CateredCarrot
Members-
Posts
35 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by CateredCarrot
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
Is there USI kontainers in both? I am not sure if it would work without parts that have the local logistics module. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
Hi. This is a known issue and fixed on 1.4.0 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
And why do you expect to be able to do that in the first place? I don’t. I was just answering a simple question. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
I cannot move "KerbalPoints" in my sandbox save. -
Hi! I have a basic konstruction rover in Minmus which was not perfect but it was OK for moving things around. After playing somewhere else, the rover looks like to be stuck to the ground: motors give power, but it doesn't move. I have tried tweking the fricton/traction controls withou any result. I had spawned (using GC) a new kostruction rover which has the same issue, but on the runaway they work fine... I have no ideas on what could have caused this... The one thing I did was to update to 1.11.1 from 1.11.0... Does anybody has an idea on what might be the issue?
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
This is the one thing that I believe that Stock is missing when comparing to KIS/KAS: being able to temporarily connect two different vessels (whitout using the glitchy claw). But I fully support RD's on sticking to stock while also respecting the KIS/KAS legacy as @Murdabenne mentioned. Actualy, I got back to KSP after about one year away just after 1.11 and WOLF release and I didn't even install KIS/KAS. Which is why now I am trying to find out how to assamble USI part on stock... I will keep trying -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
ty. I have seen that KIS/KAS will be depracated. I was just hoping that there could be already a MM patch or a pre-release including this. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
Is there a MM patch or similar to include the 1.11 inventory system on the USI parts? -
In the VAB yes. In-situ no... Not sure if it is a issue or as per design.
- 381 replies
-
Does anybody knows how to use node attachment using the new in-situ building system? There are some parts (e.g. docking ports) which have both surface and node attachment and I would like to know if there is a "alt" equivalent for in-situ...
- 381 replies
-
- 1
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the exemple. I was trying to figure out how to attach a docking port by the node just like your exemple. But in my case I could use only the surface attachment. go figure... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
Can you share how to do it? I couldn’t find it anywhere... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
I didn’t play that much but MKS looks like much cheaper than WOLF. Making the first life support in WOLF requires a lot and I had the impression that it only looks simpler because the planner is really great. Also, as @Terwin mentioned, there is ZERO flexibility in wolf. another point is, what would be the reason for building a base if you can’t see or play with it? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
tbh I don´t know what could be the issue. But I have never used the flow priority which you mentioned and it worked fine. I am just guessing, but maybe you could try put a pilot and a engineer on the Karibou. Or, just not using the black tanks, using only from USI. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
By your design you will have to manually transfer the resources. local logistics work automatically by pulling the resource, not pushing. So you need to consume the resource at the destination. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
Hi @viveleroi. Did you take a look on this topic below by @bigcalm? It is probably one of the best "one-in-a-nutshell" compilations around. It even adresses your "how to land/assamble bases questions" on its "Surface Base Types and Construction Techniques", but it is probably better to have a disconected base. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
I agree @Terwin. My point was just that Nuclear Fuel is something that has to be done not very often, but it has to be done at some point. Just refueling nuclear, as intended by the MKS chain, is something that IMHO could be done by wolf. But as it is not that often that it comes to this state, I agree that it is not a "must have". -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
Done! Thank you! IMHO, it could be worked around without it. But if MKS already has in situ building it should be included in WOLF as well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
I noticed just now that the Nuclear Fuel chain is not in WOLF. Is this intentional or will it be implemented in future releases? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
I don’t play RSS, but refueling in LEO will reduce the transport credits requirements. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
Really? Thanks for the reply. I will try it later. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
Considering that Transport Credits is an abstraction of capability to move things around by building ships and filling them up with fuel, shouldn’t be possible to actually transport Transport Credits? for instance, if I want move something from Kerbin surface to the Mun surface, it would be better suited and more efficient to build specialized ships for each leg, and I could only shift my payload to each ship. But if I cannot transport Transport Credits, I would need to build a ship to do the hole trip or building Transport Modules on Kerbin and/or Mun orbits. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
About the new wolf containers, it made me remember the KSTS mod. It allows you to dump mass (eg fuel or ore) and count it as payload. I am not a programmer and I had never took a look on its code, but it sounds like easier and more straightforward than having a specific part and functionality. This intends to be more a tip than a request. Thank you! I will just start from scratch the time comes them... lol I understand what you mean and I think it would be ok to increase complexity, but IMHO it would not be necessary to avoid “cost cheating” as you mention. If someone really wants to go this road than it just a matter of mining exotics from KSC. What I usually do for money is to setup exotics mining from the mun, so at least is a space business... And I agree that it is not necessary to wait for building, although decreasing building time on GC also brings a bit more of a challenge to the game. And many thanks for supporting this mod and the constellation as well! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
Thank you! I had the same issue and now it is solved! Thank you for this and the other awesome mods, @RoverDude! On this new GC replacement, can you at least hint if it will use only Material Kits and Sp? WOLF made me come back to play again after a year and I have a new save. If something else is necessary than I will already put the needed infra. Also, is it intended to don’t allow to transport TransportCredits? It could be useful to do it to the orbit biomes. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
CateredCarrot replied to RoverDude's topic in KSP1 Mod Releases
I don’t think I can you much then as I don’t know anything about modding.. the issue with Restock was that it replaced the original drill texture, which is used by the MKS big drills. If you have any mod that modifies this texture, the part will not load at all.