not getting the correct dll.
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Hmm, are you referring to the most current release, or a private testing build?
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Curious if there is any word on the status of an official fix for this in 1.8.1 since its been several months in progress? I consider it to be one of my "must have" mods and this is one of the last that I've been waiting for an update.
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