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Everything posted by Alshain
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Alshain replied to RoverDude's topic in KSP1 Mod Releases
It likely works with all defined resources. (so yes, probably) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Alshain replied to RoverDude's topic in KSP1 Mod Releases
There should be. It's not like the extra classes are required. EDIT: Actually @DJK There appears to be such an option in the Game Difficulty Settings under Kolonization (Escape -> Settings -> Difficulty Options). You can change it on an already running game. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Alshain replied to RoverDude's topic in KSP1 Mod Releases
Yep, certainly good to know. Thanks! Though I do kind of like the idea of a refueling Karibou with KAS pipes too lol. We'll see if I use it or not lol. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Alshain replied to RoverDude's topic in KSP1 Mod Releases
Welp, it seems to be working. I kinda copied and adapted voicey99's design, I just included panels in case I wanted to shut everything down I didn't need to leave the reactor running (I play with RemoteTech, it burns through batteries). I do have another question about logistics. As I understand it, they pull from the local & planetary automatically as needed, correct? That's fine for most everything I would imagine.. except fuel. Is there a way to directly transfer it if I need to refuel a lander? I can always use a Karibou and a couple of KAS fuel pipe connectors but I was just wondering if MKS Logistics had a way to do that directly. -
How to go to duna without maunevor nodes?
Alshain replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
I think you should learn to make maneuver nodes but since you asked... -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Alshain replied to nightingale's topic in KSP1 Mod Releases
@nightingale The contract "Communication satellite for inner planets" requires the 88-88 or the KR-14 to unlock the contract. Please consider including the HG-55. I suspect that was created before the HG-55 was stock and RT supported it. The HG-55 has enough range for Eve and Moho at all times (barring solar obstruction of course). Also, I'm not sure what it means by "Part of Type Power". I have everything in power except the PB-NUK and the KR-14 unlocked and it isn't giving it to me.- 557 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Alshain replied to RoverDude's topic in KSP1 Mod Releases
Ok, well I just added a line, but you can certainly improve it. I changed this: To this: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Alshain replied to RoverDude's topic in KSP1 Mod Releases
Oh, ok. Well then it's a short list, but still needs a mention on the wiki, unless I missed it somewhere. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Alshain replied to RoverDude's topic in KSP1 Mod Releases
Good to know. So what else, other than the MPU, is capable of Push only to the PL? Lets make a list and fix the wiki page so others don't have to ask. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Alshain replied to RoverDude's topic in KSP1 Mod Releases
Ok, so earlier in the thread you posted a picture of a drilling unit and said it was pushing to the planetary stockpile. So the MPU can push to the stockpile, but only a Logistics Center/Module can pull from it when a pilot or quartermaster is present? Am I understanding that correctly? Because that would explain a good use for the 2km Local logistics. If you have several bases (like more than 2) that need to consume within 2km, you only need one Logistics center. If you have 2 bases, landing a second logistics center is just as difficult as a rover, but if you have 3 or more, 1 rover + 1 Logistics center would be a lot less costly. So if you like to build your bases a little more spread out in the biome, it all makes sense that way. Am I interpreting this correctly? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Alshain replied to RoverDude's topic in KSP1 Mod Releases
Ok, you have me a little more confused. The wiki describes it as Scavenging (150m), Local (2km), and Planetary (infinite). I'm not talking about Scavenging, I understand the need for that. I'm talking about Local. Why would you do that instead of Planetary? I wasn't asking about your base, it was just a coincidence you posted above me on a similar topic. I came up with the question before even visiting the thread today. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Alshain replied to RoverDude's topic in KSP1 Mod Releases
I'm a little confused by Local vs Planetary Logistics. Not how they operate but why you would ever choose Local. I feel like there is probably a disadvantage to Planetary that I'm not aware of, but I'm curious why you would choose the option that requires you to have a pilot sitting around in a rover for limited range? I'm about to land a Gypsum driller 1km away. So should I bring a rover and a pilot or not? EDIT: This is just a general question, not related to the conversation above. -
[1.3.1] [EN | ES | DE] Action Group Manager Continued
Alshain replied to Alshain's topic in KSP1 Mod Releases
@KerbMav Bear in mind the early posts were before the 2.0 overhaul, when I had just made the old version compatible again. As I said at the time, it was always very quirky in it's original design. You had to select a action group to load it and then select it again to save it. -
Is there a mod which gives reward for sacrificing Kerbals?
Alshain replied to Reusables's topic in KSP1 Mods Discussions
I think Kethane has a part that lets you sacrifice a kerbal for fuel. -
[1.3.1] [EN | ES | DE] Action Group Manager Continued
Alshain replied to Alshain's topic in KSP1 Mod Releases
Teaser: -
Help with GameParameters
Alshain replied to Alshain's topic in KSP1 C# Plugin Development Help and Support
@DMagic Thanks, but that actually works fine. I suspect GameParameters are loaded before Start is executed. You were right you can't but that wasn't the issue, it just caused NullRefs down the road. Also, inheriting MonoBehaviour helps (just a wee bit). I actually just now found the problem though and it would be funny if it weren't so sad how much time I wasted on it. So, yesterday my SSD started to get full, so I moved my KSP dev test environment to my HDD. Then I had to re-reference UnityEngine and Assembly-CSharp, which had their Copy Local turned back on. Then my post build event copied everything off to the GameData Folder and I didn't bother to go look at it and... here we are. There was never anything wrong with the code. Some days I just want to go back to bed. -
Ah ok, well if it's going to water, it's not likely intended to be a Clathrate then. I wouldn't think so anyway, of course my expertise in the matter is limited to Natural Gas production. I know nothing about fertilizers and water sources.
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I'm trying to migrate some of AGM's settings to the GameParameters window, I've been using @DMagic's Maneuver Node Evolved as guidance and thought it looked pretty straight forward. My mod, strangely enough, is doing exactly what I wanted, but when it's present KSP is freaking out. For the life of me, I can't figure out what I am doing to cause that. I've been staring at it for an hour and don't know what I did wrong. Please help! Startup: using UnityEngine; namespace ActionGroupManager { [KSPAddon(KSPAddon.Startup.MainMenu, true)] public class Core { CareerParameters careerSettings; static DebugParameters debugSettings; public const string ModPath = "AquilaEnterprises/ActionGroupManager/"; private void Start() { careerSettings = HighLogic.CurrentGame.Parameters.CustomParams<CareerParameters>(); debugSettings = HighLogic.CurrentGame.Parameters.CustomParams<DebugParameters>(); } static public void AddDebugLog(string message, bool verbose = false) { if (debugSettings.basicLogging) if (!verbose || debugSettings.verboseLogging) Debug.Log("<color=#800000ff>[Action Group Manager]</color> " + message); } } } Parameters: using KSP.Localization; namespace ActionGroupManager { class CareerParameters : GameParameters.CustomParameterNode { // #autoLOC_AGM_060 = Enable Career Mode // #autoLOC_AGM_114 = Action Groups may only be modified if either the VAB or SPH have been upgraded to the correct tier. [GameParameters.CustomParameterUI("#autoLOC_AGM_060", toolTip = "#autoLOC_AGM_114", autoPersistance = true)] public bool enableCareer = true; public override GameParameters.GameMode GameMode { get { return GameParameters.GameMode.CAREER; } } public override string Section { get { return "AGM"; } } public override string DisplaySection { get { // #autoLOC_AGM_004 = Action Group Manager return Localizer.GetStringByTag("#autoLOC_AGM_004"); } } public override int SectionOrder { get { return 1; } } public override string Title { get { // #autoLOC_AGM_005 = Career Settings return Localizer.GetStringByTag("#autoLOC_AGM_005"); } } public override bool HasPresets { get { return false; } } } class DebugParameters : GameParameters.CustomParameterNode { // #autoLOC_AGM_066 = Basic Logging // #autoLOC_AGM_115 = Enable to show code event logs in the console and output file. [GameParameters.CustomParameterUI("#autoLOC_AGM_066", toolTip = "#autoLOC_AGM_115", autoPersistance = true)] public bool basicLogging = false; // #autoLOC_AGM_066 = Verbose Logging // #autoLOC_AGM_116 = Enable to show code loop logs in the console and output file. WARNING: This creates a large number of log messages! [GameParameters.CustomParameterUI("#autoLOC_AGM_067", toolTip = "#autoLOC_AGM_116", autoPersistance = true)] public bool verboseLogging = false; public override GameParameters.GameMode GameMode { get { return GameParameters.GameMode.ANY; } } public override string Section { get { return "AGM"; } } public override string DisplaySection { get { // #autoLOC_AGM_004 = Action Group Manager return Localizer.GetStringByTag("#autoLOC_AGM_004"); } } public override int SectionOrder { get { return 3; } } public override string Title { get { // #autoLOC_AGM_007 = Debug Settings return Localizer.GetStringByTag("#autoLOC_AGM_007"); } } public override bool HasPresets { get { return false; } } public override bool Enabled(System.Reflection.MemberInfo member, GameParameters parameters) { if (member.Name == "verboseLogging") return basicLogging; return true; } } }
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[1.3.1] [EN | ES | DE] Action Group Manager Continued
Alshain replied to Alshain's topic in KSP1 Mod Releases
Yep, I found that one and fixed it yesterday when looking for the one you posted. It's trying to repaint the action name after it has been removed from the list, it's also harmless because it only happens on the last one in the list at which point it doesn't matter anymore. Thank you for the report though. The AGM: Enable issue has been there since SirJulio's time. I want to fix it but truth be told I've not fully 'explored' the tweakable UI code yet, I've only done enough to localize it and limit it in career mode. I will find that eventually. As for the original issue, it's strange to thing that it would be a mod interaction. I suppose anything is possible, but the method the first stack trace pointed out doesn't access anything from KSP directly. Nevertheless, unless I can reproduce it, it's insanely difficult to predict what it is doing. I've overhauled the debug logging system in the next version so maybe that will make it more clear. You will be able to turn on and off the debug logging from your end. Also in the next version the two UI's are separate modules now. they were mostly independent already so I separated them. If you don't use the tweakables "Lite" UI you can delete it's DLL (kind of like removing City Lights from EVE), likewise if you use only the Lite UI you can remove the visual one (except then you can only change the settings through XML editing, something else that will change eventually). -
I'm curious what MKS uses them for (I haven't gotten that far yet). If the Hydrates are used in manufacturing, then they may be contextually intended to be clathrate hydrates (like methane hydrates) which can be refined into natural gas. Gypsum is definitely not a Clathrate.