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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
Probably needs an update with all of the changes, with KIS/KAS/stock. But since they are being depricated I would hold my breath. I'm not sure I'd get to "attached" to them either. -
USI Konstruction, larger weldable ports?
goldenpsp replied to strider3's topic in KSP1 Mods Discussions
Why don't you ask them in the konstruction mod thread vs hoping they wander over here? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Why not test it out? If I had to guess, considering right now the Konfabricator functions like a 3D printer, putting the finished items into stock inventory slots, that a DIY kit simply wouldn't fit. -
There are great resources on how to get started with modding, I'd highly recommend looking through that and then let us know how it goes!
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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 install the KAS mod? The flexotube is a KAS pipe. -
So a few things. The Orca isn't part of this mod. @RoverDude hasn't been shy about his feelings on the tedious nature of IVA's and the amount of work for what you get. So I wouldn't hold my breath. He also loves pull requests, so if you felt the desire to learn how to make one, he'd be happy to include it.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Does the konfab craft have enough local inventory to hold the part being built? Just speculating but I don't know if I have seen any mention that this konstruction capability works with disconnected inventory but I may have missed it. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
goldenpsp replied to IgorZ's topic in KSP1 Mod Releases
So ask the CKAN people. They can handle cleaning up the metadata in most cases. It is not always clear who even maintains the CKAN info as many mods are on CKAN even though the mod developer does not maintain that themselves. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
You posted the same thing in your other thread and the answer is still the same. Your gamedata folder is a mess. It has mks mod folders in the wrong place. Those folders don't magically end up in the wrong place all by themselves. You need to start over and put the mods in properly. This also seems to be an existing save? Are you trying to use an existing save with a different version of MKS? Sometimes mod updates are save breaking -
Not 100% accurate Kerbal Inventory System.Required for the use of the survey stakes, but otherwise optional.
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Problems with Stockalike Station Parts Redux
goldenpsp replied to FrodoSaggins's topic in KSP1 Mods Discussions
You will generally get better traction if you ask in the mod release thread. That's where most people using/developing the mod are paying attention.- 1 reply
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MiniAVC literally just reads a text file that specifies what version the mod was made for. It doesn't have any way to actually "check" compatibility.
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Have you tried it? If you read up the thread others have used it in 1.11 without issue.
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Community “Playmode USI” for Wild Blue Industries mods
goldenpsp replied to TheDog's topic in KSP1 Mod Releases
Interesting setup. I agree both mods are very cool. Do you have any thoughts about version compatibility? Just curious as with 1.11 the USI suite of mods is quickly moving away from KIS/KAS to embrace the new stock inventory and EVA assembly mechanics. I know WBI mods, especially pathfinder rely heavily on KIS/KAS, and it seems even KIS/KAS is a bit up in the air right now as to where it is moving forward with 1.11. Nice job! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Guessing that unless @RoverDude or @DoktorKrogg actually use KCT, the answer will be unknown. -
[Discontinued] Event Horizon Visuals
goldenpsp replied to Heliocentric's topic in KSP1 Mod Development
I think if someone voluntarily wants to work on a mod and then finds it isn't fun, or whatever the reason, and stops that is ok. Maybe it was because he was working on someone elses creation and lost motivation. Maybe he just wanted to create something from scratch. What's not so great is those who feel like throwing salt at them. It isn't like you were paying for a mod to be made. All modders are voluntarily using their free time to create something and then are generous enough to share it with the world. If you think the mod needs more time, you could try working on it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
He already stated above it will be part of the Konstruction mod. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
The current functionality already present in the pre-release constellation download takes the place of OSE. It will be expanded to replace both. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
@eberkain FYI I just went back in (I didn't bother recording) and did exactly what you did, using the same 3 parts and cheating into orbit and the engine fired up fine. Another edit, sorry. I keep rewatching your video. Now it shouldn't matter, but I generally unzip the file first and then copy the files into the gamedata folder, vs what it looks like you are doing is just opening the zip file and copying out of there. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
My video right above yours is from a fresh 1.11 and the latest constellation and a few other mods. Edit- Why not just try firing from the launchpad, as recommended by @RoverDude in one of his previous replies? -
Modpacks vs Dependencies?
goldenpsp replied to LittleBitMore's topic in KSP1 General Mod Development Help and Support
I think you can do something similar, while getting around the "modpack" idea by utilizing ckan? Basically a config to include a number of mods together? I don't actually use ckan but I thought people have done that before.