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Everything posted by goldenpsp
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I guess by the same token, knowing your son wants the new packrat etc, you have a whole new motivation "dad, is it done yet? How about now?" -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Yea I know different pipes. But fond memories too. Who knew trying to upright a module on the moon using only what you have on hand could be so fun. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
The pipes back in the day were also useful for other things. I forgot about this old video. It's too long so here it is at the best part at the end. Also the packrat was a workhorse. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Ok so I think I've been around long enough to give you a playful ribbing without offending (hopefully ) Stock-assembled packrat. Super excited Stock assembly replacing KIS. Super excited Hints of a built in off world construction function. Super excited. Remembering the last hints of cool new functions of the mod, called Atlas/WOLF, which only took like a year+... Don't be too much of a tease please -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
One less dependency is always a win. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Cool. Always have had a soft spot for the packrat, especially how it could be assembled in the field. I assume KIS/KAS can still be used for other mods that will require it? What about pipes? I know most everything is detached these days, however there are some cases where some functionality still benefits from being physically attached. Maybe this is moot now especially with WOLF etc. I haven't had the free time yet to load up all the latest stuff. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
A big reason it is that way (And I agree it isn't necessarily intuitive) has to do with many parts where you can essentially swap for "free" in the VAB but have some sort of cost (material kits etc) to change in the field. For example drills can be set in the VAB for what resources they will collect, but if you want to change that in the field you will need stuff to make the switch. So you need some way to pick what you want and then confirm the switch, and use up the necessary resources. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Back at the time @RoverDude and @allista were interested in working together to more tightly integrate the two mods together, while EL wasn't opposed to integration but had no desire to actually work together on tighter integration. -
@Lucke001 Any reason you necro'd an almost three year old thread? The OP hasn't visited the forum since 2018
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That's a video I'd watch!
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All good questions. And as you are obviously interested in this again I'd say, go make something. Test it out. Tweak it. and find out.
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Yes maybe however When you use language like that, it sounds a wee bit more demanding than a simple ask. That being said, again how is this @RoverDude's responsibility. Personally I'd say if YOU want a simple part mod to bridge this gap, go make it. All of the recycler math for USI-LS is already posted on it's github wiki. I'm sure it will not be a trivial task but I'm sure you can figure it out.
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Except in your post above, you didn't say that. You said Civilian Population!!! Yes it is only a 3 letter distinction, but if people are unaware that is a mod it makes a big difference. And since it is a mod already, why not go ahead and use it? YOU could modify your game, the mods etc to fit you particular gaming experience. Or YOU could make a mod that bridges the gap between standard USI-LS and the needs of an interstellar generation ship. The big question is, why would @RoverDude be on the hook to work on aspects of his mod for that he himself never would use?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I trust CKAN "compatible versions" as much as I trust, well things I don't trust very much. I may have missed @RoverDude explicitly stating it is compatible back to 1.8, but historically mods aren't several versions backwards compatible. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Possibly that? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude has already stated he is working on converting KIS items to stock (storage and I presume otherwise). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Let us know I'm not sure anyone has tried yet. -
Much like mods are generaly not cross version compatible, mod upgrades, especially in conjunction with KSP version upgrades can be save breaking Historically it has been common to finish your game in whatever version you started for this reason.
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[1.9.x] OSE Workshop Reworked - KIS Addon
goldenpsp replied to linuxgurugamer's topic in KSP1 Mod Releases
Since you know the mod better than I do, is it something that could be done via MM patches or would it require coding? I don't have the time to learn 2 code, but I'd consider playing around with MM patches if it helped. -
[1.9.x] OSE Workshop Reworked - KIS Addon
goldenpsp replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm sure @linuxgurugamer appreciates pull requests. He maintains a ton of mods and I'm pretty sure he is just helping to maintain this one. I am not sure he has the time to make lots of changes. -
This is how new modders are born. You have something you wish you had, and then make it. You might get lucky that a modder is bored enough they want to just create something. But generally modders create things that "they" wanted in the game. Very rarely I've found someone who just loves to code so much they will volunteer time to mod for someone else. That being said there are tons of game recording options. They won't track the in game tags you are looking for, but they can easily record your game sessions for later viewing.
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Is there no simple solution to ballast tanks yet?
goldenpsp replied to eberkain's topic in KSP1 Mods Discussions
I would imagine this is a niche enough thing to do that if you wanted a better solution you'd have to adjust an existing mod to your liking or make one. -
Sounds like you thought of a good mod idea. Most mods start off as an idea someone wishes was in the game. Most modders start off by realizing that such solutions are only going to get made if they jump in and learn.
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Basic Module Manager Tutorial
goldenpsp replied to lipsticklegorocket415's topic in KSP1 Mods Discussions
In step 1: Go to this link... There is no link. I assume you are meaning to link to the modulemanager thread? Also there is already a pinned thread on how to install mods, both manually and via CKAN. -
What @Cheesecake said. That would likely work better than necro'ing a 4 year old thread.