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Murdabenne

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Everything posted by Murdabenne

  1. FYI, here is the best way to report possible bugs (Its stickied on the front page of the forum):
  2. Here is the WIP tutorial and guide. He goes through the parts and gives an example of how to use them. Its incomplete as of yet but should be completed fairly soon. The only major missing bit is the Transport Credits parts and mechanism. But whats on there now should give you an idea of how the initial parts work as well as "the feel" for the system, which basically takes plavce of MKS-OKS when you want to scale up to a large interplanetary or star-system-wide industrial/logistics set up. link below. Plus I Roverdude uses CTT, so that he has entries for all this in CTT, so all you might need to do is tweak the CTT entries to fit KTT, saving you a lot of work. For now, Most of the WOLF tech is simply dumped out at the end of the tech tree, and there is some ongoing debate about what should go where and which branch. If you get all that sussed out, Im sure RD will take the PR, maybe collab in tweaking it? I'm going to see if I can fins a "lets play" or video tutorial, or even the legendary @Kottabos doing a video on the overhaul (jumped from 1.8 to 1.11!) of MKS-OKS but with an emphasis on the addition of the much anticipated (by MKS fans) WOLF end-game system and parts. USI MKS WOLF - Tutorial and Guide In any event, I will be so happy to have a tech tree where sounding rockets make sense and I can finally use that USI-Sounding Rockets addon without getting the weird sense of "this doesn't belong" sometimes.
  3. The official announcement in the MKS forum thread, page 389, December 21. Also here is the (offsite document) overview of USI MKS WOLF: https://github.com/UmbraSpaceIndustries/MKS/wiki/WOLF-—-Industry-without-the-part-count This would go off topic, so please go to the forum thread above for further discussion of WOLF.
  4. per the "Something else" (Leave Comment) option in the poll... An alternative to Kerbalism: Add All of @RoverDude USI constellation. There are so many upgrades and additions to the USI stuff, this would be a good time to include it in an alternate tech tree. It could use finer-grained and expanded differentiation in the tech tree that KTT is providing . Such as a framework would allow for better placement, integration and "gating" , especially MKS/OKS+WOLF, now that WOLF is up and running. Its an amazing integrated constellation, and WOLF gives the tech tree a functional system-wide production setup to truly become a space-faring multi-colony deep meta-game. Bonus: included in the "Constellation" of things is Roverdude's venerable "Sounding Rockets" mod most of which has been around since 2015-16) which could augment (or even completely replace) that part of the probe-first things the KTT is doing. And then there's the whole Kontainers and Konstruction mods now leveraging the new stock cargo/eva-assembly stuff as well as slotting nicely into using variants of parts. There are piles of other good reasons to do the whole constellation - Reactors, small and big Freight Transports, Exploration Pack (Pack rat vehicle!), and small special vehicles like DERP, HERP, and AES (great for orbital engineering/construction/repair duty), as well as the larger special vehicles like the Karibou, Akita and Malemute, plus floats, airbags, the submarine, and even way out there in the tech treee there is a warp drive setup, and the so-Kerbal Orion nuclear bomb drive. Last but not least, USI-LS which many use for life support, and the optional addition of an entire resource chain Karbonite/Karbonite+. Its a well integrated bunch of stand-alone mods which all fit together to make an even better cohesive set of addons that really all add a lot to gameplay. KTT would be the ideal alternate tech tree because it gives so many good places to hang each of these items and technologies.
  5. I have it in my "head canon" that these folks who "disappear" into WOLF simply worked for the Kerbal Space Program, and now have quit and gone to work for the private agency that is doing all the unseen work behind WOLF, for the KSP. Think NASA and Space-X: For one-off or science or exploration, NASA continues to be the leader. Once SpaceX gets Starship+HeavyBooster going, they will be a big pipeline for "stuff that goes to space" as far as NASA is concerned. Stuff goes in here, stuff comes out there, on a regular basis. it works like that for personnel too: Pilot Joe and Engineer Fred were working at NASA, but they left to go work for SpaceX -- they didn't die, but NASA no longer sees them, so from NASA point of view they no longer exist. So same goes for us being KSP and SpaceX being WOLF. WOLF: The Privatization of Space Logistics. That sort-of makes USI into "SpaceX for Kerbals"
  6. Massive issue? Sort of. (COVID 19 related below) Anyway, it worked OK back then, and I havent upgraded to 1.11 yet, waiting for my most vital mods: Kopernicus and OPM (and Research Bodies). All of Roverdude's stuff being updated was such a great treat! Anyway, I suspect this should work OK.
  7. It doesnt matter that it works in 1.10.1 - your save is native to that. What matters is why its not working in 1.11, and the way to do that is to check mod compatibility. CM is not specifically listed as compatible with 1.11. Any mod not specified to work with 1.11 by the author cannot be cleared of the possibility of introducing a failure (bug) under 1.11 until the author says so, or proven otherwise. That being said, this may actually be related to the bug in garbage collection mentioned above, so maybe just wait it out and keep an eye on that topic. If you think it is not related to that bug then read on (in the spoiler below), otherwise just skip it.
  8. Try removing CraftManager. Thats an addon, not native code, and it overrides some of the native functions in the VAB. My initial suspicion its not for 1.11. A quick look (link below) at the forum thread for the mod says that its latest KSP is 1.9.x, so not even updated for 1.10 yet, much less tested/updated for 1.11. So its likely just in need of an update. Try checking the forum thread below for it, and please be patient - addon/mod authors do this in their spare time, and it usually takes a few weeks to months before all the mods are up to date. Mod Forum Thread: Also, there is a better way to post errors - read this: (and most people use spoiler tags to hide any "wall of text" blocks) Just trying to help.
  9. Do the 1.11 shader and texture changes for Bop, Vall and Tylo affect OPM (running KopBE of course)?
  10. The biggest addon sets I can think of that have not done much in terms of recompiles (since 1.8 ) but always seems to work is Bob Palmer (Roverdude) USI and MKS and related stuff. And firespitter which has been around forever (I remember having that well before 1.0)
  11. Just when we seem to have 1.9.x stable, and are advancing on 1.10.x, out comes 1.11 and new textures for all those moons and such. And a huge replication of KIS/KAS by the devs -- I wonder how bad that's going to work at cross purposes to KAS & KIS 1.11 - the official base game has inventory taken from the expansion to now being built in , and how comparable it is. I have a feeling I will be playing on 1.9.1 for years, which makes me sad because there are some things I love that the addon makers either haven't brought to 1.9.1, or skipped from 1.8 to 1.10 (especially Research Bodies) and in the case of RB, he has no interest in making a 1.9 compatible release. Thanks for keeping this thing (and OPM!) functional
  12. I think forum rules state that only other (well established) developers or those who work for Squad (BobP/Roverdude?)can file a smug report (Im stealing that one for use in our status reports) Typo aside, thanks for chipping in, I wish I had the time to look at this stuff enough to ID things like you did.
  13. Hi @AlexALX you may want to help the author actually solve the problem, and give him the information needed, so he will not need to ask you for things. This makes quicker for the author to reply. Here is how:
  14. Thanks for the information. I agree with your intent to have a unified release and consequentially a unified topic message thread for all versions, based off this, the current 1.9.x topic. Its simpler, and hopefully makes for less work for you and @prestjaas well, since this is a lot of stuff to do and you both are donating your free time. Eric Raymond famously remarked "Every good work of software starts by scratching a developer's personal itch." I hope developing and maintaining this wonderful add-on keeps "scratching" whatever it does for both of you.
  15. Just so I am clear, when there is a stable, non-experimental ready release for 1.10.x: Will it simply be a milestone in the RTB developmental thread? Or will there be a separate topic completely for just the 1.10.x Kopernicus? Or will this topic update and become the 1.10.x "stable release" thread of discussion?
  16. Just a bit of advice for those of you who are relatively new here, from someone who has been playing this since off and on since 0.25: If you use any addons and play career games, DO NOT UPGRADE IMMEDIATELY. Wait a month or 6, unless you are willing to restart your career and do without your favorites for a while. Its really that simple. There's nothing wrong lagging by a release if your game is playing well, and you like your current setup. Unlike a lot of other things, when it comes to KSP with addons, a new release is not necessarily a better one for some players. Its not like World of Warcraft, or other games where you really need to be on the bleeding edge because everyone else is. Sometimes, you can simply skip an entire release without missing much, unless there is added content that you want to see/use.
  17. @pap1723 may want to update the title of the thread? I thiink these are marked to run under at least 1.10.9 but include previous releases from 1.8.0 all the way to 1.10.99 per CKAN. Title only says 1.7.3
  18. Its been 4 years since the update, and 3 years since the last post. Is it possible to use these textures with the 1.8.x or 1.10.x OO or Procedural Fairings? What if you are running texture apps?
  19. I had the same no resources issue - need to make sure the AT Utils is the same as the current CC mod. Im on 1.9, rolling back after 1.10, and its a mess. (Im chasing Kopernikus/OPM). Plus almost all Roverdude's stuff (that I use) is NOT marked for anything past 1.8.9 so I'm in a bad spot.
  20. Try reading the previous page or two before you ask a question - you'll often see the answer - like this one is already answered just a few posts back. Welcome to the forums. I dont mean to be back seat moderating, just reminding myself and others to be patient. FYI, read the sticky post about asking for updates.
  21. OK, just to be clear, even though the release is PRIOR to the latter discussions, the points raised and PR offered were incorporated? Or was the PR offered by LGG not needed? Its not clear from the timing, because the discussion posts were AFTER the release post's date. Just trying to make sure I know what the instabilities I am introducing are.
  22. Thanks but that front page post is why I asked. The date of release noted was edited last on July 6, and a several of the discussions between you guys were after that, specifically the discussions on async issues between July 9 through July 15, and possibly the later discussions on July 6. So are the issues resolved?
  23. Is this a full release, with the above issues resolved? Or is it a beta? Or is it abandoned? Hard to tell sometimes.
  24. Do you still consider this to be a beta, or is it a full release?
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