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Everything posted by goldenpsp
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Just for grins I tested my current install. Other than probably irradiating the KSC it launched fine. -
Pretty much what I said. It's not overly complicated. When you download a mod, unzip it. If it had a gamedata folder in the mod copy the CONTENTS of that gamedata into your gamedata folder. If the mod just had a folder (like Mechjeb2) put that folder into your gamedata. And don't rename any folders or files. And don't move them around. As an example this is my current gamedata folder with the latest USI constellation release, and a few other mods.
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A picture is still worth a thousand words. The issues you describe sounds like a common one when the gamedata folders are not correct. Mods need to be put into gamedata exactly as they are downloaded. You do not want nested gamedata folders, such as gamedata\gamedata\mod folder you also cannot move folders around or rename them. Part configs etc rely on the correct path for things to function properly.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Great howto information in the thread. You can also start looking at the existing configs to get an idea. It's really not too hard and awesome to learn. once you do you can tweak lots of stuff easily to your liking. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I'm guessing by "the next release" means it is likely not in a release we are using quite yet. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Good to see you are playing and not just coding -
Care to elaborate? Or is it just bugs as you mention further down. I think for yet another free update, one where they even moved some DLC functionality into the main game, it was pretty solid, at least feature wise.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
It works! Although I wish i recorded my first attempt. Don't clip the wheels into the ground... As @Kerbals_of_Steel mentioned, any thought of allowing for mechanical help? I get that just one Kerbal may be OP, but given I can pull a small block V6 solo with a cherry picker assist, it would be nice to not need 4 kerbals. And I see you kind of already answered it as I was typing. Fair enough just for the initial testing. works well. Packrat 2.0 is much easier to assemble. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude The Konstruction is pretty cool. Seems to work fine, although I wasn't seeing any feedback at so at first I think I built 10 of an item. But I haven't encounted any errors yet. Of course the next thing I wanted to try was to assemble the new packrat with stock assembly. When attempting on the launch pad it says it exceeds the weight to be built. I'm not sure if I'm missing something in order to address this. I know with KIS I could bring out more kerbals, I brought 3 but still got that message. -
Yes but they are still KSPIE configs. @taniwha would have no idea WHAT KSPIE config files are appropriate unless he downloaded the mod and looked (not his job). You post above seemed to indicate parts were hidden. If all you need to do is unhide parts it is just a matter of finding which KSPIE filles are doing the hiding and removing them. It may be that KSPIE would point you back to EL, but have you tried asking? Have you just browsed through the config files yourself? Modulemanager config files are just text files and relatively easy to figure out without needing to know any real programming.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Nice, My save right now is just testing all the new stuff anyhow. Happy New Year @RoverDude -
I don't know of any mods that specifically had apollo parts. I'm pretty sure there was at one point a Saturn V mod but don't know if it has been kept up to date. Have you google searched? The making history expansion has parts inspired by the apollo program, but are not exact replicas. Otherwise there are many tools and tutorials on modding and modeling. Sounds like a perfect excuse to learn a new skill
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I get that. And I'm sure from a programming level it wouldn't be that hard to add that functionality. As usual it comes down to whether it fits with what stock should be. There are lots of great mods out there, but many that wouldn't make sense to be part of the stock game for various reasons. I'm not saying this is one of those cases, but the decision to integrate a feature into stock is more than just "can it be done" And I was just pointing out in the meantime there are already going to be 2 options for that functionality.
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OSE is already being updated to work with stock. Also @RoverDude is adding this functionality to his Konstruction mod.
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Looks cool! Are you planning on adding functionality to do full craft production such as global construction or EL? Or should we still just focus on using GC? Personally not a huge deal as I found I didn't build craft that much in situ anyhow. especially with disconnected bases. It was more useful in the past as you could build out a connected base easier and less kraken'y than connecting one with pipes. But being able to print a part I forgot was super handy.
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Ok Would it be better to politely point them to the PSA, as it explains the same thing but is the "official" sticky? I mean I get your point, but it is also a reality that our hard working volunteer modders get weary of those asking for updates, especially when those occur immediately after they posted a status of the update. Or should they be flagged so a mod such as yourself can inform them about the PSA?
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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 go look at the wiki, or even read say 2 posts up before posting? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
So if I'm reading that correctly it sounds like a replacement to the OSE mod? IE in situ 3D printing of parts that go into inventory? -
Ask them? They are the KSPIE configs, not EL's
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[1.9.x] OSE Workshop Reworked - KIS Addon
goldenpsp replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks in advance for looking into it. Given some of my other favorite mods are working towards stock inventory and removing KIS as a dependency, it would be amazing to have this also utilize stock inventory.