

voicey99
Members-
Posts
1,347 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by voicey99
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
As a general point, if you're on Laythe, water can be obtained for agriculture (if you're doing it that way) very easily thanks to its high concentration in the ground and oceans (use the Ventral Ocean Extractor from Karbonite to extract it and ship it off via PL) - I don't know of any part than can extract it from the atmosphere; maybe KSPIE has one? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It's currently broken, since the habtime config is very out of date and not functional, which means it defaults to just providing one kerbal-month of habtime. I submitted a pull request to fix this but a new bug cropped up instead - hopefully it will be all fixed be in the next release. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Someone already made something similar, but with EVA/IVA suits and portrait icons rather than name colouring. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Tow cables? KAS has some winches, if that's what you mean, though you still need multiple kerbals to pick it up and attach it. You might be able to use construction ports from Konstruction (which can connect and then delete themselves, attaching the docked vessels together), but they can be a pain in the ass to connect and align. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Unfortunately not. You can detach and reattach them with KIS or edit the individual kontainers in the savefile. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
In addition to all the other bugs surrounding the Karibou, the wheels (when under a lot of stress e.g. carrying cargo on Eve), start to jump and judder around to make the thing completely uncontrollable. Observe. Is this a stock bug with no workaround, or does the bug lie with the Karibou wheels? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Pushing requires a logistics module or a Mobile Processing Unit, but to pull you need a manned logistics module (by a quartermaster or pilot). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Does @TheRagingIrishman still curate the Github Issues section? He hasn't been seen there since August. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Yep, there is the USI Constellation, linked in the first paragraph of the Catalogue. It contains every single USI mod, but it's currently a couple of versions behind, awaiting an update. When it does update, it usually jumps forward a few versions at a time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
You don't need to know what's bundled with what mod because the universal rule is that if they are included with a mod, they are needed - if you desperately need to know, look around the github repo you download it from. All the ancillary mods you need to run the main mods are included in each download. USI Core is just a collection of supporting mods, the bits of it you need are included in each download. What I can say after looking at that (I downloaded from the Constellation, not the Catalogue) is that it should be made clear in the catalogue that the last four mods do not need to be downloaded separately. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Just click on "catalog" in RD's sig. If you want to install more than one USI mod, just don't copy across the additional dependencies or download the Constellation instead, though it's currently out out date (@RoverDude needs to sync it). No list needed, since it's all right in front of you in the UmbraSpaceIndustries folder. Alternatively, copy it all over and it it says there's a file duplicate, either skip it or replace it. -
I found out the hard way that trees from Stock Visual Terrain ARE solid and WILL nick your wing if you fly into one. How rude of them. EDIT: The second time it happened, the plane got wedged in the tree with the engine still running, meaning the back was pinned against the tree in midair.
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Put it in a GitHub issue. That's the best way to get a bug addressed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I think albums are broken. Testing. Yep, broken -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It's a known bug that's been around for some time that KAS tubes seem to have issues with water. I assume Local or Planetary logistics will even the containers out. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
MKS adds its own main tabs for part categorisation, rendering function tabs moot. Manufacturing is for processing parts, Rovers is for rover parts, Logistics is for containers, Construction is for construction parts and Kolonisation is for habitation and miscellaneous parts. They never did have their own filter by function tab, presumably because they didn't need it as they are all grouped in their own tabs anyway. -
CommNet Signal Strength Calculator & Antenna Selector
voicey99 replied to Poodmund's topic in KSP1 Tutorials
I have a comm signal booster in orbit with 12 RA-100 antennas. The Direct Mode strength is listed as 6.44x1011, Relay Mode as 1.2x1012 (exactly). I also have a sub-relay very far away with two RA-15s giving Direct and Relay strengths of 2.52x1010 and 3x1010 (exactly) respectively. However, in game, the Direct numbers are used for the range calculations through them (both with the sub-relay being controlled and communicating with Kerbin via the booster and another vessel communicating through both), and the Relay numbers seem to be meaningless. EDIT: Didn't see your edit. I'll take a look again. EDIT EDIT: Is all good @Poodmund- 86 replies
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
If I'm being perfectly honest, I think we should probably have kept EPL support for a while longer until GC has reached the same feature level as EPL. While I think it is shaping up to be a better replacement, as it is, it doesn't really seem "complete" with no from-scratch construction or on-orbit craft assembly. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
That'll be one for Taniwha to do. EPL support has been (officially, at any rate - the patches still work, I think) dropped for MKS, so there won't be a replacement unfortunately. Maybe when Ground Construction finally gets orbital parts (in about [insert arbitrary large number here] years), they can be modelled in the same style. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
What do you mean by that? Standard manufacturing parts work in space. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
If you change USI - * LEGACY * in the Manufacturer line of the partfile to USI - Manufacturing Division (as was the original), you can find them in the Manufacturing tab. You can also install Filter Extensions, and in Advanced Mode you can find them in Filter by Cross-Sectional Profile → Octo3, but either way I don't think they have any functionality any more. You could copy across the part config from a version before v0.50.15 or earlier to restore both their presence and functionality, if that works. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Interesting indeed, but it falls beyond the scope of MKS. Maybe it could become part of Kerbalism (it's brutal enough already, why not add an extra dimension to it?). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Speaking of the 20m parts, can they and their assets simply be transferred over to my 1.2.2 install or do they rely on some DLL component that was only added post-1.3? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
That'll be why then, since I never added them as I thought they just froze hab timers. No words. Kerbals don't die though. There might be a mod somewhere that does that, but not one I know of. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Since 1.3? I've never noticed it.