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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
...Could someone explain the balance sheet to me? I'm overhauling the SXT patch I wrote to be more in line with it, but all I see is a wall of numbers and abbreviations -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Yeah, RN MKS Explainer calculates geology*kolonisation, which is wrong-best just to remove it until it works. The simple hab mult+kol rating checks out perfectly as well -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
KSP is in C#, and if you know how to C# then RD is always looking for helpers. If you're going to be contributing regularly you might want to become a collaborator so you can get involved in the future roadmap and save you loads of pull requests. What I meant was that I don't really have a clue what I'm doing nor do I have a plan . I do know MKS mechanics fairly well and some basic balance and configuration info, but nowhere near enough to be a regular contributor. They (along with the rest of the EPL support) are going to be depreciated very soon so you won't have to worry about them for long. If you really don't want them then use EL-MKS Departsing or Janitor's Closet (both on ckan, the former will block just those two parts while the latter will let you block any part). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Yep. I recently patched LS support into SXT Continued, so it's definitely useful to do that. I did forget to add the SXT habring, though, and also didn't know of the existence of the balance sheet so i kinda went with whatever I thought looked balanced according to mass and size -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
My technical expertise is limited to configuration files and making small code changes, and what I think that person was requesting requires more skill than I have. I also deal in mainly MKS, and generally make contributions when I see something I think something is missing that I can do myself-I don't really use any other USI mods to the same extent so I don't know what they need. I can help with other mods when it's reasonable simple stuff, but I'm no expert and don't get the use out of them to really know what I should be doing with them. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
As has been mentioned, Ka is from the CRP and so is defined whether or not the Karbonite mod is installed. It's probably an omnipurpose sifter. @N3N Slow down a bit. One thing at a time (I think having multiple fuel modes on the torch drive is more complex than just editing a cfg file, anyway-leave that to RD if he want to)-I don't use Karbonite very much so I don't really know how everything works. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Yep. I'm currently working on integrating the Ka/Ka+ drill patch and shuffling some files around into new folders, so hold off on that for now in case you get conflicts. It looks like I cloned the master fork to work on instead of the dev fork (which is ahead of master) so I've got conflicts myself. I'm going to have to copypaste it all across and do it again. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
^^^Like that. However, I prefer to use a program for this called Github Desktop that makes this easier-if you download GHD and then click 'open in desktop' on the main page of your forked repo it will clone it to your hard drive and let you make changes to it offline without having to make a commit for every single change (it will automatically detect any changes you made to the cloned repo and auto-add them into a tidy commit for you). This means you can test out your changes better and don't spam dozens of commits. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Actually all the production scales perfectly with drill mass-the MEU-500 produces (in total) 6x as much as the MEU-100, so it weighs 6x as much. The reason the dirt and rock modes produce masses more stuff is because of the huge amount you need of both and the fact it doesn't really make sense to only be able to dig up dirt at the same rate as what is presumed to be an iridium/platinum/osmium/etc. mix. I'll add in the Ka+ mode after all with the same efficiency as the Ka mode, but the regular Ka drills should not be rendered obsolete because I still see them as able to do their job better (i.e. more power-efficiently) than their multipurpose counterparts (kinda a ten-of-all-trades rather than a jack). Still, it should be reasonably easy to make a new and upscaled version of the original drill if there is a call for it after this. (aaaand the forum formatting ate my post) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I'm looking and wow, is there a lot of old stuff in the USI folders! References to Mk3 parts and UKS, empty files, old mods..... I just have to be careful with these part names since I wasn't around when many of these old bits were in the game so I have to try and tell what's old based on it's name and hope I don't break anything current. While I'm at it I'll merge the Karbonite patch (don't worry, it's still useful as I explained) into the main cfg and also put the Rock modes on the drills behind a requirement for ART. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Remember each drill has multiple bits, and the stuff specified in the cfg is per bit (an MEU-100 has one bit, a 500 has three and an ISM has five). The big drills are less efficient but equal in energy use than for the rest of the modes they have, but an ISM operating at the new reduced efficiency will still produce as much as 7.5 dedicated Ka drills if set to full Ka. I'm trying to scale it with mass (compared to the DRT-40) here, and even then it's generous. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The ATM.cfg refers to UmbraSpaceIndustries/UKS-should this be deleted or redirected to /MKS? If it doesn't work now it would seem MKS has managed perfectly fine without ATM. I'll edit the .cs files as well to accommodate the asset sorting. I modified the file a bit to make the drills have low output, very low power efficiency Karbonite settings (in that they can mine Karbonite, but the dedicated drills can do it much better). I'll add the Karbonite settings directly to the cfg under MODULE:NEEDS[Karbonite] so it only shows up with Karbonite (no need for a separate patch file). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The OKS_DRE.cfg and ATM.cfg files also both also refer to UKS, which doesn't exist any more, and so, as far as I can see, are just sitting around extending the load time. Looks like there's some housekeeping to do. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Also looking for a way to declutter the MKS folder-besides moving some of the patches to their own folder, would it be safe to shift around some of the icons (Kolony.png etc.) or remove/strip down some of the old patches dedicated to UKS/OKS, since the parts they are referencing no longer exist? MKSMFT.cfg also appears to serve no purpose, being blank -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Somewhat ironic now Irish has gone and made the Karbonite req part of the main mod anyway, rendering it entirely pointless . -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Don't worry, MM can be complicated to the unversed (me included). It'll probably seem reasonably simple soon enough. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It's definitely something planet-related as all I did was hyperedit it to Minmus (which has bonuses) to see the change. I'll make a bug report tomorrow unless it's confirmed to be intentional that habs get bonuses. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
So it's not actually supposed to increase with the rathings? If it isn't then, well, why does it (or is that the whole question)? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
If you're asking to increase the distance at which you can disassemble parts or make your kerbals clip around the place, the answer to both is probably no. I can't see a cfg file for them but can't check to see if the DLL is hardcoded because something they did to it last update means it no longer works with my decompiler. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
To take this section of cfg: and disable it unless Karbonite is present. The problem is that there are four other ModuleResourceConverter_USIs in the same file, and as far as I can see changing one will change them all. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I mean, edit the Agriculture Support Module to make the Karbonite converter require the Karbonite mod. While the handbook tells you how to edit a module, it does not seem to distinguish between multiple identically-named modules. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I'm going through and doing some more balance tweaks-how do you edit a module if there are multiple modules of the same name? There are several ModuleResourceHarvester_USIs, and the handbook doesn't say if you can edit one without editing all of them (so I can put the Karbonite->Water converter on the ASM behind a modreq). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
(side post) @TheRagingIrishman Remember the nullrefs? Well, I caught it after only five seconds when it was just 3GB this time. Here it is, with a minimum of scrolling (ignore all the CC errors, that's probably just SigmaBinary messing with the planets)-it always seems to get set off by one of my ships in particular, here's the .craft file if you're willing to use SXT, TweakScale and NFC (plus a couple of USI mods). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
CKAN sometimes screws it up. Try searching for 'KolonyTools' with ctrl-F (click at the very top of the logfile first if you are using Notepad). If MKS is working then its there, but doublecheck first. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
If you don't see KolonyTools then something has gone very wrong. USITools.dll is from USI Core, MKS has its own KolonyTools.dll (both should be there).