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Everything posted by goldenpsp
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
goldenpsp replied to KospY's topic in KSP1 Mod Releases
Yea it happens sometimes. Bring spares. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
no. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
goldenpsp replied to TaranisElsu's topic in KSP1 Mod Releases
To be accurate, 1.1 isn't even an update. It's an open pre-release beta. Nobody should really even be using it unless they are trying to help bug test so squad CAN release a nice 1.1 version. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
goldenpsp replied to KospY's topic in KSP1 Mod Releases
Yea but the point is you started it. yes mods may not take weeks to update. By the same token modders may (which is perfectly understandable) decide to simply wait until 1.1 is actually released. Updating a mod for a pre-release beta is asking for more work. Frequent bug fixes may break your mod in short order. The bugs in 1.1 could muddy support issues, giving modders more grief than they may want. The most important factor however, is that squad opened up this pre-release so that people can help TEST before release. It's not just there so you can play 1.1 early. If you have no intention of helping test you should stick to 1.0.5. In that vein I personally have dropped back to playing the stock game for now, as it is far easier to pick out stock game bugs when my game is un-modded. -
[1.3.x] SETI, Unmanned before Manned [Patreon]
goldenpsp replied to Yemo's topic in KSP1 Mod Releases
.I guess it's a matter of preference. I for one love the new scrolling, especially in conjunction with a search. I actually like the scroll speed as well. I already have my mouse programmed to be able to accelerate my scroll on demand, that works the same in most applications I use (Word, Excel and now KSP).- 2,515 replies
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parts [1.2] Karibou Expedition Rover [0.3.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Umm yea it is. -
If it makes the game fun for someone who cares? Sorry I get fed up with the whole "cheaty" comments in a single player largely sandbox game.
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The defaults changed in a recent release. Best to combine reading the OP with the release notes.
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parts [1.2] Karibou Expedition Rover [0.3.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
VTOL designs + Throttle controlled avionics = always win. -
There is so little difference between 1.0.4 and 1.0.5 I fail to grasp why you wouldn't just load 1.0.5 and be done with it. All 1.0.4 mods still worked fine with 1.0.5
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It helps to peruse through threads. About 10 posts back is your answer. MKS hides the EPL parts as it has MKS analogs for them. MKS doesn't have a recycling bin but it has the capability for an engineer to disassemble individual parts off a ship which recycles it, and demolition charges which will recycle multiple parts or an entire craft.
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Then don't use it. Overall the parts needed to make the materials for EL are the same parts you would use for other aspects of an MKS base anyhow. But yes better discussed in the MKS thread.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
The drives have a minimum altitude limit. Below that they won't run. -
[1.3.x] SETI, Unmanned before Manned [Patreon]
goldenpsp replied to Yemo's topic in KSP1 Mod Releases
Actually to be accurate KIS contains all of the attachment functionality. KAS is essentially a parts pack at this point.- 2,515 replies
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If you are using Kolonization you will need it's resources.
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By default Kolonization hides EPL parts for which it has an alternate module.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
goldenpsp replied to KospY's topic in KSP1 Mod Releases
This got posted to youtube recently. I cannot find any posting to explain this bit of awesome though. -
Or it could be a bug. When comparing the two parts, The Habitation has the following: MODULE { name = USIAnimation animationName = Deploy inflatable = true InflatedResourceThreshold = 100 CrewCapacity = 4 } For the Ag module it has: MODULE { name = USIAnimation animationName = Deploy } I don't know what the values should be but when I add the lines from the hab module to the Ag module I can then transfer a kerbal to the ag module. [Edit] When looking at the same part for MKS (I don't typically use MKS-L) the ag module there has the following settings. I would imagine they should be the same for both mods. MODULE { name = USIAnimation animationName = Deploy inflatable = true CrewCapacity = 2 }
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Right. It is still a KIS issue whenever you traverse a module that has no seat inventory. It also has the issue if you put items in a seat inventory that has no kerbal sitting in. Only safest method is to put your kerbals inventory into a normal KIS inventory before going back inside.
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True, but since MKS has the MKS-L parts you can still use the full MKS and just ignore the parts you don't feel a need to use. memory use is light so the memory hit should be negligable.
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I wouldn't be surprised if the akademy needs some piece of the MKS .DLL (for module Akademy). The big potential issue will be trying to have both the MKS and MKS-L .dll in the same game. This is probably something that would have to be done in programming. Honestly once you start adding the large MK-III modules to MKS-L you really start getting away from what MKS-L is supposed to be, in my opinion at least.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
When in doubt go to the source for all things USI. https://github.com/BobPalmer?tab=repositories -
parts [1.2] Karibou Expedition Rover [0.3.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Best to go to Roverdude's github for everything USI. https://github.com/BobPalmer?tab=repositories -
Future of KSP, still a game it used to be?
goldenpsp replied to PhoenixCola's topic in KSP1 Discussion
I will sort of disagree on one main overly broad point. Many of your complaints revolve around, as you say, gameplay components. Those things that happen after you hit space. We have a situation where the game was built around one version of unity,and now is currently being reworked for the latest unity engine. We have yet to see the fruits of that labor, but we know some items should be far better (for example we have been told wheels are getting a total rework). In the meantime, updates have been focusing around non-flight items. IMO this makes sense. Why should they bother fixing ANYTHING that involves the unity engine, when those fixes will be un-done with the unity engine update in 1.1 Sure it makes it feel like they are ignoring key parts of the game. The reality is that they probably haven't been ignoring it at all, but they just cant really show us until they get 1.1 out the door. In terms of the stock vs. mod debate. It is a difficult area when considering mods being integrated into stock. For one, you have to take into account the lowest common denominator of sorts. For example, lots of people like life support. Many others, especially new players may find a stock life support to be overwhelming. The other area gets into all kinds of legal difficulties. Many, if not most mods are released open source. As such mods cannot really be "integrated" into KSP verbatim without causing some potentially sticky licensing issues. Take for example IRSU. Yes Roverdude wrote it, and I am sure it is based off what he learned by creating his regolith engine and Karbonite mod. But it was likely completely re-written to get around the fact that his mods are open source. This obviously increases cost to Squad, so they have to really balance when it is worth the cost to made a mode a part of the stock game. I could go on but you hopefully get the idea.