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DStaal
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Everything posted by DStaal
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What would the other one look like? With a straight #3, we'd probably end up with four greenhouses, including the Organics one.
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Organics I'm leaving to stage 3 - part of the industrial addon. Given that we've got multiple greenhouses already, I'll probably have another that does Organics. The algae farm and the container greenhouse are being left as a more light-duty parts - they don't get production bonuses, etc. Good for starting your base, but you probably want to move on to full-size parts later.
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Mostly in that it didn't always compute production/consumption for mod-supplied modules. I'd occasionally build a ship with lots of power and go to check, and it would say there's no production (because none of the production was something it recognized) etc. Also, the planet drop-down list tends to list each planet multiple times.
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Well, that's 1.5 votes to zero for option three, so three it is.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
It's a bit of a complex calculation... Smarter Kerbals increase productivity more. Courageous Kerbals increase their effect on productivity more. (So: If they are smart, they increase it more. If they are stupid, they *decrease* it more.) Badassary has an effect as well - though I can't remember the full details there: Assume it's a good thing on smart Kerbals at least. Class and level also calculate in: Engineers are better, and higher levels are better. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Nothing in MKS that I'm aware of. I'm not sure about OSE Workshop, it might - Ground Construction just cares about level, I believe. EL is the only for-sure use for them that I know of. -
It makes sense - but a bit better punctuation at least in the top-left text block would help. You're being concise and working with awkward spaces, which means you need to be very precise to be clear. (At minimum, you're missing a period.)
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The release zip is safe to use in your main save. The dev version - pulling directly from Github's tree - isn't really, and would be a pain to install if you didn't know what you are doing. One of the reasons why the dev version isn't done is because I want each part to be only dealt with once, wherever possible. That than means that things are safe to use, since they don't keep changing. I expect the Central Hub will be touched in both this next release and the release after - but hopefully nothing that will compromise a save. So if you grab the latest from here you should be fine: https://github.com/DanStaal/KPBStoMKS/releases
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Something you may want to keep an eye on: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I'm happening to notice that none of the MKS parts are probe control points - Any particular reasoning? I know the Orca pod is, but I was finding it a bit odd that I needed a connection to Kerbin to control some automated rovers that were within arm's reach of my Minmus base, which has probably a dozen Kerbals in residence. (Spread over several vessels.) If you don't have any specific reason to avoid it, I may through in a PR with one for say the Tundra/Duna Pioneer. Or if people have better suggestions, I can put it someplace else. -
Looking forward to having rovers with good wheels, thanks. (Though I'm having some issues deploying them - something about them makes KSP just bug out. But it's not this mod - I reverted to the previous version and got the same behavior.) My one comment on the options like getting rovers stuck, or slope effects: I'll admit I occasionally use this mod in a fairly cheaty way. Could there be an option to disable some of the realism effects? Please?
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Grandma Utz's Handcooked. Anyone who disagrees is a philistine. (And anyone who hasn't tried them doesn't know what they are missing in life.) But glad to see another mod under your hands.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Depends on 'fine'. The parts will exist. Likely they'll not animate or process things correctly. Some of that can be fixed with MM or by hand. The biggest problems will be the inflatable parts - there's no stock function that can handle that. Oh, and there's a .dll in the MKS folder as well. If you want to get rid of the extra Kerbal classes, you need to remove Kolonist.cfg. That's where they are defined. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
You could probably delete the .dlls and then write an MM file to modify all the configs. That said - without USI-LS, you could likely just ignore the MKS mechanics and play. The only thing that will really affect you much is the Kolonization bonuses. I think you could even set those to zeros in MKS/Settings.cfg and ignore them as well. (I may try that...) -
The question mark itself - I think it looks fat, and I dislike that it's hard to tell by looking at it exactly where it's intended to be on the map. I tended to use cross-hairs in the older versions, as they didn't cover much of the map, and have a distinct centerpoint that they are marking. However, appearance is always an opinion thing. I'll admit I haven't looked much at KerbNet - it just seems to be an inferior copy of SCANsat whenever I try it.
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[Old Thread] KRE - Kerbal Reusability Expansion
DStaal replied to EmbersArc's topic in KSP1 Mod Releases
Grid Fins should be compared to *fins*, not airbrakes. They're control surfaces, not braking surfaces. They'll point you in the correct direction, but you need something else to slow you down. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Averages from orbit are often just a tad low. (And are the average for the whole biome, not any specific spot.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I think you'll find most iron in the universe is oxidized - it's rare planets like Earth who manage to get the oxygen *out* of the ore and into gas form. I know from other discussions that resources are tied to the game seed - so basically upon starting a new game. It's not that they are specifically generated out at that point - but that any time you look they'll be computed based on where you are and that seed. -
Go in and check how you've got distribution set on all the parts. You can set each part to consume, share, both, or neither. I suspect if you set the miner to consume and the reactor to share, things will work better.