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goldenpsp

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Everything posted by goldenpsp

  1. One other consideration is mod compatibility. While TAC-LS and USI-LS work well with many other mods, Kerbalism at least at one point had some severe incompatibilities. I know that has been worked on but I still don't think it has the same level of compatibility/integration with some other popular mods.
  2. Screenshots would help. Screenshot of the error. Screenshot of your gamedata folder. Just curious why you would be installing CRP manually. So far all of the mods I have used that need CRP, bundle it with their mod.
  3. It is. Or as I should say, it already is updated for 1.1.3
  4. Because they aren't there. In other threads Roverdude said they would be back on CKAN as he updates them to the next version and fixes the metadata. You will have to be patient and/or install manually for now.
  5. You just can't let go can you? We used to have a mechanic where if you locked the supplies the kerbals would raid completely. Now they just unlock them. This fixes the issue without having to jump through code hoops to calculate how much to deduct etc. I see no issue with a life support mod allowing Kerbals to eat if supplies are available.
  6. I don't see that as inconsistent at all. The way I have always considered this is that this is the "buffer" To put that into real world perspective, we humans, if you use the rule of 3's can go 3 days without water, and 3 weeks without food. To Kerbalize this, let's say for argument we can go 3 weeks without "supplies". While it is true you may not die in those weeks, you aren't a happy camper. So say that was akin to NASA sending a craft to say, the moon to re-crew and re-staff the station there, but they said you can't eat for the 2 weeks of transit and rendevouz it would take, how well would that mission go?
  7. It seems to me that the issue with this scenario is not the ability to lock supplies, but instead the failure to bring enough supplies to feed the crew for the trip AND have enough to transfer to the station. I certainly don't see it as an example that we need supply locking.
  8. I get that. However it would still be more neighborly to preserve the dll path of the original mods so if someone does install the other mod you aren't creating a multiple dll headache on purpose
  9. Um, just to be accurate, Kethane is still being maintained and is available here. @taniwhais working on 1.1.3 compatibility.
  10. Well that would be a @MatterBeam question. You certainly don't want to put back the .DLL (which is poorly packaged to begin with IMO) but as I don't use this mod I don't know what his settings do.
  11. Not sure how you got that from what I wrote. Let me try more simply. MKS has an EPL config file that changes it to use material kits etc. Remove that file and it will use rocketparts.
  12. And it is also GPL licensed so you could always make the change yourself. That is because MKS changes the EPL recipes because it has a different resource chain to manufacture the parts, and also to work well with OSE workshop, which also uses material kits. If you want to hack your install you need to remove the EPL config inside MKS (not I don't recall which file offhand, I'm sure you can find it).
  13. So the wheels don't contain any KIS/KAS code so not sure where that would fix the extending/retracting. The containers already hold stock resources (LFO, Monoprop, Ore). For the others as Roverdude will say, he takes pull requests.
  14. Exactly. Unlike a landing leg, where the colliders should be well defined, you have a craft dancing around while KSP tries to figure out what is supposed to be IN the ground vs ON the ground.
  15. @maranble14 Looks like the build finalizes with the landing legs retracted, so it's sitting on a crapton of drills. I'm not surprised at the results personally.
  16. Yea um, they never stopped working together, well except maybe for you.
  17. Funny yes. But just to be accurate this isn't KIS misbehaving.
  18. Yea, and is that the build you are using? That is one maxrebo compiled himself.
  19. Last I recall reading is the source is up on github if you want to compile yourself. I am pretty sure Taniwha has not release a compiled new version yet.
  20. Then read up. There is a newbie with 1 post with your answer (hint, it's not updated for 1.1.3 yet)
  21. Details? The way you wrote it sounds like you were on 1.1.2 but are now on 1.1.3? This however is unclear. If this is in fact the case read up.
  22. Could be. would need more info. There was a time when MKS hid EL parts. But you will have to probably research via release notes on your own as it is hard to support past versions.
  23. With all due respect you are completely backwards on this. For one it doesn't get updated that often, and the vast majority of updates are simply for KSP version compatibility. The entire reason the CRP exists is to give a stable platform of common resources specifically so that modders who wish to use them, can do so and safely redistribute the CRP without risk of stomping on another mod. If there are modders who are making personal changes to the CRP for their own mods and redistributing that version, frankly they are DOING IT WRONG, and they should be called out for that. This is because what they are doing is completely destroying the reason for the CRP existing.
  24. Well same parts in terms of form factors. You totally can still build bases in MKS using the similar inflatable parts you would use in MKS-L. But yes maybe I should have clarified it may not play 100% the same but you can still build with the same kinds of parts.
  25. IMO it seems given the modding community and CKAN are now talking etc it seems this thread has served its purpose.
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