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Everything posted by goldenpsp
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Looks like a collider hitting the ground to me. That being said how is the inability to raise the wheels higher than the bottom of the forklift make it unusable?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Unless things have changed it takes the most pessimistic setting when multiple configs are present. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Pack em in a DIY kit. -
Probably because something is wrong? That is probably about all that anyone can guess given all the great details you included about your issue.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I'm sure if @RoverDude decides he really wants lights back in his game he will put them back in. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
goldenpsp replied to ObiVanDamme's topic in KSP1 Mod Releases
You could read through release notes etc to see that the mod changed from rocketparts to material kits pretty early in its development cycle. (took me about 30 seconds to find when they were introduced). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Wouldn't that be better to bring up in the OSE thread? Especially considering @RoverDude doesn't maintain that mod? That being said, yes while you can print pretty big things (as long as it fits in a KIS container), you still can print complete crafts and you have to try and assemble things on EVA, which can be tough with really big/heavy parts. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I like the maps that scansat generates. But honestly I haven't bothered loading scansat in the last few saves. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
That is assuming the chosen colors actually mean something other than arbitrary choices. I mean we have a moon that looks like mint ice cream... -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
goldenpsp replied to DasPenguin85's topic in KSP1 Mod Releases
And that is a bit of an over the top reply. @linuxgurugamer is entitled to his opinion, and while you may not agree with it, I also don't see him advocating that the license be thrown out. In fact he seems quite good at honoring others' licenses. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Because you couldn't have fully automatic drills that could accept remote commands from afar to adjust their speed, or even have a way to swap the drilling head? Or even have the intelligence programmed in to adjust on the fly based on data inputs? -
you don't have to follow the forums to read the answer. " You will have both sets of parts as well as two paths to material kits (the MKS way as well as the ground construction way). "
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You will have the same thing as EL without the MKS patch. You will have both sets of parts as well as two paths to material kits (the MKS way as well as the ground construction way).
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@Tex_NL Here you go. This should help you get started so you can put your money where your mouth is. I'm sure @taniwha would be happy to accept model donations from the community and you could learn a great skill.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
To be fair, it is entirely possible issues have been fixed, just not flagged as such in github. Or in some cases no longer matter. For example your first issue linked deals with EL config stuff and since Roverdude is/has depricated that it may not be something he would bother fixing at this point. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
While it probably wouldn't hurt, given the nature of the people who clog the threads already I doubt they bother checking the OP for answers first... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Sigh. Do we really need to open that can of worms again? -
In what way? You can build pretty much any saved craft.
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First, @RoverDude isn't a squad employee, he is a contractor. Minor point but worth noting. Second, you will likely never see a KSP mod put in game as is. The main reason is licensing. It can get very messing for a proprietary piece of software (such as KSP) trying to integrate open source code/models etc. In every case so far when a modder has contracted with squad the things they create for the game are made from scratch rather than importing open source assets. The mod doesn't break KSP. The incorrect installation or removal would. Changing mods can break saves.
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There is a link to a quick tutorial as well as a video in the OP. There are also a plethora of mod highlight/overview/review videos for EL that go over all of the parts. have you tried those?
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Seems feasible.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Well you've been around long enough to know the basics of what people would need to even begin to help, like mods used, logfiles, things you have done to test (like removing mods). And correct there is a modded tech support forum that would probably be better for this. -
In theory yes. But honestly i wouldn't hold your breath.
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@spcan while it is technically supposed to be ok it is generally recommended to remove older versions of modulemanager leaving only the latest dll
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