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Everything posted by goldenpsp
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Put everything in the USI KIS Kontainers, drop on the surface, assemble via KIS.
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parts [1.12.x] Asteroid Recycling Technologies
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
OMG what ever will you do? -
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
a 7.5x better crash tolerance for only a rough doubling in weight seems ok with me. You haven't seen Rover land these containers have you . If I am delivering critical UKS base components for onsite assembly i want to ensure they land without breaking. -
Well snap, this is what happens when I reply about a mod I haven't actually used (I only use MKS, not lite). That being said, I've never had anything get destroyed when out of focus. My understanding is that it just sits there idle (no physics or anything) until you focus on it or something that makes it end up within physics range. This is why I always quicksave before changing focus. Even if it gets hit by the kraken, I have found that reloading sometimes saves the base.
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Steam really has nothing to do with it. I never play out of my steam directory. I keep that clean for updates. As soon as a new version comes out i just copy the game to my KSP play folder, which has multiple versions.
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You could bite the bullet and move to the full MKS and make use of its excellent disconnected logistics. It is tedious but my standard method once I build any bases is that before I load the base, I will hop to something in orbit (I almost always have a satellite in orbit) make a quicksave, then hop down to the base. I have had pretty good success even when a kraken strikes in getting around it by reloading my quicksave a few times until one time when the base doesn't bounce.
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parts [1.12.x] Asteroid Recycling Technologies
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
[quote name='Lego8_bit']oh I get the doctor who reference XD but different classes should have different caps like e having like 75k or something or if I ever see a z that should have 500-750k something like that[/QUOTE] Yes they should. Pro tip read the previous reply from Roverdude aka Full of Bees. -
When will new content for KSP be released?
goldenpsp replied to MedwedianPresident's topic in KSP1 Discussion
[quote name='MedwedianPresident']The last 5 to 10 updates have been mostly concentrating on improving performance or adding new elements to the gameplay. Sometimes a part or two or new models are added. Remember the time before 0.25 when every update brought us new parts or even new planets? When will we get a content update? By that I mean maybe including some mods in the stock game, adding new parts or even new planets.[/QUOTE] this is the first early access game you've bought isn't it... -
[quote name='Diddly Feelerino']I'd want the module to create food while drawing in a lot of waste, water, oxygen and some electric charge.[/QUOTE] Each LS mod already has built in recyclers to do this.
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parts [1.12.x] Asteroid Recycling Technologies
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
[quote name='Jimbodiah']btw, what's the difference between AMT? Just found that on your USI page.[/QUOTE] ART Hollows out asteroids to use them for storage. AMT mines asteroids for resources and was made obsolete with 1.0 as the stock game can now mine asteroids -
[quote name='Nicholiathan']I used to be able to stow a packrat in 2 KAS detachable boxes. no one box will only hold the frame 1 seat & ground block I need 2 boxes for 2 wheels each and the front & rear pieces don't fit at all. Is this "problem" with KAS or the rover? was it changed intentionally?[/QUOTE] I would honestly question the validity of that. Even way back in Roverdude's original KAS assembly video of the packrat, it took 6 of the large KAS containers to hold it all. There may have been a time during the KAS/KIS transition where the configs accidentally made the packrat able to be packed super small, but I don't think there was ever the intention to be able to fit it into that small of a package.
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[quote name='Diddly Feelerino']I wish the modules could be released making them workable with vanilla KSP; that or running from TAC Life Support resources. Oh well, a man can dream aye[/QUOTE] umm, this doesn't even make sense? There is a TAC-LS config already included and the whole thing is licensed [COLOR=#333333]CC 4.0 BY-SA-NC so you can do what you want with the modules basically.[/COLOR]
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[quote name='BrutalRIP']Anyone got any idea why the rover logistics is not pulling in any resources it has me stumped i can get a disconnected base working with full mks but not mks-l [URL]http://i.imgur.com/LIs16XB.jpg[/URL][/QUOTE] Call me stumped but where is the Rover in the picture?
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[1.3.x] SETI, Unmanned before Manned [Patreon]
goldenpsp replied to Yemo's topic in KSP1 Mod Releases
[quote name='Captain Planet']Sad to see this one go. I hope someone else can continue or incorporate it in some form.[/QUOTE] I was going to say the same thing until I remembered Yemo released this under "take my ball and go home" ARR licensing.- 2,515 replies
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[quote name='howkong']Um...Does this conflict with TAC-LS? Or does it cover all the functions of TAC-LS? Some of my other installed mods might have dependencies on TAC-LS...[/QUOTE] It is another Life support mod yes. You don't want to run 2 separate LS mods generally. Your Kerbals will get confused on what they are supposed to eat.
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parts [1.2] Karibou Expedition Rover [0.3.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
[quote name='damerell']Pick which answer you like: Yes, I'd be honoured, although it is pretty shonky - if you look up from the lower seat you can just see through the corners of the upper MFDs, and with more work one could both prevent that and get more functional instrumentation on the panels. I didn't make it a pull request both because of that and because I couldn't be bothered to write the Module Manager patch to make it fit for release. As a derivative of a work under CC-NC-SA it is necessarily under a licence that allows that. Overanalysis time: unless you end up in a situation where the primary purpose of KSP modding is to please Patreon backers, in which case you presumably can't use CC-NC-SA derivatives of your own CC-NC-SA work. What a fascinating wrinkle![/QUOTE] You should have just stopped with yes... Nice update though. I love the RPM stuff. -
Pretty sure its buried in the thread somewhere that you need to repaint while deflated.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Well if it bothers you, simply don't use it that way? -
parts [1.2] Karibou Expedition Rover [0.3.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Best bet is to create an issue on the karibou github and then cross your fingers. -
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Honestly, outside of the honeybadger parts (which some also have node issues) I would not bother with many of the parts in this mod. There are a bunch of nodes and colliders that have been messed up. This mod hasn't been updated in awhile but is on Roverdude's update list so he will get to it eventually. Until then use the parts you can and ignore the ones that are broken. -
Correct the Flex o tubes are just remodeled KAS pipes
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Otherwise known as RTFM (KIS manual that is)
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Hmm maybe while I wait for 1.0.5 I will play around, although 1.0.5 may change heat again so I dunno if I'd rather wait. I'm personally fine with it still being challenging (ie, having to dive in rather than safely orbit) but right now the collector itself, weven with radiators cannot last more than about a minute. Either way I'll see about figuring out distances that might work. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I will repost my earlier unanswered post. I personally haven't found a ship setup yet that can collect any K+ without exploding. Even trying to just dive into the band as briefly as possible.