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Everything posted by sh1pman
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Logged. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
OSE Workshop, Roverdude uses it in his streams. Ranger workshops and assembly plants have this functionality. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
And apparently, in case of 3D-printed Ranger Habs, the maintenance not only transfers machinery to them, but also devours thousands upon thousands of MatKits (in addition to the expansion cost). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Of course they were. 8k MatKits to expand a Ranger Hab module. I'd be surprised if the game let me expand it for free . Ranger Hab uses machinery to do its thing, hence the "maintenance" button. It can store 200 of it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Um, is it normal that parts still consume MatKits on maintenance, even though the wear&tear mechanic has been removed? I printed a Ranger Hab module with OSE workshop, expanded it, but when my engineer performed a routine maintenance on it, several thousand MatKits vanished. This also happens with other parts, but to a lesser degree. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yeah, that's what I ended up doing. Had to 3D-print a 3.75m round container just for that purpose. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Can I use planetary storage to expand Ranger modules? Because I have enough MaterialKits storage in my base, but they always get pushed into PL if I try to fill in the right amount. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Did you turn the local warehouse module off on your supplies and fertilizer tanks? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yeah, now I get it. In that sense, it's probably possible for them to receive some benefit from the colonization bonuses. I'd also like to see them balanced with MPUs, because it takes ages for those to produce any significant amount of materials, while auto-drills can dig up thousands of resources per day. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
So they're just strictly better than normal drills, because for them you need an engineer to do all of these things. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
To me it doesn't make much sense because automated drills are supposed to be fully robotic, without much room for improvement. So in case of normal drills, you can change its drilling head, tweak its speed and depth, etc; that's what there is an engineer for. In case of auto drills, you just pack them at KSC with factory default settings and send far away, never to be seen again. That's why IMO the colonization bonuses shouldn't apply to these drills at all. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I agree, automated drills are massively overpowered right now. I think they need to be slightly better than normal drills when used without an engineer on board. Let's say, 10% efficiency of a standard drill sounds good enough. And of course, they shouldn't receive any geology bonuses, it just doesn't make any sense. -
1.3 - What will it have?
sh1pman replied to KAL 9000's topic in KSP1 Suggestions & Development Discussion
Well, since Roverdude is working hard on the update, then I believe it's going to be something really, really awesome. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
So, the geology bonus is squared? Well, I didn't know that. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
it's currently not supported. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Did I ever tell you what the definition of insanity is? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Please don't stop making this mod, it's great and unique, and works really well with other station- and base-building mods like MKS! And besides, this bug only affects large cargo bays, so I'll just use medium ones for now. Initial layout: Parts in the front: Parts in the middle: Parts in the back: Looks like it only affects parts that are placed in the front falf of the cargo bay. Craft file: https://dl.dropboxusercontent.com/u/46597246/test.craft -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
@Nertea the cargo bay bug is back! It looks like the large cargo bays don't shield things properly: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@Kobymaru link to the save file: https://dl.dropboxusercontent.com/u/46597246/persistent.sfs -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Guess they were really happy about the changes -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Of course it's unbalanced. You're not supposed to get the good stuff with just one part, that's not how MKS works -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@Kobymaru sure, when I get back home. It doesn't have many converters, mostly greenhouses, drills and Ranger smelters. I'll check if the framerate drops if I turn the converters off. P.S. It is also disconnected, and has several ISMs and Redi-packs communicating with each other via scavenging logistics. I'll see if turning the warehouses off helps. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude I have a slight problem with my Mun base. It doesn't have a lot of parts, but the framerate goes way down when I focus on it. But it gets much worse when I use timewarp, down to about 3 fps at maximum timewarp. The base itself consists only of MKS and stock parts and has some drills and converters running in the background. Is this normal? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
CKAN is being CKAN again. Try downloading manually, I haven't noticed any issues with Karibou parts or converters. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
They give bonuses to greenhouse and drills efficiency, or extend your habitation time. Yeah, but they also cost much less, only 10k per Kerbal.