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[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
ObiVanDamme replied to Alphathon's topic in KSP1 Mod Development
Hey @Alphathon, great to see, that someone is still working on the workshop since I stopped working on it so many years back. It came a long way and I love your additions and plans. Keep up the great work!- 82 replies
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@RoverDude I did not know that this is something that needs to be turned on. maybe that helps. Let me check real quick. Of course that helped. Maybe I need to takea closer look at the documentation next time. thank you very much and keep up the good work.
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Hey all, I have a weird issue on my current science mode game. Latest game version and latest USI Live Support Version installed. I am using the 2.5 meter command pod for three kerbals plus a hitchhiker with a crew of 3 kerbals. In the VAB the habitation time is shown as 200+ days and in flight it goes down to about 17 days. What am I doing wrong. I try to go to minmus and 7 seats including hitchhiker for three kerbals is not enough for the complete journey. You can find screenshots of the LS window in the VAB and right after launch. The Supplies time is down because recyclers do not run, but the difference in habitation time is weird to me. https://imgur.com/a/iTuEv05
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ObiVanDamme replied to RoverDude's topic in KSP1 Mod Releases
You should. It is like playing with your mod and without rockets launching. I came back to KSP after a year just because I played it and wanted to start a new MKS playthrough -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ObiVanDamme replied to RoverDude's topic in KSP1 Mod Releases
Yeah, I know that SM tries to mix RL tech with near future concepts and a little bit of sci fi. I just ask because they chose the same layer of abstraction. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ObiVanDamme replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude did you assist haemimont games in making surviving mars? The buildings except for the domes sound very familiar and the complete economy system with metal, rare metal, machine parts, polymere etc is more or less a copy of what you invented for MKS. -
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[1.4.X] OSE Workshop Continued - KIS Addon
ObiVanDamme replied to Aelfhe1m's topic in KSP1 Mod Releases
Hey guys, I just wanted to stop by and let you know that I am very happy that you still maintain the mod and that you where able to integrate the new models by enceos, they look gorgous. I still hope that maybe some day I can come back and work on this project again. It is one of the best things I ever did in my free time ;-) Keep up the good work and have a save flight. -
discussion Discussion - Community Category Kit
ObiVanDamme replied to RoverDude's topic in KSP1 Mods Discussions
I just Gott a Messegelände mentioning this topic. I really like it. I had no time to Check the Source, but is it possible to consume the Filters themselves? I would love to add those Filters to the OSE Workshop to prevent having all mod parts in the none category. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
You can use the OSE Converter to extract Exotic Minerals and Rare metals from Dirt, both are used in some of the recipes. If you don't like it and know what you are doing you can change the configs to use whatever resources you like. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
Make sure to post some pics when you are done! It used to be. But since kerbalstuff is no longer available it will not work anymore. I need to update this and hop to include this in the next release -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
This is already implemented. Take a look at the OSE_Recipes.cfg file in the game date folder. There are currently recipes for Ablator and SolidFueld. If a part has a resource where a recipe exists, the workshop will print the part including the maximum amount of fuel. I added SolidFuel and Ablator only because you cannot pump them in after the part is finished. It is intentional, that you can only print the part and need to add the resources later, but it would be game breaking in case of non pumpable resources, so I added it. Maybe those recipes are no longer complete or something changed in the way how resources are handled since I added the feature, but I supose that it should work. Try to print a SRB and you should have fuel in it. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
I did not yet build a version against ksp 1.2.1, but since this is only a bugfix release everything should still work as expected. The next release is due before christmas and will be for 1.2.1. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
OSE Workshop 1.1.0 has just been released - Updated to KSP 1.2 - Update to KIS 1.3 - Fixed a bug that caused the game to crash when you navigate the Workbench - Added missing categories to workbench filter - Removed Module filter - Workbench will show the currently filtered category in the title - Fixed a bug that caused NRE when starting a new game - Fixed a bug that caused exceptions in the editor because of inventory detection -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
Oh right... I made those things configurable as well. I thought those where still hard coded, my bad. Thank you for posting this Info -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
No it is not. There used to be a check for LoadedSceneIsFlight. No Idea if that is missing. Looks like I need to get back to maintenance a bit earlier. I will do my best to find some spare time and take a look at all the 1.2 issues.