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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
Yes I am aware, I've seen the bug report. It is also one of 252 active ones, and is very likely WAY down the priority list. I'm sure if someone with a big interest in fixing this compatibility were to send PR to fix it, the issue would get resolved much quicker. Ultimately I'm just speculating based on history in this thread and it will be up to Roverdude to decide. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I'm not talking about the merits of the mod. @RoverDude already has more than enough stuff to work on for his own mods that he makes for his own enjoyment. As an example, he doesn't use TAC-LS and no longer officially supports it, but if someone sends him a pull request for compatibility he will happily suck it in. He has stopped using EL, and is depricating official support of it, but again if someone sends a PR to maintain compatibility in the future I'm sure he would suck that in. Similarily, if someone were to make a pull request for Civ pop compatibility I'm sure he'd accept it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Just out of curiousity. If @RoverDude has already adding MKS style "breeding", and already has a completely full plate with his own constellation of mods, why would we want him trying to integrate a separate mod that he doesn't use and is still in redevelopment? -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
There is a minaltitude in the config. Not sure what it does though. I doubt it will be toggleable as it's a bit of a balance issue. -
@Gordon Fecyk Just to throw this out, but why do you feel you need to add "Explodium Vapour" to the CRP? Are there other mods using it? Keep in mind that pretty much all of the CRP resources are those types of resources that span multiple mods. This was the main reason the CRP came into existence. Back in the day, water, for example was defined individually in several mods. Using these mods together either had the effect of breaking them (if they used the same variables) or caused you to have multiple "water" resources on your planets, none of which worked with any other mod. You'd have to mine X types of water one for each mod. There are still plenty of resources that are limited to their own mods that coexist with CRP without their resource being a part of CRP. Just throwing that out there for thought.
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It takes 155 science to unlock the first solar panel. There's ~700 science on and around Kerbin. It's not that hard to get a solar panel before heading to the Mun or minmus. IMO ec is fine where it is. And it makes sense that you can't lock supplies but you can lock ec. You only need supplies to feed kerbals, so it was easy for people to game the system by locking all of the supplies and unlock every 14 days. But you need EC to actually fly your rocket so it is far more difficult to actually lock out all of your EC on a vessel and still have it remain useful to actually fly.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Time is always critical. It factors into Life support (if you have to stay somewhere longer), travel windows (missing a return window could mean huge things in both Life support and habitation). You get the idea. -
Either way, I just told you what this mod does.
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You watched a video presumably about a rocket/craft being built off kerbin and still don't get it? That's what this does. lets you build rockets off world (in orbit or on other bodies).
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Did you also replace the vessel after removing joint reinforcement? I have had crafts that had a clipping issue that was masked by joint reinforcement. Once I removed the mod the clipping issue tore the ship apart. I only tried that mod once briefly and dumped it. -
Opinions about life support mods?
goldenpsp replied to onlinegamesz's topic in KSP1 Mods Discussions
Fair enough. Just making the distinction that USI-LS doesn't perform anything like snacks. And I would still disagree that it offers nothing more. If Lifesupport = food in your mind then maybe, but the addtitional habitation requirements add an element of life support realism as well. Shoving someone into a 1 seat capsule for a year isn't very realistic from a "life support" point of view. And even without MKS this adds interesting design challenges as you can't build a super compact vessel with no room to move around anymore. Also, most, if not all LS mods are based in reality. @RoverDude built USI-LS around NASA data so it isn't just some arbitrary numbers he came up with. -
Opinions about life support mods?
goldenpsp replied to onlinegamesz's topic in KSP1 Mods Discussions
Wow very detailed and almost as inaccurate. USI-LS is nothing like snacks and the only thing that makes TAC more "realistic" feeling is it breaks out food water and oxygen. However with the exception of edge cases most people will leave all three of those sliders at the same spot as all three go down at the same rate. So from a gameplay perspective it could just be one slider called "lifesupport" and most of the time you wouldn't know the difference. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Sounds like you have something more going on. I had the exact same situation you described (I want to say it was after installing KIS, which I had initially forgotten). I just re-copied the CCK folder from the USI constellation download and it fixed it. no duplicates. At the time I also saw that searching wasn't finding them. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
@BadOaks What the others said. I had the rover category disappear on me recently. It was some mod that uses the community category kit but must be bundling an old version. I re-copied the community category kit from the latest USI download and it fixed it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Real Rocket scientists also model the crap out of their launches long before the real thing. I consider the use of revert to launch the KSP version of computer modeling. -
parts [1.12.x] Asteroid Recycling Technologies
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
@Urses That may be true for some time in the future. But as of right now the answer to the question is no, you just get rock from asteroids. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I'm not sure If I am seeing that. But the legs do seem to deploy pretty fast. That coupled with having to lower each leg individually creates some funny flipping moments testing on minmus. I have the best success adjusting the legs slowly with the slider and ignore the buttons. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Gotcha yea I see that now. thanks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Well actually I had given you more information about my car issue, that it won't start vs just saying it doesn't work. It was just a more fun way to point out the obvious issue that you felt the need to post with zero details. But I digress. My cradles don't have a "deploy" button. They have 4 buttons, one to raise/lower each leg. that being said they seem to flicker when i lower but not actually lower. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
That's because I gave about as much useful information about my car as you did about the cradle legs... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
My car won't start can you tell me why? -
parts [1.12.x] Asteroid Recycling Technologies
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
You don't, hence the name of the mod "Asteroid" Recycling Technologies. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Yes I just checked and my game had defaulted to 90% scaling. Setting it to 100% fixed that issue. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
So I'm finally getting back into KSP and got everything updated. Im having the following kind of odd graphical issue. It isn't hurting anything but I thought I'd bring it up as it happened as a part of MKS -
parts [1.12.x] Asteroid Recycling Technologies
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Yes there is. Rock is defined under the asteroid.cfg file.