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
The Orca is a part from USI Freight Transport Technologies, not MKS. (this is an FAQ, there should be a note in the OP or something) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I'm not sure of the exact maths, but I believe the medbay takes time to bring your kerbals back, and that time is proportionally or otherwise linked to how long they have been out for. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I've had this issue with them as well, with the reactors being the only heat-generating parts on the ship. It seems to just be a consequence of KSP physics at high warps, in that it could be simply missing cooling ticks and the reactor blows up before it can access cooling again or automatically shut down. This issue has been around for years, at any rate. You might just need to turn the reactor off during high warp, do them from the tracking station or check "ignore max temp" in the cheat menu. -
[1.8.x, 1.9.x] NEBULA space engineering - Decals Continued
voicey99 replied to linuxgurugamer's topic in KSP1 Mod Releases
I was looking for a mod that would let me write names on the sides of my ships, and couldn't find anything. So I decided to fix that and, with the tools of NEBULA, created a set of letter and number textures you can use to assemble names letter-by letter on the sides of your ships to grant them names they can bear proudly for all to see, and to label things like different sections of your bases. The current texture set. Download it here To install, download the folder and drag and drop it into GameData, and merge it with the existing NEBULA folder. The characters are text size 180, written in the font Arial Black, and the flat and curved letter decals are clones of the standard flat and letter decals. UPDATE 27/02/19 - Added some basic punctuation (dot, dash, slash, apostrophe, comma). UPDATE 21/03/19 - Added curved versions of the Letter Decal. -
[1.8.x, 1.9.x] NEBULA space engineering - Decals Continued
voicey99 replied to linuxgurugamer's topic in KSP1 Mod Releases
Recently I made a set of letter and number textures and a separate decal part to display them, for purposes like writing names on ships. Do you mind if I share them here to download as an addon (if you could call it that) for the mod? [image moved into other post] -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
FlexOTubes need KAS to work, not KIS. -
It changes every game. This time round I give all my probes a utilitarian name appended with the name of a famous criminal kingpin, so I have an "Eve Probe "Escobar"", a "Urlum Probe "Capone"" and a "Jool Probe "Putin"". As for manned vessels, if it's just a routine flight I don't bother naming them but proper interplanetary ships are always named after fictional characters from a particular source. This save they will be named after SWTOR characters e.g. in a year's time the Nadia Grell and its attached lander Sarkhai will depart for Duna. Unlike probes, they are usually major and infrequent enough for me to learn which is which. Booster subassemblies follow a similar pattern, with size 0, size 1 and size 2 series being named after characters from I, Robot, The Lost Fleet and Mass Effect respectively.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Assuming this hasn't changed in the last couple of versions, you need to deploy them from EVA with sufficient MaterialKits and EC on board or nearby. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Yeah, it broke everything, and modders will have to update their configs unless someone uses some MM wizardry to automatically convert obsolete part modules. Someone in this thread wrote an updated SSPXR patch a while back here (not tested myself). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Sure it's an MKS thing, but all you need for it is the USITools DLL and the ScrapParts.cfg patch (found in UmbraSpaceIndustries/MKS/Patches). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
MKS Lite has been merged into MKS proper, by way of being able to adjust settings controlling stuff like machinery consumption etc to emulate Lite. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Delete the UmbraSpaceIndustries/MKS/Patches/ScrapParts.cfg file to remove the option across all parts. -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
voicey99 replied to DuoDex's topic in KSP1 Mod Releases
There's not been a release since then. To get the unreleased changes, you would have to download the raw repository (normal mod install protocol applies here). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
TAC-LS is an optional RO mod, and it's recommended for use with RO since it's more realistic while not breaking things like Kerbalism. There's nothing stopping you from using USI-LS (which MKS is indeed designed to go with) though. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
As far as I know, there are no mods in RO that conflict with MKS (unless you have Kerbalism) and it can be added just fine. It has support for TAC-LS as well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
IIRC the longer they have been tourists for due to expired habtime, the longer they will need to spend in the medbay to be brought back. I don't know the exact numbers, though. Also check your save file and search for the crew names to check their "oldTrait" and "trait" entries haven't changed to "tourist". -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
above issue was solved on the subreddit by a reinstall -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The production multiplier is the geology rating as a decimal squared (e.g. 350% gives a 3.5^2 = 12.25x multiplier), so yes. Electricity consumption scales with load, and if it's too high for you to keep up with you can reduce the governor slider to throttle back their production. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Power couplers are just to transmit energy from ship to ship for whatever reason. The reason adding more storage increases the transfer rate is because whenever a transfer instance takes place up to 10% of the storage capacity of the smallest vessel can be transferred in one go, so if you needed 1.2kEC/s you would need a minimum of 1,200 * [however many seconds between transfers] worth of EC storage. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
In lieu of a shorter interval, add more storage at both ends to transfer more power per operation. Whoops, my bad with the wrong copypaste. Here's the page. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
See this page of the MKS wiki. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Yes. Stuff that doesn't have anywhere to go will be discarded so it doesn't gum it up for other resources. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Like Dirt, the Sifter will process it into all the resources present on the planet, with the output proportions corresponding to the planetary average concentrations of the resources. I'm not sure about the exact I:O ratio. -
[1.2.X] [Kopernicus] Planet Cyran
voicey99 replied to The White Guardian's topic in KSP1 Mod Releases
PQS changes means it's not compatible with any version of Kopernicus past 1.3.1-3, so it doesn't work with 1.4. It'll update when TWG finishes the overhaul, no word on the progress of that.