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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
you can still use the EPL parts. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude has stopped officially supporting EPL, so I would assume he also no longer wants to maintain EPL specific parts he made. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
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. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
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. -
Let us know. @roverdude takes pull requests
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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.
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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.
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@Alshain Did you turn the habs on the parts that have habitation?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Try it and let us know. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
goldenpsp replied to ferram4's topic in KSP1 Mod Releases
Unlike you I won't spam this in all of the threads. Don't be "that guy"- 2,647 replies
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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.
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If I was homesick and saw my rescue ship pull up in the window I'd get pretty motivated!!!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Cool thanks. I never really cared anyway as 99% of my EPL was via survey station builds anyhow. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
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. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
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. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
goldenpsp replied to ObiVanDamme's topic in KSP1 Mod Releases
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. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
goldenpsp replied to ObiVanDamme's topic in KSP1 Mod Releases
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. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
goldenpsp replied to ObiVanDamme's topic in KSP1 Mod Releases
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. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
what about the 1.3 version? -
need more information to help. How about a screenshot of your gamedata folder to start.
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