voicey99
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Everything posted by voicey99
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I spent quite a while tracking down and fixing this issue myself today, and on removing the "el", the part appears and functions perfectly normally as it always has done. I don't understand why this change was made, since it doesn't seem to serve a purpose and has no changelog entry in either the folder or the git. Was it intentionally disabled (weird way to do it, and for an unknown reason?), some new syntax that didn't work (exclusively done on this part?) or was it just an error (but being the only edit to the file?) that somehow made it all the way to release and wasn't spotted for over a year (I assume the issue the person from a couple of pages back had with being unable to find the fan was this). Maybe RD could shed some light on this oddity?
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
voicey99 replied to DuoDex's topic in KSP1 Mod Releases
Snake that is, dunno about DD. Looks like Olympic1 has been really managing the mod for quite a while and I suppose if it still works fine and nobody has submitted anything then no updates would have been needed. Still, a large amount of content I made for it shortly after its last update a year ago is still pending release. -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
voicey99 replied to DuoDex's topic in KSP1 Mod Releases
Not a peep, and they haven't been seen for a year. Looks like they might have flaked to me. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Going back to check the EL stuff is still there and the patches add functionality back to the pts (my bad in that case), but curiously they don't restore them to view as well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Yes. If you edit the files you could port across functionality to them, but otherwise they are bricks. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
There's a reason the Orbital Shipyard and Mobile Launch Platform aren't visible unless you dig for them, and that's because they were stripped of their functionality (which was with ExtraPlanetary Launchpads) and depreciated years ago. The shells of the parts are only around for compatibility. -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
voicey99 replied to DuoDex's topic in KSP1 Mod Releases
I presume you are using Linux or some other UNIX-like system, because the config structure is now a wall of horror -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Oh, you mean between the parts on the same vessel? Any part that has crew in it will have a button in its rightclick UI to initiate crew transfer to another part, mod or not, though you've got to find them first. Not a fan of your tone btw -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
You can't. You'd need to transfer them through a part that has one (The Tundra and Ranger series both contain a couple of airlock parts). If you've got kerbals stuck in them for rescue contracts, use RPV: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
CTT keeps all the stock tech tree nodes (but changes their display names and moves them around), so even if a mod doesn't have CTT support (which MKS does) the parts would still show up in the tech tree just fine. -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
voicey99 replied to DuoDex's topic in KSP1 Mod Releases
It's now been two months since the mod was apparently handed over - is @TriggeredSnake going to be making a new thread? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
My God. I never thought the day would come. Prepare your asses, because anything could happen now. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Governor sliders will just reduce the activity of the module. So the kerbitat governor slider will reduce how many kerbal-months it provides (or the hab multiplier or recycle percentage, if you have that set up) while reducing its EC consumption e.g. if you don't have enough EC production to support it running at full capacity. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Resource catchup doesn't simulate EC for simplicity's sake. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Yep, you got it. With a large storage you still don't lose anything, it's just a lot of unused space (though production will ramp up significantly later so you'll need a large amount of slack). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
No. If you'd left it alone for a long time and had sufficient (i.e. over 12h) worth of storage for its production, then in each 6h-long catchup chunk it would add 6h worth of production to its storage, shunt enough of that off to PL to empty down to half full and then move onto the next 6h-long chunk. Repeat until caught up. In essence, catchup is processed as though you had visited every 6h. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Neither, but closest to 1. Catchup (vanilla mechanic btw) is processed in 6h chunks, so you'd need 12h worth of storage. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
That link refers to something in the old thread, which was lost a couple of years ago in the 2017 Mod Thread Disaster. I'll see if I can have a dig in the Wayback Machine for it (no promises). EDIT: WB only goes six pages in. Whatever RD said, it's long gone. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
See the post right above you. -
[1.8.x, 1.9.x] NEBULA space engineering - Decals Continued
voicey99 replied to linuxgurugamer's topic in KSP1 Mod Releases
I've added two curved versions of the letter decal (one for writing each way along the curved surface), and an additional set of textures for the rotated version to the download. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Will we finally get to see the Atlas parts? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
This is longstanding bug with KAS connectors - they can't transfer water. Nobody knows why, but this is on KAS' end. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Here, for reference. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Habitation is a USI-LS thing, and the HHSC hab functionality is added by USI-LS. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
This is the MKS thread - I assume this is about USI-LS? Inflatable habitation parts consume Machinery, fixed ones do not (quite why this is so I've never been certain). Colonisation modules and medbays consume C-Sup, as they work differently to standard habitation parts.