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Everything posted by TDplay
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Yes, bang on what it really is, should help our friend out -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
If you are needing dedicated Log Modules to push, that is NOT a bug. If you are needing a pilot to push, that IS a bug and report it here. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
No. That was changed long ago - if Karibou was using PW that was a bug. Grab yourself a 'Duna' Logistics Module or a 'Tundra' Pioneer-Logistics Module (the former fits well with a Karibou aesthetic and is nice and compact, great for unmanned mining stations, starter bases and rovers that need PW access, the latter looks good for stations that need OrbLog) They will allow warehouses to interact with the PW. You will be able to push uncrewed, but will need a pilot or quatermaster to pull, as all logistics over more than 150m require a Pilot or Quartermaster (if you can't afford pilots). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
If I understand you right, what you want is the Resource Distribution mechanic - slap a Karibou / Malemute rover or Duna Pioneer / Duna Logistic / Tundra Pioneer-Logistic module between the warehouse and consumer and the resources will flow as if it were in 150m. Max distance 2km. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
I might call my interplanetary transfer ship the Kerbal Space Coaster -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
K, so, recognise this thing? Y'know, my Logistics Rover? Now GC is updated to 1.4 (thanks allista ) I could get the GC update and build my Logistics Rover in-situ. Seems to be tolerable on Minmus. Yup, I'm crazy, rovers on Minmus. Hey, gotta pay respect to RoverDude! Jeb looking out at the ISRU section of my Minbase. Currently capable of in-situ creation of Supplies, and in-situ MKs are coming soon. Just need to land a Logistic Module - I don't have Substrate where I landed for chem/poly, don't remember which needs it Either way, I do still love the mod's design. Now I'm REALLY into it, I'm really having fun. More fun than when my rocket to deliver the module flies apart because I forgot to install Kerbal Joint Reinforcement Well, guess I got a nice thing outta the horrors of Minmus' low G that causes Rovers to get sudden pyromaniacal interests - ISRU DIY kits will be great, as launching from Minmus is a massive dV saving from launching from Kerbin as Minmus has tiny gravity and LITERALLY AT THE SOI EDGE. ~4,000 m/s to leave Kerbin SOI will drop to ~100! I plan to use my Kolony as a refuel outpost for interplanetary missions, to ease off the huge dV requirements, and ISRU and Orbital DIY Kits are MASSIVE steps toward this easing, even though it's plenty easy enough to get DIY Kits to land near my Kolony. I knew the Minbase would pay off! :DDDDDDDDDDDDDDDDDDDD -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
The reason it's really heavy-duty is the idea that you are meant to use lotsa launches to self-sufficiency. In career, SSTOs will be your saviour. Cutting out the SPs and MKs is a huge step toward the "land a rocket and call it a day" style of kolonisation, which is what RD is trying to steer away from. MKs are not hard and are a MASSIVE step to self-sufficiency - once you have MKs, you only need to ship in SPs (and in rather small amounts). You only need Substrate, Minerals and Metal Ore - dig them up and get them to base and boom - you've all the raw mats, you just need 3 smelters and a workshop, lo and behold MKs and a LOT less needed shipments. SPs are very easy to ship in as they are needed in VERY tiny amounts. One Flat Kontainer should last a while and is easy to land. However, it's hard to set up self-sufficient bases to make them. You need a GIANT (3.75m) workshop and have Silicon (silicates) and Refined Exotics (exoticminerals i think). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
You only need MKs and SPs, but if you can make both you may as well make machinery to - you don't want to come on one day to find all your machines needing a shipment of machinery! GC has been updated - would put a PR on Github to update the dll but my internet is having a bad day today -
Congrats on release! Will download ASAP, really need that rover for my base.
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- ship construction
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HYPE! No pressure allista will have us all the best ISRU ship building mod updated soon. Also, when you update GC, I have an odd request - could you make the dll separately available for those of us that use MKS?
- 1,554 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
It's OK, I really don't mind. Don't force yourself to update GC. EL's doing me OK for now (but the amount of SP needed is annoying). Still, looking forward to seeing GC in 1.4! No pressure, but I really am excited to be able to use GC in 1.4. and a 4th one for extra encouragement and moral support -
I see. I don't tend to play with loads of mods and AVC is usually enough for me. However, there are some mods for which CKAN either is unavailable or doesn't install well, I'm suggesting to try a manual install when CKAN fails to install it properly, not to never use CKAN and just sit there downloading a few hundred mods. I would NEVER ask someone to just not use a utility, just to not use it when it doesn't work. I hate being misunderstood
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One answer: Don't use CKAN Manually install things that CKAN fails to install. It really is easy to install a mod. For this, simply chuck the KSP-AVC folder in the downloaded zip into GameData. 1.1.6.2 seems to * work with KSP 1.4.1 with minimal issues. *That means don't come whining if it doesn't by the way.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
It is possible to integrate it into a running game. However, the USI-LS setting modifications will only be applied in new games. However, USI-LS should not be installed in running games unless you (a) have all crew back on Kerbin or (b) are willing to put up with your Kerbals temporarily turning into tourists. As for CKAN, I don't think MKS will appear on CKAN until @allista updates GC, as MKS is listed to depend on it. You really don't need CKAN, just grab the download and merge the GameData in the zip with the GameData in KSP and use AVC to check for updates. -
I see. Well, it's either 1.4 or KIS.
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This mod does work in 1.4.1, the only trouble it's giving me is the favour inventory feature not working on my KIS Kontainer (but it does work on my smaller Supply-Pak), don't know if it's an issue with USI Core or KSP 1.4.1
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Try the 'Scout' Landing Module, Karibou parts' leveling struts, Wide Landing Legs or the Landing Stabilisers, and also try a skycrane with chutes to slow initially (and to reduce engine power needed) and engines (any with a high ASL thrust, such as stock's Aerospike or Vector/Mammoth or MKS' own Skycrane for smaller payloads) for to land softly at ~0.5m/s to minimise lithobraking (and therefore stress on lander legs). The atmosphere is useful as chutes can be used to do most of the deceleration, therefore reducing fuel needed to land (but it's a right pain to take back off). TL;DR: Chutes + Engines Eve is a tough one, it's really tough to get there and back, let alone build a kolony there. Yes, that is a KIS bug. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
TDplay replied to IgorZ's topic in KSP1 Mod Releases
Ah, I see. So to fix the inflatable issues we'd need code to search for a KIS inv and add items to it when a kerb gets in a part without seat invs. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
TDplay replied to IgorZ's topic in KSP1 Mod Releases
Yes, we already effectively get 300L storage, I don't see how adding storage to all crewed modules and removing the 300L to fix inflatable issues would cause backlash. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
TDplay replied to IgorZ's topic in KSP1 Mod Releases
I think it should be 300L per seat by default (basically what we have now, but it'd fix the issue with "n's seat" not showing on inflatables). If a part config changes this, then KIS' code should leave this alone. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
TDplay replied to IgorZ's topic in KSP1 Mod Releases
I agree! @PART:HAS[CrewCapacity],HAS[!MODULE[ModuleKISInventory] { MODULE { name = ModuleKISInventory maxVolume = 1000 externalAccess = true internalAccess = true slotsX = 8 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } I think... Warranty void if copy-pasted into a cfg file. Now we just need code to move stuff into the KIS inv if the seat inv is not available. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
TDplay replied to IgorZ's topic in KSP1 Mod Releases
Someone on the MKS thread came up with a good idea that would fix the issues with modules that change their seat count: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
I will quote @NermNermNerm in the KIS thread. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
Ah, I see. Well, that's annoying - I've now lost my only screwdriver. KIS seat inventories worked fine in Pathfinder's inflatables - that seems to have seats that, if crewed on launch, are emptied. Could we use a thing like that? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TDplay replied to RoverDude's topic in KSP1 Mod Releases
I'm wondering if Orbital Logistics can have deliveries scheduled repeatedly. Also, it seems the MWM deletes the inventories of Kerbals that go into it.