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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
Mining on kerbin has always been a thing for testing. I would imagine this falls under "if you want to exploit it in your single player game go for it but don't expect it to be patched out for those who lack self control" topic. -
Doesn't matter. MKS parts are just have the EL part configs added via modulemanager.
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Look at that, it does work. Full USI constellation install (latest) and latest EL. Using MKS parts.
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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 to both -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
They are like KAS pipes, you don't expand them you link them. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Well then I wish you the best of luck figuring it out. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
A few points. What is your productivity? As @LatiMacciato stated above, you need to have your building materials physically attached. EL doesn't make use of MKS wireless logistics. maybe a screenshot of the craft, the build window, and your productivity stats might help. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
As I mentioned above (you may have missed it) it also helps to know the nature of the issue. "not being able to build" is pretty generic. Do you not get the build window? (could be an issue with the EL DLL). No productivity (usually user error). etc Also anything else you feel might be relevant would help. While it's tons of fun to play the "pull the information out game" its easier when the people actually asking for help can give as much detail as possible so we waste less time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
You are generally welcome to remove all the EL parts except for the survey stake and mallet. It is only really necessary if you want to lower the RAM footprint of the game. But it was never an "installation requirement" -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
It also helps to know the nature of the issue. "not being able to build" is pretty generic. Do you not get the build window? (could be an issue with the EL DLL). No productivity (usually user error). etc install normally? There isn't any special "installation method". Keep in mind that currently MKS hides EL parts that there is an MKS equivalent for. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I find the best way is to setup a sandbox game and just put everything out on the KSC. I use hyperedit to simulate drills filling storage. From there it's pretty easy to see how the parts function etc. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Of course you know about ore. But I was literally answering your " What do people normally do for that?" question. If you meant you wanted to know in more detail. I pretty much always send an unmanned ore miner/fuel converter ahead of any manned mission. I know it isn't as efficient, but especially on farther bodies it isn't as critical as the miner can have a long time to make fuel while waiting for the next launch window. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Ore. Really the only part in MKS that made fuel was (IIRC) the Fuel refinery, which was a large MKS part. It turned water into fuel. It existed prior to 1.0 and @RoverDude added it as an alternative to make fuel without having to install another resource mod such as Kethane or Karbonite. With the advent of 1.0 and Ore as a stock resource this part became largely moot, as you could make fuel without needing another mod, as it was in the stock game. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
They were taken out long ago. -
CRP is literally just a collection of config files. It doesn't "do" anything on its own. So there is nothing to be worried about at least having to do with CRP.
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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 always test putting things on teh grounds of the KSC (planetary logistics at least used to work on kerbin). and use Hyperedit to fill the tanks, simulating the drills working. -
Way to rain on my catchy sentence. I was trying to be more tactful than making a comment about word triggering. I have to keep my warnings in check. By the way I'm not sure if its a bug or just an initialization thing. I finally loaded up 1.2.2 to play again. When I first loaded up a new save and clicke on the USI-LS settings from the KSC scene it was blank. After going in and out a couple times the settings did show up. Seems fine as far as playing although I haven't gotten very far yet. (latest constellation download).
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Heh, this thread will hit 1000 in no time. Just posting so it shows a start in my list. -
Well the mod is open sourced. You could jam a fork in that mulch and fling some waste about.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
goldenpsp replied to ObiVanDamme's topic in KSP1 Mod Releases
The most common use of firespitter in other mods is it's tank switching functionality. And you only need the DLL, not all of the parts. -
Ah see, I had decided to let all of this go, as I didn't want to continue to contribute to the derailment of this thread. Here's the thing, at least in my opinion. This is the Release thread for USI-LS. Many (including me) try to keep up on this thread to stay on top of upcoming releases, basic feedback and questions. You gave feedback. That feedback was noted. Good. Then it started becoming a more protracted discussion. And while discussion is good, there is a place for discussions about add ons (namely the forum called Add-on Discussions). If you want to have a nice long discussion/debate on the various config settings, what work best and why, GREAT. Make a thread there and we can discuss it all in great detail. Sorry if I was not clear on all of that. But I know you aren't new to these forums. It is not uncommon for protracted debates in release threads to be "shut down" or asked to be taken elsewhere so I figured you would understand.
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Sounds like an excuse to learn modding! -
@Terwin @MalevolentNinja Regardless of the details, the beauty is @RoverDude put in all kinds of configuration options so you can tweak it to your liking. So maybe just agree to disagree?
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