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 mod OSE Workshop configures the stock drills to be able to extract modded resources (this has been removed since the MKS drills are supposed to do that) and the MKS drills now can now produce plain rock for use with ART, and it is also now a byproduct output of all MKS raw material converters. @maja Very nice, much base envy. Scattered Ranger modules look so much better than a block of Tundras. -
[1.12.x] Freight Transport Technologies [v0.6.0]
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Who needs infinigliders? Turns out the ductfans make excellent horizontal aircraft engines that really can fly for years on end (as long as you're prepared to make a flying reactor). I designed this thing for Eve exploration (and it works great, being able to maintain 100m/s), but it works equally well on Kerbin too. -
I'm still in denial about successfully having a spacecraft fly past every single planet and moon in the stock system (for a contract) without using nuclear or ion engines-to some, this would seem fairly mundane but this was back when I only had a few hundred hours of experience. Add to that forgetting to visit the Mun and Minmus on the way out and managing to intercept both their SOIs on the finishing Kerbin flyby and then get into orbit with 0.23 units of LF to spare, and I don't think I can ever top it.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Did you mean to comment on what I said about habtime? Doesn't look like the text came through. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I believe pilots/scouts require at least one year of habtime to start with before this effect kicks in, to stop you shoving one in a tin can and leaving them there forever. -
Persistent buzzing noise
voicey99 replied to voicey99's topic in KSP1 Technical Support (PC, unmodded installs)
I hope it doesn't, the whine may be getting worse but I only bought the thing six months ago. -
Persistent buzzing noise
voicey99 replied to voicey99's topic in KSP1 Technical Support (PC, unmodded installs)
Clock speed of what, and how? The whine has spontaneously dropped off back to ignore-able (as long as I have something to play over the top) levels now, so it's not a really serious issue any more but it would still be nice to be able to remove it. -
Persistent buzzing noise
voicey99 replied to voicey99's topic in KSP1 Technical Support (PC, unmodded installs)
You're right, there is indeed a high-pitched buzzing noise coming from the graphics card. While that article is useful in identifying it, it doesn't say how to fix it. I'll try dusting the card off and report back in a minute. EDIT: Nope, still whining away. And now everything is covered in dust as well. -
Persistent buzzing noise
voicey99 replied to voicey99's topic in KSP1 Technical Support (PC, unmodded installs)
Your questions in order: PC, sound is coming over the audio channels, it is connected via the only audio jack, it is obviously on, it comes over the main speakers too, all sockets here have an earth connection, and why does that even matter? I'm not sure what I can do to get a hold of the problem, since I have no tech skills whatsoever beyond 'turn if off and on again'. All I can tell is that it's coming from KSP, and occurs nowhere else. -
Persistent buzzing noise
voicey99 replied to voicey99's topic in KSP1 Technical Support (PC, unmodded installs)
This is only KSP. It occurs with or without the music off, and this is definitely coming from the program because I am using headphones. I also have no idea what you mean on the 2nd line. It is generally loudest in the space centre view and the VAB, both of which are fairly non-intensive. -
Exactly what it says in the title. In all scenes, there is a constant and very annoying low-pitched buzzing noise. It does come and go (for example, going quiet during loading screens) and will change pitch based on the camera orientation, also persisting outside of KSP and, strangely, not stopping even when all sound (KSP and system) is completely muted. This noise used to be limited to the VAB (which was tolerable), but now manifests itself in every scene and the only way to shut it up it to close KSP. This is on Steam KSPx64 on win8.1. I tried updating the audio driver, but no luck.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Probably because the DIYKits are from GC, partially bundled with MKS. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Can't help you with the DIYKits (I don't have a clue either), but I can say that you can use the cranes and magnet from Konstruction to right the crate if needed. You should probably check out the Ground Construction thread, which deals with these things. -
...was stolen by aliens to study nothingness. This ferret's flying fish finger factory...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Or use the this mod to safely stop parts being loaded without deleting anything: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The presence of the Kolonisation tab is dependent on USITools, and having multiple copies of the USI DLLs (i.e. the ones that came with Orion and MKS)is probably not a good idea. To check is USITools is working, launch a Salamander cmd pod (under Pods) and see if it has the option to 'toggle ground tether'. Alternatively, download the lot from the USI Constellation page and delete the mods you don't want. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Orion has the same dependencies as MKS and comes with additional copies of them, if you install MKS after that then put the Orion folder under the MKS USI folder and delete the copies of 000_USITools, Firespitter, Kontainers and ReactorPack that came with Orion. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I don't believe TAC is officially supported by MKS, so if you want those changes made you'll probably have do them yourself and create a pull request for them on github. -
Was it called Jeb's Limo? I don't recall it getting named at any point. Sounds good, though. And P.S. @Scarecrow you can press F2 to hide the UI and take cinematic screenshots.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
That seems cool, but kinda falls outside of MKS's scope and could intrude on other aspects of gameplay. For example, 80-year lifespan could be a challenge considering round-trip times to OPM's Plock typically exceed 100y -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Well, it was kinda designed with stock in mind, where the only mineral is ore. Admittedly, it does say "valuable resources" (so no direct reference to ore), but this is still ambiguous. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I can't see anything with the asteroid harvester module other than the stock drills, and they can only mine ore. Mining rock and processing it via ART look to be the only way of getting stuff out of a roid, but the whole chain produces pitiful amounts of just those five resources and the custom roid resource defs suggest there is another system to mine non-stock resources from asteroid, but I'm not aware of a mod that does this. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
What are these asteroid drills you speak of? Asteroids also only have a chance to have each resource, check CommunityResourcePack/Asteroid.cfg -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I don't think there are any asteroid drills capable of extracting MKS resources so if you want to get them from asteroids, use USI Asteroid Recycling Technologies. It lets you extract rock from roids and run it through some stupendously inefficient converters to get water, minerals, metallic ore, substrate or karbonite (AWOW: ART increases asteroid mass into the hundreds of thousands of tonnes!). Since these resources are shared over multiple mods it's probable that another mod has the part/s you need. -
I always thought that was was for RemoteTech. I did see a patch to add an antenna to an EVA kerbal for RT, so I could probably just write an MM patch to add it to KerbalEVA.cfg. However, this would be open to exploitation as the kerbal antenna wouldn't use any EC.