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Everything posted by dboi88
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@LatiMacciato has it spot on. I'd also like to add my thoughts on the professions. I like to role play a lot with my KSP saves. So being able to tailor all my crews for their specific bases is awesome. So i reserve my expensive main 3 professions for 'missions' but if i just need a crew on my mining outpost ill send a medic, quartermaster and miner. For my refinery outposts an technician, medic, quartermaster. Some of my bases have science wing's which i fill with a mix of 5 or 10 farmers/bilogists/kolonists. Or i'll add an extra hab wing and send 10 Kolonists. This saves the expensive purchasing of countless main professions or the normal grindy rescue missions. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Great Job! On behalf of everyone this will help, thanks a lot. I agree with the way you've added it in there it makes perfect sense. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Glad you got everything sorted. Please feel free to PM me if you want to bounce anything around while getting back up to speed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
The scout is a brand new addition that no one's added yet. Feel free to edit the wiki yourself. See us here if you want to discuss any changes. Get help with markup or simply ask some to give your changes a pass over. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@symmeclept I don't really know what your here for but your attitude stinks. If it's help and advice your after youll find people ard more receptive when you aren't so rude. If it's feed back for roverdude then at least take the time to understand why something is the way it is before hand so you can at least put forward a reasoned response rather than just calling it ridiculous because it exists. If you just came to have a moan then you're not welcome. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
dboi88 replied to Boris-Barboris's topic in KSP1 Mod Releases
Massive thanks for this post, i was tearing my hair out trying to work out why cruise director was then wasn't working, it was sas! @Boris-Barboris great mod you've got here. thanks for sharing. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
The button that looks like a globe with a flag on it. This is the Kolonisation Dashboard. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Yes they do. You need to use the Kolonization menu to hire them though. (well you don't need to but this is the design intention) the amount and spread of professions appearing in the astronaut complex is all goofed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Yes we do, the new professions are all explained here. https://github.com/BobPalmer/MKS/wiki/Crew-Skills-Impact-on-Parts -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
That'd be great i wouldn't want to put an example on the wiki using IR parts. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Ahh makes sense, I've only been playing with it on Minmus. I'd still love a craft file if you are ok with that. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@Kobymaru I've just realized i was using the adjustable wheels and you were using the none adjustable It all clicked into place when i launched a craft with the none adjustable wheels and the whole world started shaking! I'd recommend using the adjustable inline wheel for now, the jittering is no where near as bad.- 1,473 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Bug fix releases before I've even had a chance to download and test, I love it! Roll around 5pm! I'd give you a like but i'm all out for the day -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Nope, it's just not up there yet (this is a new mechanic). I'm in the middle of updating the KSPedia entry for all the new mechanics and part of that is putting together a guide and craft files for 'Active Resource Harvesting' which i'll update on the wiki once done. On that front @jd284 could you send me the craft file for that rover you've designed. It's a pretty inventive way to move the new lodes around. I'm on page 1 of 19 in this new thread and the changelog is already 19 entries long. This is gonna be a big update! If you can upload a craft file i'll happily take a look. Seems to have been noted a couple of times but there is no definitive bug report yet, others have mentioned Tourists as possibly being the issue. If you can it'd be useful if you can recreate the issues in a brand new save with only USI + Stock installed and then post the save file for others to confirm. I'll get on this in a couple of hours if someone doesn't before then. -
Ooo I've been finding mechjeb spaceplane auto pilot to be useless on my craft designs. I'll give AtmosphereAutopilot a go tonight.
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I couldn't possibly consider playing without mechjeb anymore. at nearly 4000 hours in game i'd have put down KSP a long time ago if i had to manually fly every rocket into orbit, manually dock every craft, manually set up every manoeuvre node. I find i now play KSP like i'm playing with a really good dance partner, i know exactly when Mechjeb can make my life easier and when it won't. I'll sometimes mostly set up a dock manually then switch auto pilot on for the finicky last approach to avoid the boat load of RCS it can waste. I'll skip rendevous autopilot and just go Hohmann transfer, adjust close approach with RCS then match velocities at closest approach. I also used mechjeb form day 1, i had no idea how to rendezvous and dock and went complete automated straight away. Watching Mechjeb taught me almost everything i know but after a few hundred hours nailing down how to manually do everything i'm well and truly back to using auto pilot.
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This mornings mission, get all the science equipment out of the KIS container and hope someone remembered the instructions.
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I'm going to install this on my master career save tonight, ooo new things to play with
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Climate change. KSC is at risk so we're getting Baikerbanur up and running.
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
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[SPOILERS] Heading off west over the mountains. Over the sea And onto the deserts Approaching the drop zone. Cargo Released Hanging around to ensure Kontainer has landed Back over the deserts Lining up approach at KCS Safe Landing Approaching cargo drop Transferring Supplies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@Stikkychaos There's some math but i don't know what it is. So depends on the size of the lode and the size of the tank. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
It's like dirt in that it'll give you what ever you have storage for. You use have to grapple the lode and then you can use a separate function on the sifter to sift the lode. This is the craft i use, notice the stock claw on the back and the sifter on the top at the front. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Correct, i use the karibou rover, (2km local logistics range), configurable containers, power transmitter (2km range) and sifter. But i haven't had one spawn as far away as 5km. You'll need to confirm because i'm pretty sure that production is properly caught up. If it's happening it's a bug that can be fixed, if it's not there will be nothing to alleviate. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
I've used the stock claw, but find it easier to just connect it up with KAS pipes. I've been mining in situ, I certainly haven't tried moving one of those beasts. I haven't seen roverdude try either.