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Everything posted by goldenpsp
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I don't think you came off as entitled at all. It may be that we both misunderstood some factors of the situation. I originally was under the impression that you found a bug. IE you found something, tested it and determined it was a bug. In those cases I would add that as a github issue. They don't get lost as they remain right in your face until you do something with them. However if you were not sure if it was a bug and wanted feedback, the forum here is better as it gets more traffic. Hopefully that makes sense. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
There is a difference between "getting lost" and "unaddressed". The github issue may not have been addressed in the timeframe you'd prefer, but it will remain there until it is addressed. In this thread once the post rolls off the page it is likely gone as a needle in a haystack. I would imagine @RoverDude has a workflow and goes to the github issues when he is ready to address bugs before the next release. Unless @RoverDude walks away I don't think so. IIRC he made his models ARR due to issues in the past. I believe he also said if he ever walked away from KSP he would release them open source. That being said there are other people these days helping with the USI catalog of mods. If you had the time and ability to help I'm sure you could get access to what you needed. Yes now there is a difference between posting a bug (probably best on github) and wanting to troubleshoot an issue. If you want troubleshooting help here is better since the thread gets more traffic. -
Do you have KIS installed? The survey stakes require KIS.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
It would probably be better to ask over in the KSPIE thread, as that's where someone who made a patch would probably put it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Probably because there aren't any parts of the usi model family that use UF4? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
yea sorry, I can often be more blunt than necessary. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Probably won't get lost as easily there than here, where that is probably guaranteed. -
Can't transfer enriched Uranium in MKS
goldenpsp replied to Felix Daines's topic in KSP1 Mods Discussions
First, you'd be far better off asking in the MKS thread. I'm a bit rusty has I haven't actually played KSP in awhile, but IIRC you have to do maintenance with an engineer for it to work. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Sorry, that's a lazy copout. The wiki is community maintained. So what does that mean? A bunch of "dummys" took some time, some trial and error, and testing to verify how things worked. And then they created the wiki. That work has been done. There is nothing stopping you from using what information is already there, and playing around to verify that data. From there you could even come up with starter tutorials once you have learned all the parts and how they work. Or you could just sit around and wait for someone else to do it for you I guess. However if you don't like trial and error, and testing and building, why are you playing KSP? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
That would require more information. How are you installing your mods? Take a screenshot of your gamedata folder. Those are 2 good starting points. -
[1.9.x] OSE Workshop Reworked - KIS Addon
goldenpsp replied to linuxgurugamer's topic in KSP1 Mod Releases
Except you didn't as @linuxgurugamer knew anything. You asked. Now maybe if you said hey @linuxgurugamer I'm trying to track down and issue so maybe I can help everyone figure it out. It seems that other mods with configurable containers are not being properly seen as proper KIS storage for OSE print output. Do you have any insight on what I can look at, or a specific parameter in the config that might be causing this? Hey that wasn't a half bad question if I say so myself Maybe he has an answer so we can actually help fix the problem. Some modders can get very busy. I mean Linuxgurugamer has taken over maintenance of more mods than I can count. This one IIRC he didn't really want to as he is already swamped but he did anyway. These guys are volunteering their time to create the mods we enjoy. -
[1.9.x] OSE Workshop Reworked - KIS Addon
goldenpsp replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, and the configs for MKS and kontainers are part of MKS. @linuxgurugamer is in charge of making sure this mod works with this mods parts. It isn't his job to make sure it works with all the parts of other mods. If MKS wants to integrate with this mod its the job of MKS etc. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
It's when you look at the project on github, make some changes (say add the proper descriptions to the parts) and then submit it for @RoverDude to pull into the project. As an example (not to pat my own back) a long time ago when KIS/KAS changed drastically (back when it changed from being one mod to two) I did this to adjust KIS storage to support the updated configurations. I didnt know the programming, but I could handle modifying config files. So I made adjustments, tested them, adjusted for balance and then submitted to get pulled into the project. What it achieved was faster support for the new KIS. Now I could say it was just to be nice. The reality is I really wanted this feature as quickly as possible. I could have pestered Roverdude is this thread, or I could have learned how to do a pull request and helped be part of the solution. -
Do what you want. It's a single player game. If using MJ functions make it more fun then who cares? But if you need external validation I give you permission
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
@RoverDudetakes pull requests. The wiki is already a community endeavor. Helping get the info into the modules as a PR is something to help him out. -
[1.9.x] OSE Workshop Reworked - KIS Addon
goldenpsp replied to linuxgurugamer's topic in KSP1 Mod Releases
How is that the job of this mod? It seems if Pathfinder wanted to use THIS mod's functionality it is pathfinders job to make this work with pathfinder parts. -
Some/any context might help.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Don't hold your breath. The "Documentation" is a community project. If you find someone on the wiki that is out of date or missing you can help by documenting it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
If you look at the cfg files for a similar Mks part to a tantarus part you could pretty much copy paste the usi-ls sections and try it out -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Well technically you are in the wrong thread. Lifesupport/habitation is part of USI-LS not MKS. Secondly, I doubt @RoverDude would be adding support anytime soon, as I've never seen him interested in using Tantares. However he does take pull requests. Oh and lastly, given that the configurations are added to the parts, it could be argued that these changes should be made to the tantares mod. Either way, it can all be handled via MM configs which are pretty easy once you get the hang of it. So it is certainly something you could step up and contribute to if you wanted. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
In what way? As far as I can tell Tantares is just a stockalike parts pack. MKS doesn't really do anything special with stock parts. All of MKS's power is in the MKS parts. So there isn't really anything necessary to "support" tantares. -
Good luck digging. Maybe in some cases mods that are still active have kept their archives from 7 years ago. Others maybe still have old archives on curseforge or something.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
@Such isn't talking about this mod. he is talking about MKS explainer that he linked. -
I have no idea. why don't you peruse the FAR thread to see what it adds above stock aero and decide if they are features you want? I would. I know this will sound harsh, but you have the list. You can do the research yourself by looking at those threads. and asking if you are unsure. Great. I doubt it would take programming skills, just time and effort.
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It depends on how you read the question IMO. The OP seems to be looking towards mods that have had their functionality added to the base game in such a way that the mod is no longer necessary. As an example KSP added commnet functionality to the base game that arguably made the mod that did this obsolete. (Brainfarting on the actual mod name now). You could still argue that the mod had additional functionality that makes it still relevant. That being said the only major functionality items that have been added (at least that I can remember) are: More realistic aero Comm network In game delta-V Some robotics parts in the DLC There may be some other components. None of these replicate all of the functionality of the mods that have these features, so none truly "replace" the mods. But many are "good enough" to someone who doesn't need or want all of the features of the mod.