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goldenpsp

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Everything posted by goldenpsp

  1. 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?"
  2. this is the first paid anything for KSP since it's initial release in 2011. Keep it as it is.
  3. @juanml82 @RoverDude loves Dres! Somewhere there may still be a video of his MKS mission there from long ago
  4. 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.
  5. 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.
  6. It's not going to be a USI core thing. Anything having KIS storage is just using a config to add KIS functionality.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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"
  12. "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.
  13. 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.
  14. yea KIS inventory doesn't count. as being part of the ship.
  15. In what way? Mods by design are cross platform. In the case of EL you just have to remove the configs for the OS you aren't using (in your case the linux and windows ones).
  16. K+ was integrated into Karbonite. You can find all the proper links (use github) from @RoverDude's signature. https://github.com/BobPalmer/Karbonite/releases
  17. 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.
  18. This mod doesn't need much. It's hard to call it a "mod" in the strictest sense. It is just the Extraplanetary launchpad's DLL and some modulmanager config files. It would probably run just fine grabbing the latest EL dll and replacing it.
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