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Everything posted by goldenpsp
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Now Taniwha, this topic has been beat to death, and glossing over key points just opens old wounds. Does this dead horse need to be beat more? Kethane, like scansat requires a full scan of the planet. In fact, back in the day Kethane did not support background processing so you literally would setup your satellite, hit your timewarp and alt tab away awhile. Once complete you had a perfect picture of exactly where to land to effectively mine. The stock system, you put a satellite in polar orbit and bam, instant results. The idea being that a mechanic that basically requires timewarp is an un-fun mechanic. HOWEVER this "insta-scan" is very innaccurate. i have had times where landing where there was a supposed hotspot was not nearly as good as expected. So you can narrow down using the narrow band scanner, and finally "ground truth" the area with the surface scanner. So yes, if 1. put in polar orbit 2. timewarp to done is working for your results then yes Kethane you have to work for it. Realistically I put far more "work" into finding good hotspots with the stock method, as it generally requires a rover to pinpoint that best spot.
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KocLobster, How long have you been around the KSP scene? I ask because back in the day, Kethane was the first and only resource mod around. It had (and still has) a geodesic grid scanning mechanism that is unique vs all other IRSU mods. These days there isn't nearly as much of a reason to use kethane (or for that matter the other mod Karbonite) vs stock, except for the variety. But many people still prefer how Kethane works vs the stock system and like to use it.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
Does it actually not work? The warnings are just that, warnings. Every mod I've ever used still worked even with the warning, unless the update actually broke the mod. I beleve the DLL needs to be recompiled for the warning to go away. -
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
https://github.com/BobPalmer/FTT/issues -
Doesn't do anything for a normal player. It is only a dependency for mods that well, make use of it. Most mods that have some sort of IRSU element beyond stock ore have a good chance of making use of this. Most modders that have this as a dependency will outline that in their thread, or more often bundle it with their download.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
You can find all things USI under roverdude's Github https://github.com/BobPalmer?tab=repositories -
I would surmise that the last many pages of posts would easily show you are in the minority. That being said since 1.1.2 just released there could be new issues with that. There are indications that a newer modulmanager could be needed. That being said you were light on details of exactly what version you are running.
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parts [1.2] Karibou Expedition Rover [0.3.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
First, If you are running windows you can use print screen, or even better in windows 7 or higher you can use the snipping tool. Then use some service (imgur.com is my favorite and free) and paste the screenshot. And then paste the link here. But your text is enough. You should have exactly ONE gamedata folder. You should never rename any folders. If you have a downloaded mod that has a gamedata folder then you copy the CONTENTS of that gamedata folder into your ksp gamedata folder. your gamedata folder should look something like this: -
[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
goldenpsp replied to riocrokite's topic in KSP1 Mod Releases
The sticky says repeated requests. I think one polite question is fine. All of @riocrokite mods are most excellent. -
Dude, seriously give it a rest. Your constant questions are as bad as someone pestering a modder about upgrading for X.X compatibility. It is important to keep in mind that modders aren't our personal programmers. To paraphrase another popular and prolific modder "I made these mods for myself. I am nice enough to share them with everyone else"
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
goldenpsp replied to Angelo Kerman's topic in KSP1 Mod Releases
Probably not. Kerbalism has a direct conflict with the Community resource pack, so any mod that utilizes CRP is gonna butt heads with it.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
goldenpsp replied to Angelo Kerman's topic in KSP1 Mod Releases
You will probably need it. Unlike KPBS, Pathfinder makes use of CRP.- 3,523 replies
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Not exactly correct. In order to be compatible with CRP does not mean that Kerbalism has to adopt ALL of the CRP resources.
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Currently no. Kerbalism is going to have issues with any mod that utilizes the community resource pack (CRP)
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If you plan on using MKS in the future I'd just bite the bullet. All of the parts in MKS-L are also in MKS so you can start with small, mostly infltatable bases with MKS. The resource chain is more complex but not that bad.
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Odd considering crp is just a bunch of config files with resource definitions so it doesn't really "do" anything on its own.
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Normally CRP is bundled in the zip releases on Github. I did just notice that the lastest USI-LS does not seem to have it however.
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The best solution IF @ShotgunNinja wants his mod to play nice with other resource driven mods would be to work CRP into his mod. That was the intention of the CRP when the various mod developers made it. Anyone who was around back for the original Interstellar mod, when we would have 3 mods each with a different version of "water" will remember how annoying all that crap was. If he doesn't care about easy interopoerability with other mods then well, he can leave it alone in which case his mod will be explicitly incompatible with anything that uses CRP, or as you mentioned, rename his resources, which will let them work side by side albeit with the fun/annoying duplicate resources issue.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
goldenpsp replied to Yemo's topic in KSP1 Mod Releases
Yea I see the opposite. Everywhere else, CTT lets people know that a mod is CTT compatible, and thus they will all play nicely in the CTT playground. Since you changed it for your own needs your version doesn't play nice in the stock CTT playground. Having CTT in the name to me gives the impression that it still works alongside stock CTT stuff.- 2,515 replies
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Likely. It is largely silly to ever run 2 life support mods at the same time.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
goldenpsp replied to TaranisElsu's topic in KSP1 Mod Releases
If you are going to spout comparisons be accurate. USI LS simply consolidates 3 life support bars into one. It also now deals with habitation issues. And life support is non-lethal only by default. It is highly configurable up to death. -
You can go read it there. And for a pull request I'll let you figure that out. Honestly if you can't figure out how to do a pull request you shouldn't be messing with it.
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Likely the same answer as Roverdude said in the MKS thread (which is where you should be asking about MKS stuff anyhow). He gladly takes pull requests.
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Right in the OP. Hint it's the link where it says "Download".