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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
First advice is more information. Where did you install MKS to? what does your gamedata folder look like. Missing parts is usually an incorrect installation, but not always. So the more information you can provide the better. Otherwise it is kinda like calling your mechanic to say, "my car won't start, any idea why?" -
Make the DLC partially free.
goldenpsp replied to SpacePilotMax's topic in KSP1 Suggestions & Development Discussion
this is the first paid anything for KSP since it's initial release in 2011. Keep it as it is. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Just overwrite those folders... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
@juanml82 @RoverDude loves Dres! Somewhere there may still be a video of his MKS mission there from long ago -
Reusing Squad's resources for new mods are allowed?
goldenpsp replied to Lisias's topic in KSP1 Mods Discussions
Not knowing any details, can you achieve what you want by using a MM config to duplicate a stock part with the functionality you need? Lots of mods do this, especially in cases where a modder isn't yet at the point that they want to or can provide their own create models. -
In what way are they not compatible.
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Is a DLL considered executable work? I cannot find anything that spells that out one way or the other. a DLL is just a library and cannot be "executed" on its own as a program.
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- not legal advice
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And also now people understand why even simple legal documents cost so darn much...
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[1.4.X] OSE Workshop Continued - KIS Addon
goldenpsp replied to Aelfhe1m's topic in KSP1 Mod Releases
It's not going to be a USI core thing. Anything having KIS storage is just using a config to add KIS functionality. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
goldenpsp replied to IgorZ's topic in KSP1 Mod Releases
Well IMO the best solution would be some way to persistently save a Kerbal's backpack inventory. Then it wouldn't matter where they went, their backpack contents would remain. Not ever having looked at the code I don't know how feasible that would be to implement. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
goldenpsp replied to IgorZ's topic in KSP1 Mod Releases
Because every seat does not have storage. As I posted over on the MKS thread, "seat storage" is not real KIS storage. It was created as a workaround to essentially put something in a Kerbal's backpack at launch, since you cannot access Kerbals directly in the VAB. A simple thing you can do to illustrate this difference is build a ship with a capsule on it. This is easier with a multi seat capsule. Fill all of the "seat inventories" with items. Then launch it with only 1 kerbal. You will find the inventory where the kerbal sits has the inventory you put inside. However all of the empty seats will have lost everything you put in. Similarily, on eva, try adding something to an emtpy seat, you will lose it. That is a big difference from having 300L per seat of persistent storage regardless of whether someone is sitting in the seat or not. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
goldenpsp replied to IgorZ's topic in KSP1 Mod Releases
And as posted above it is super simple to add KIS storage to every module should you wish to for your own personal needs. That is a big difference from KIS simply adding that globally. Again going back to the early days, there was a time this occurred and there was backlash from both players and modders who for "realistic" or balance reasons simply did not want automatic storage in all modules or in command modules. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
goldenpsp replied to IgorZ's topic in KSP1 Mod Releases
The potential issue with this comes down to choice. There are many players and modders, that love KIS, but don't feel it is appropriate that every command module has room for storage. To go along with your example, the Karibou Rover cab has KIS storage, explicitly because it is the USI expedition rover and is of the size it would have room. But @RoverDude does not add KIS storage to every module he makes, nor would he likely be happy if KIS turned this on globally. Given how easy it is to make a quick MM config to add this to your own game, I personally think it is something a player can do for themselves if they deem it appropriate. IMO anyone playing with a modded KSP should really learn the basics of MM configs anyhow. It is super easy and super powerfule. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
It's easy to add some KIS storage to every part with a hatch for yourself. having it auto dump from a Kerbal's inventory into that storage would be something KIS would have to write into code. I have no idea how feasible that would be. I've never had a problem just stopping at the hatch and manually move my inventory in before I board. I already had the habit as prior to KIS, the old version had no provision for "seat Storage" -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
"seat inventory" has always been a sore spot. To understand you'd have to go all the way back to the creation of KIS back in 2015. "Seat inventory" was never created to give seats actual inventory. It was a workaround to give a Kerbal tools at launch, since there was no way to assign KIS items to a Kerbal in the VAB. You can see this also in cases where you have un manned seats. For example if you have a 3 seat pod, and put items into Seat 2 but only have one kerbal in the pod, the items in seat 2 disappear. The best solution honestly is to simply not count on seat inventory. I always drop off my KIS items in a container before boarding, as it isn't just MKS inflatable parts that have caused this issue. IIRC Igorz has talked about wanting to either remove or rework seat inventory as it has been a thorn in KIS's side since creation. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Seat inventory only works for parts that always have seats. Mobile (inflatable) parts have no seats when uninflated and therefore don't count as having seat inventory for KIS. This has always been the case. -
Loading. Just loading. How does one speed it up?
goldenpsp replied to Linventor's topic in KSP1 Mods Discussions
He already addressed that.- 41 replies
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yea KIS inventory doesn't count. as being part of the ship.
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- life support
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
You could google it. (hint:ksp kis) -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
K+ was integrated into Karbonite. You can find all the proper links (use github) from @RoverDude's signature. https://github.com/BobPalmer/Karbonite/releases -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Just to be clear, are you trying to get this working with KSP .9? If so you are likely on your own. Support for versions that old is going to be pretty non-existent. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Thats how I've always learned how the parts work.