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voicey99
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Everything posted by voicey99
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Put it on the git bugtracker, else it'll get lost in the thread. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
This has certainly been a bug for a while, since I get in my 1.2.2 save too. Take this over to the Konstruction thread or open a github issue. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Does it shimmy with the legs retracted or extended? Else try tying it down with KAS ground anchors. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
You have to go digging to find that, and very few people will unless they are specifically looking for it. If the thread is removed, the SD listing should be as well to wipe the slate clean. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
MKS Lite isn't on CKAN, nor is it even in the "all" list (suggesting it never was) and the only place to download it is the old thread (and the git repo has been deleted, so that's not possible any more anyway). In fact, it might be better to just delete the MKSL thread outright as all it does is document a defunct and extinct mod and confuse newbs. If it can't be deleted, a big and eye-catching banner at the top to catch visitors' attention and make then read it is the next best thing. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
it is locked and a message posted at the end to say it's been integrated into MKS. But we still get people washing up here thinking it's still separate and alive. There is a message on the last page stating it's been depreciated, but they evidently don't bother to read it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
if people don't even read huge, red text at the very top of the page, they aren't going to scroll down and check if it's locked. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Might I suggest you put this impossible-to-miss notice at the top of the OP for MKS Lite to make obvious the fact that it's depreciated? !!!DEPRECIATED-NOW INCLUDED IN MKS!!! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I can't see any references in the code or changelog to that. Also, the last MKS update was 6 weeks ago, so nothing has changed in a while anyway. The Duna Pioneer module isn't actually a logistics module. The Tundra logistics module being titled the Pioneer + Logistics Module is somewhat confusing (it was once even worse, being titled the Pioneer-Logistics Module), as it implies the Duna Pioneer should do the same (Duna Pioneer and Logistics are separate). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Is warehousing enabled on your kontainers? Do you have an MPU or logistics module to push or a manned (by a pilot/quartermaster) logmod to pull? If your bases are >150m away (or are both >2km from a Malemute/Karibou rover with resource storage for the transferred resources), consider using local logistics instead. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
MKS parts are iffy when it comes to the searchbox. Not entirely sure why. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Are the other MKS parts visible? Akita/Karibou/Malemute stuff should be found in the (MKS-added) Rovers tab in the VAB/SPH. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Oh dangit, I forgot about those. Yes, they were taking about them, but I thought they were talking about the fans from FTT. Derp -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Wait, what gimbal? Do you mean the ducted fans from FTT or has MKS added its own VTOL engines? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Hm. I tried to make a (non-winged) VTOLcopter with them a while back, with the COT perfectly in line and well above the COM, and for whatever reason it tipped over and flew into the ground whenever I tried to tilt it to go places. Given the thing is essentially suspended under the fans, I thought it would be impossible to tip like that. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It is compatible with TAC-LS, but Kerbalism changes some fundamental KSP mechanics and as such is totally incompatible. PLEASE use the search button in future, this question is asked CONSTANTLY. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Even though the parts are from MKS? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Will the machinery requirement be extended to the fixed modules, removed from the inflatables or something else? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It's worth noting that only expandable habitation modules require machinery to run, which means you need to lug that along with you as well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It is entirely mass-neutral. For example, the habring gains 46t (from 5t to 51t) of dry mass when inflated, while at the same time consuming 46,000 materialkits. Each unit of materialkits weighs 1kg, so it consumes 46t of MKTs to add presumably 46t worth of fittings, furniture, structure etc. to the ring. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
There isn't one universal RO patch, but there are patches for several of its component mods. CLS, DRE, RT, TAC-LS and KIS/KAS are all supported and AFAIK no other mods in RO require patches. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
That is implemented, of sorts. If your kolonisation rating >500%, all kerbals with 1yr of habitation time will gain permanent residence. It's also worth noting you can do this without that rating, but permanent hab requires 50yrs of time (1yr if pilot/scout). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Not as far as I'm aware. Do you have any kerbals in MKS parts within the SOI? Note they start at 100%. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Only if you can drag them into orbit first. In order to be able to move them around at anything more than 1μm/s2 you need to burn off so much mass with the laser they are just ordinary roids. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
What about on top of your reactor? If there are no nodes, just KIS-attach a cubic strut to it somewhere and stick the TCS on that. For the moment, until the 1.3.2 ver rolls around, the small drill has cooling of 1GW, medium 2GW and large 6GW (per bay installed). On asteroids, deployable TCSs work fine but you will need to put some panels on your non-drill stuff. I also recall that MKS drills cannot drill asteroids, and stock drills can extract all resources.