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Everything posted by Kowgan
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Maybe Obi can set a larger radius from the KSC center that he sees fit? -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Another solution idea (although it has clear downsides) is to prevent the workshop from working in the KSC. The player must spend time driving it somewhere else, or funds launching it to orbit/another body in order to print things. Or maybe you can even combo this with Angel's idea and have that 0 cost printed part only when the part is built around the KSC. As Taniwha mentioned before, I don't see a problem with profit, since you actually spent some time with the production. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Thank you very much, Obi. Both for clarifying and for keeping things simple! I'm really curious how is that new resource gonna interact with the game. If I understand it correctly, each item production will have a ratio between those two resources to match its cost and avoid "ridiculous profits"? Couldn't agree more. I don't think it would be that simple to differentiate between parts that have been 3D printed and parts that have been built and launched the classic way. That's just a guess, though. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
I'm kinda lost with the imminent changes going on, regarding MKS/EL integration. So, nothing's gonna change for those who use OSE only? Or are we gonna get this new resource as well? And, what is this new resource about, afterall? I personally like the simplicity of OSE. Minimal resource types (Ore -> MaterialKits -> Built part) are way more friendly for me. The complexity of MKS/OKS, for example, spooks me out. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
The new version is working great. In addition to the new feature, I'd like to request the following for the Workbench: - If the next page is empty, the "next" button does nothing, or disappears. (prevent flipping through empty pages) - Everytime you switch a category tab (Utilities, Pods, etc.), force the list to go back to page 1. (Sometimes a category has items on page 3, while the other doesn't. Switching categories and finding an empty list can be confusing sometimes) ... If it's not too complicated to implement, of course. Thank you! -
Just want to confirm you were right all along. At full timewarp, my electric charge gain rate was smaller than the spend one, so eventually, my Kerbals got out of electricity. Thanks for clarifying!
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Hey WGM, welcome to the forums. That sounds like an incorrect installation to me. Here's a few things I can imagine are causing this issue: - Make sure the path to the mod is this: Kerbal Space Program\GameData\KIS, instead of Kerbal Space Program\GameData\GameData\KIS. - Make sure you've got the latest KSP version (v1.0.4) - Make sure you've got the latest KIS version (v1.2.2) I hope this helps.
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Weird, that doesn't seem to be what's happening. They've got plenty of electricity, as well as supplies and even a Nom-O-Matic going on. ¯\_(ツ)_/¯
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Soonâ„¢. -
RIP Space Walrus. :|
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
It's usually related to, either: No kerbals/command module available; not enough electricity for an acting probe core; or a sneaky x4 timewarp we don't notice. I'm playing it on career, and I don't see any bigger disadvantage on using it. Prices/etc doesn't seem to be affecting much. As for the exploits (like being able to craft items that haven't been researched yet, or the funds factory as posted on the previous page), I simply don't do them. -
@Mhoram: Nice graphs and explanations, but most of my kerbals scratched their heads to it, and I rather keep my USI-LS simple. @Roverdude: Are the "Raid the supplies and toss them overboard" chances to happen random? Would it be possible to make a setting to switch it off? I've tested timewarping through this base twice, and in both tests, after about the same time, Jeb and Bill decided to race from the Command Pod to the Supply Container and ended up tossing all supplies overboard. This makes me worried about the plans for a future Duna mission, since my CausesDeath = true. Thanks!
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Upon a quick test, all systems seem to be nominal, and working flawlessly. Thank you for the update, Obi! -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Kowgan replied to ethernet's topic in KSP1 Mod Releases
To fulfill contracts, you gotta recover it. Otherwise, you can take the data out. -
Thanks for the update, KospY!
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I've pretty much proof-read it and put a pull request on the github. I can't think of anything to put into the blank spaces. All the current text seems just right. It's not bad as it is now. Maybe it's better than overwhelming the page with text? Absolutely, the PDFs are very welcome. I've added these PDFs to the OP. Also, nice avatar pic!
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OP main image is now Swash's map. Github and Swash's OPM map version added.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Kowgan replied to DMagic's topic in KSP1 Mod Releases
I realized I never came here to thank you for your work, DMagic. So, thank you so much for this! -
Updated the OP link to the newest image. The github initiative is awesome. Thank you for sharing.
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@Draeath: Extraplanetary Launchpads.
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"mass-efficiency", as described by him.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Kowgan replied to ethernet's topic in KSP1 Mod Releases
The experiments are in the following tech tree nodes: Plant Growth: Advanced Exploration Prograde Kuarqs: High-Power Electrics Retrograde Kuarqs: High-Power Electrics Eccentric Kuarqs: Specialized Electrics Creature Comforts: Science Tech Kuarq bio-activity: Advanced Science Tech They are all near the bottom of the tech tree, through the science-related nodes. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Kowgan replied to ethernet's topic in KSP1 Mod Releases
Hey, Evenfire78. Welcome to the forums! Now, to your problems. - Did you bring an experiment (plant growth, etc.) to your station? Eurekas/kuarqs/etc are only used in experiments you bring from Kerbin. If you don't have any, they can't put those materials anywhere. Also, the spectrometron purpose is solely to boost science results (surface sample, temperature scan, etc.) and transmit them back to Kerbin at 90% of their full value. - I don't know how can I help with this one. - That is correct. - What exact error do you get? Did you remember to start eurekas production in the Research Lab, as the plant growth experiment begins? If so, a log would be helpful (\Kerbal Space Program\KSP_Data\output_log.txt) - Despite the different kuarq experiments (prograde, retrograde, eccentric, etc.), there's only one type of kuarq. - ... I guess you didn't get how this mod works. Not that it's super simple. It is kinda complex, for sure. But once you get the hang of it, it becomes pretty straight forward.