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Everything posted by dboi88
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Updated the USI - LS wiki with the hab parts from MKS with a note that they are provided by MKS with a link back to the release page MKS Wiki: Added Habitation Parts page Added Habitation description pages. @DStaal could you possible make some of those fancy tables for the habitation stats on the parts page?
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Does anyone have a solid enough understanding of the Hab explanation page that can give it a once over? It looks mostly right to me but i can't confirm all the numbers are still correct, it also needs the new parts adding, most of the info can be found in the part cfg's Cheers
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If anyone wants to check out the KSPedia entry still WIP, this will be updated nightly https://github.com/dboi88/USI-MKS-KSPedia/blob/master/MKS KSPedia/AssetBundles/mkskspedia.ksp stick it anywhere in your gamedata folder.
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@DStaal these could do with your attention Parts: Konstruction Konstruction Guide : Servos, Magnets & Docking Ports Konstruction Guide : Vehicle Examples Cheers
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Also if you're adding new pages can you make sure they get added to the home page I've added two great pages today that could easily have gone unnoticed otherwise. Cheers
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
The MKS wiki has been updated to include the Konstruction side of the mod. There's a basic guide to the parts, the controls for the docking ports and servos and some craft examples. If any of you have any useful information that's not included please feel free to update the wiki. Parts: Konstruction Konstruction Guide : Servos, Magnets & Docking Ports Konstruction Guide : Vehicle Examples Hope some of you find this useful.- 1,473 replies
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Konstruction pages are up, we've got a parts page, a basic guide to the controls for the servos, magnets and docking ports and some craft examples. Could all do with some formatting love if someone who is better with Markup than me could assist with that. Cheers guys Parts: Konstruction Konstruction Guide : Servos, Magnets & Docking Ports Konstruction Guide : Vehicle Examples edit: i also found some time to put together the tundra module images so they're all up as well.
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I’ve added a page for the Konstruction Series of parts here https://github.com/BobPalmer/MKS/wiki/Parts%3A-Konstruction I’ll add in the guides I wrote for using the Servo’s and dock settings tonight. I’ve also made a separate folder here for all the images that I create specifically for the Wiki that won’t be used in the KSPedia entry see them here https://github.com/dboi88/USI-MKS-KSPedia/tree/master/MKS KSPedia/MKSWikiPics
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Great work @Kaa253 I'll do some tests asap and include in the KSPedia if all confirm to be correct, looks right to me though. I've added the page you created to the home page on the wiki and given it some love.
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The wiki editing seems really easy. I've had a play this morning and added some more pics.
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@notthebobo Good work on adding the images, they look great. I don't know if you noticed most of the parts for the 'Ranger' series are on one image, this will change at some point in the next few days as i'm going to go back and split them out. (it was an early and in vain attempt at optimization) so i'll let you know when I've done that so all the parts can have their own image. In regards to the 'Tundra' module image and module numbers will you be able to overlay one image over the other? if not let me know and i'll knock together a set of images with them already on for the wiki. The same will be done for the Duna modules shortly as well. Can we also add in a section on the Wiki for 'Konstruction' and 'Reactors' seeing as they're bundled with MKS now.
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
I'm not aware of any known issues, try recreating with a save that only has stock and usi parts used and see if the issue is still present, if it is get a copy of your save game and log file uploaded and linked here and we can take a look for you. Cheers- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
You've probably got one of two issues. Either your trying to dock a construction port with a stock port or you've got angle snap turned on. Angle snap stops the dock disengaging until the two ports are properly aligned.- 1,473 replies
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Stuff like this? I've tried to have an overview page of each 'series' of parts with basic descriptions and then different descriptions and relevant stats in each section. I also hope to put tables of hard stats in another section as well for quick reference purposes. I need someone to come up with some first though. So you could help in that area.
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Apologies, that was an attempt to make it more readable, see the full XML file here https://github.com/dboi88/USI-MKS-KSPedia/blob/master/MKS KSPedia/Assets/XML/mkskspedia_kspedia.xml There should be an overlap for everything because i'm trying to cover everything in the KSPedia, but the way it had been categorized didn't really transfer well over to the structure you're stuck with in Unity. Basically whoever decides to get on with the work should decide their method. Whether to simply update the wiki directly as has been done already or build a whole new version to be copied over once complete. @notthebobo i think it might be easiest if people give you a shout with new diagrams, paragraphs, tutorials ect. to be added to the wiki as you've been doing most of the updating there so far. Feel free to grab any of the images here https://github.com/dboi88/USI-MKS-KSPedia/tree/master/MKS KSPedia/Assets/Pages
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I don't think RD would want to ever manage the KSPedia entry himself, it's a hell of a lot of work i think he'd drop it if it was out of date and no one was willing to step in. He will include it in his repo once complete but probably only the actual asset bundle. Yes it will be included in the official release. You should also be able to link to the images from my repo into any of the wiki's you want. Cheers @notthebobo Agreed, one of the main things i think the wiki should be geared towards is really well written tutorials. 27 pages done, only 18 to go . . .
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Hi @DStaal I've created a GitHub repo with all the images and Unity project files here for the KSPedia entry https://github.com/dboi88/USI-MKS-KSPedia for now i'm only going to be using it as a backup system but feel free to pull any images you want to use from there. I only ask you credit them. I'm going to write up a clear and correct copy of all the text from the entry into a text file on the repo once i'm done with [images], [diagrams] & [tables] noted where people can post issues and PR's for changes. FYI i'm willing to do the same thing in there for a bigger wiki that we can then update from to Roverdude's wiki. It'd be much easier to do once I've finished the KSPedia and i'd be willing to put in the time to manage it and i'd be happy to leave to others to commit changes once i'd set it up. So unless someone really wants to get going asap i could get that up and running in a week or so once the KSPedia entry is complete. @PocketBrotector I've left a comment on you're flow chart. You missed chemical's for the refined exotics process. Other than that it's great, much better than the one i'd been playing around with. Do you mind if i try and put a little workflow together to strip that into an image, resize/work as appropriate to it can easily be updated in the KSPedia entry?
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@notthebobo @Crabman @PocketBrotector It's probably best we decide where to put everything while the new wiki is worked on, so all the changes can be discussed and kept track of. It'd be best if someone took main control over that. So it'd have to be someone willing to get everything set up and fleshed out from the XML file of all the new stuff and realistically be able to spend time on it regular for at least the next few weeks until it's all done. We'd need to pull in some of the other useful info I've not included and then fluff it out from there. Anyone willing to take charge on that front? There's a rough XML sheet here of all the text elements I've got so far. It's a bit weird, it's backwards with the first pages at the bottom. This is the structure USI - MKS 0 - 0 MKS CoreConcepts 1 - 0 CoreConcepts Ranger Series 2 - 0 Ranger Series Simple 2 - 1 Ranger Part List 2 - 2 Ranger Inflatables Duna Series 3 - 0 Duna Series 3 - 1 Duna Parts Tundra Series 4 - 0 Tundra Series 4 - 1 Tundra Modules 4 - 2 Tundra Parts 4 - 3 Tundra Inflatables Base Construction 5 - 0 Base Construction 5 - 1 Konstruction Parts0 5 - 2 Landing Parts 5 - 3 Connecting Parts 5 - 4 Construction Ports 5 - 5 Servos & Magnets 5 - 5a Konstruction Examples 5 - 6 Base Locations 5 - 61 Base Locations Cont. 5 - 6a Base Examples 5 - 7 Advanced - KIS Mining & Manufacturing 6 - 0 Mining & Manufacturing 6 - 1 Scanning 6 - 2 Extractable Resources 6 - 3 Resource Extraction 6 - 4 Resource Processing 6 - 5 Parts & Supplies Manufacturing 6 - 6 Advanced - Career Funds Logistics 7 - 0 Logistics Habitation 8 - 0 Habitation 8 - 1 Habitation Parts 8 - 2 Habitation Advanced Life Support 9 - 0 Life Support Rovers 10 - 0 Rovers 10 - 1 Akita 10 - 2 Karibou 10 - 3 Malumte Ship Building 11 - 0 Ship Building 11 - 1 ExtraPlanetaryLaunchPad Basics 11 - 2 ExtraPlanetaryLaunchPad Parts 11 - 3 ExtraPlanetaryLaunchPad Advanced Efficiency & Load 12 - 0 Efficiency & Load Crew Training 13 - 0 Crew Training Med Bay & Colony Supplies 14 - 0 Med &colony https://drive.google.com/file/d/0B_nRjcqonDoUMTJOZGU2QUhpbHM/view?usp=sharing
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I get this after every attempt. Anyone know what i can try to fix?
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Are they available in the game files anywhere? Could we use the model for a part by referring to it in the .cfg like we can with other part models?
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@intrepidly insignificant doesn't that completely break the snap angle feature?- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
No these are the settings for how strong the magnet is. So the torque setting is how strong the force will twist the whole ship that's being docked into alignment laterally. The roll setting is how strong the force will roll a ship into the correct docking orientation, i.e. make up match up on both ports. The range setting is how far away the magnet engages. The force setting is the overall magnet strength and the Angle Snap when turned on stops the port from actually engaging until the angle of the port you are docking to matches the setting given. So if you want the next module you are connecting to be rolled 90 degrees in relation to the docking port so that your solar trusses point out in the right direction you'd set it to 90, move in to dock and once in place you'd slowly roll the ship and it would automatically dock once you'd rolled 90 degrees.- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
I'm pretty sure this is how the port settings work. These settings are the magnet strength settings the only setting that affects the orientation of the ports is the angle setting. let me know if i've got anything wrong. So the torque setting is how strong the force will twist the whole ship that's being docked into alignment laterally. The roll setting is how strong the force will roll a ship into the correct docking orientation, i.e. make up match up on both ports. The range setting is how far away the magnet engages. The force setting is the overall magnet strength and the Angle Snap when turned on stops the port from actually engaging until the angle of the port you are docking to matches the setting given.- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Yeah so you can ensure all your connections are lined up instead of being at daft angles, or having to keep docking and redocking trying to get everything square. I've not had a full play with them yet. I'll do so tonight and confirm but i'm pretty sure the first 3 options are in relation to the strength of the magnet. If you have the two docking ports engaged (with the magnets) but aren't connecting try slowly sliding the Angle Snap. In theory it should connect once you've set the Angle Snap to match the actual angle they are currently sitting at. Of course i might be completely wrong, If i am let me know, either way i'll report back later.- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
That's not really much to go on so I can't really visualize what your issue is but see these previous comments. I think they provide the answer you are probably looking for. If not would you care to elaborate exactly what issue you are having? Cheers- 1,473 replies
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