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goldenpsp

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Everything posted by goldenpsp

  1. @RoverDude has stopped officially supporting EPL, so I would assume he also no longer wants to maintain EPL specific parts he made.
  2. By the same token I don't see @RoverDude necessarily removing them anytime super soon, at least not until he gets around to model updates. Even then I plan to keep a copy of the parts as they should continue to work at least until some point that KSP updates that breaks attachment nodes.
  3. red balls? Those are some seriously OLD videos. That was back from the very early days of @RoverDude's regolith mod, which was the resource engine before they added resources to stock. These days the scanning makes use of the stock resources system and works the same as finding Ore. I haven't test mined from the KSC in awhile, but I used to have an operation trickling in karbonite for long periods of time.
  4. Let us know. @roverdude takes pull requests
  5. Because it is a mod that was depricated from over a year ago, for an old version. Granted I know some people may sometimes still play old versions of KSP. However if the mod is no longer being maintained, the github is no longer there, and @RoverDude has no interest in supporting it, then thats a good time to shut down the thread.
  6. It helps to read back a little. Only a few posts would have told you this mod was killed off long ago. Just MKS now. Please @RoverDude just lock the thing.
  7. @Alshain Did you turn the habs on the parts that have habitation?
  8. Those are the last 2 things you said, so it seemed you were explaining an issue that arose from changing the default location of the mods. If they are now in their native folders I guess that is something my mind reading didn't pick up.
  9. Yep, if you want to break one of the basic rules of KSP mod installation you will have to fix things manually.
  10. Unlike you I won't spam this in all of the threads. Don't be "that guy"
  11. What does it matter? It is distance based, so if you are flying by they aren't going to get the hab bonus for very long. YAY here they come.... wait what? Bottom line is it gets "good enough" since it isn't that easy to keep 2 ships within 150m of each other in space anyhow. It certainly isn't worth the extra effort required to program it in greater detail.
  12. If I was homesick and saw my rescue ship pull up in the window I'd get pretty motivated!!!
  13. Except folder structure absolutely matters with KSP mods. What you are asking would require an overhaul/recompile of every dll for each modlet, and then they wouldn't work in separate folders.
  14. I'm surprised this thread hadn't already been locked given how long ago @taniwha took over the mod and started a new thread.
  15. Seriously? This is how you want to debut on the forums? Did you not even read 2 posts above yours first?
  16. Cool thanks. I never really cared anyway as 99% of my EPL was via survey station builds anyhow.
  17. Quote for that? I must have missed that announcement. Even so the EPL config would still work for the path to materialkits etc. And the parts that work as a survey station would still be there. The only MKS parts would be the launchpad and orbital construction part, both of which have EPL parts you can use instead.
  18. It still works fine. And I suspect it would work fine for awhile. EPL has been pretty stable so the MKS EPL config should be fine for the forseeable future. The only main difference is if this changes in the future someone from the community would have to do a PR to @RoverDude to update it.
  19. The mod itself acts like a 3D printer, able to print most any part as long as a KIS container is attached large enough to fit the finished part. It also has a pretty basic IRSU to let you make the required materialkits out of ore in situ. That is really the extent of this mod. More constructive. Beyond that, most modders create mods for their own enjoyment and are then kind enough to share them with the rest of us. Expecting them to write documentation so you are more likely to use the mod is a bit backwards in thinking, especially if documentation isn't something they enjoy doing. And you didn't really seem to have any actual questions, more of just a rant that you don't have documentation. Also there are plenty of videos using this mod that would give a good overview of how it works. Just takes a quick search.
  20. Well one of the probably most complex mods for KSP, @RoverDude's MKS has documentation that is 99.9% community driven and the documentation is quite good.
  21. A vast majority of mod documentation is community driven. With that said, grab the mod, put it in a test KSP install, play around and make a flowchart. I'm sure it would be appreciated by all.
  22. need more information to help. How about a screenshot of your gamedata folder to start.
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