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Everything posted by SkiRich
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[1.12.x] Auto Actions (continued) [v1.12.2 — 2021-11-05]
SkiRich replied to Teilnehmer's topic in KSP1 Mod Releases
Oh right, I forgot about this detail about on Launch. So yeah it wont work for what I wanted to do with it. -
I'm looking forward to trying this out. Can you clarify this for me? " The exceptions are: Solid Fuel, Ablator, all non-tweakable resources (cannot be transferred) and resources with zero density (EC, for one) " Does this mean these parts are still included just not shrunk?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
Update: #1 This works as intended - Disregard - feature request would have aided discovery. #2 Still an issue, portrait update not happening. #3 Looks like I can buy a kerbal at level 1 but you still have to "catch him up" as experience does indeed increment, but it doesnt start at 1 it still starts at zero. Feature request: Add a message in the message log button when a kerbal changes into a tourist and why. Maybe add another when they change back. This way a player can review a bit later in case they miss it. -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
SkiRich replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm not sure I can attribute this to Clickthrough Blocker but its the only mod recently updated that I think causes this. While in orbit I typically ESC and save my game. When adding a space to the name in the dialog the rocket stages. Nothing I do prevents that. Not even Stage Lock. Space in the save dialog always cause a Stage. Can you double check that? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
A couple of anomalies I noticed. Not sure if they are bugs or not. I'll try and reproduce them on the next go around to the Mun to make sure. I took a kolonist with me on a six seat craft. For the boost. I bought him at Level 1 already. There were 5 other passengers already on the craft 3 vets 2 scientist and the kolonist. The kolonist didnt get credit for an orbit in kerbin or the mun. I'm unsure if colonists level up experience like stock kerbals do. But this one didnt get any extra. All it says in his log screen is "Recruited at level 1 on = 2" During the excursion of orbiting the mun to repair a satellite, I was running dangrously low on Supplies so I used Hyperedit to add a bit back for the return trip, and note this for next time for planning. Somewhere along the line, I didnt notice during warp home, the 3 non vets turned into tourists. I was returning so I did care. They had plenty of hab, ec, home wasnt an issue, but the supplied were down to one day. Still it should have been good, not sure why they turned into tourists unless somehow the hyperedit tweak only affected the supplies but the kerbals "remembered" the original amount? Unknown. I should note I had two recyclers running for 6 kerbals. I assume they will work on all six just prorated for 2 kerbals, even though they say they effect one kerbal each. When the craft entered the atmosphere under 25K the 3 non vets "Returned to Service" but their portraits still said tourists. On the decent on parachutes I decided to test if this was just cosmetic and sure enough the non vets were able to EVA, so it worked but the portraits were wrong. Upon re-entering the craft from EVA the portraits refreshed and they were all the right career type. Sum it up: 1. Does an inflight refill of supplies using a cheat not work for the supplies? Or did I screw something up by using two recyclers for 6 kerbals. 2. Portrait update on return to service didnt work. 3. Level up experience not happening for kolonist. Feature request: Add a message in the message log button when a kerbal changes into a tourist and why. Maybe add another when they change back. This way a player can review a bit later in case they miss it. Latest MKS and LS, game version 1.9.1 -
[1.11] Connected Living Spaces (Adopted) 2.0.0.6 (2020-12-29)
SkiRich replied to micha's topic in KSP1 Mod Releases
Is the option "Open Hatch" on clampotrons a feature added by this mod? I cant remember if this is in stock or not and never really noticed. If it is a feature of the mod, whats it's purpose? (dont say open the hatch, i get that part) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
So far loving this mod and LS for sure. Definitely add depth to the game. While I get this is made to have colonies self sustaining as a goal, how about having colonies make money. Using Extraplanetary Launchpads to make local transport ships that saves a lot on the initial rocket expense and stages off of kerbin (even though I recover them) Using the buff of bringing back full loads of things from a colony back to kerbin I get credit for the recover. If I wanted to make money from a colony is it possible/probable/profitable enough? If so what mineral would make the most money? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
Yep, found it. It was CLS, an option in the mod reverts back to stock. Talk about tough options, but realistic. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
Does MKS alter the ability to transfer kerbals from one cabin to another if the cabins arent technically touching but they are still in the same craft. I do have Connected Living Spaces mod as well. I was able to move crew around in any part of the craft before but not now, and I'm wondering if its a setting in my new career I forgot to tick or MKS or Connected Living Spaces mod changed this. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
Expanding on this, even though a scientist can do it, would it be more beneficial to have one of the other specialists for some things, like a botanist for the agriponics? If the stock careers can do everything, I'm just wondering why I would pick one of the other types to do a focused job. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
Can some clarify this statement from the wiki ? https://github.com/UmbraSpaceIndustries/MKS/wiki/Crew-Skills-Impact-on-Parts "anyone can do EVA assembly" With KIS you are required to have an Engineer with tools to attach and detach things. So with MKS, what does "Anyone can do EVA assembly" mean? Assembly like a fire drill checkpoint or assembly like put parts together. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
Too bad, The buttons would be really nice sitting on their own toolbar in the corner of the screen. The stock toolbar is pretty limited, even with Janitor installed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
Still wondering if MKS and LS supports Blizzy Toolbar. I cant find the options for it so I assume no. Also what are these two cfg values for? No description in the cfg file. What is PermaHab? ScoutHabTime = 9180000 PermaHabTime = 459000000 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
Any way to config MKS and LS to use Blizzys toolbar? -
Does Scansat limit the number of scan contracts I can actively have? I upgraded Mission control to unlimited and I maxed out on scan contracts and cant take anymore until one finishes. I have 8 Scan contracts active, most being "Low versions" of various scans and the ones offered are the "High Versions" I have no issues accepting other contracts from other agents so its not a Mission Control limit at all.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
I never saw a box asking. I started a new test career and just took all the defaults on setup and it didnt ask either after starting the career. v1.9.1 of the game. I did get a dialog for Extraplanetary Launchpads though when starting a new career, so maybe the two step on each other? Just thinking out loud here. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
Im still wondering about this part if someone can confirm that would be great ... ... homesick effect for both regular kerbals and vets has been turned off out of the box in the cfg, or at least its set to zero, (I am making an assumption on the effect since I havent hit that timer yet) it will have zero impact on my kerbals. Is this by design, and if so, what is the thought process around that? Was it just too difficult for new players or is it just a way to help ease this mechnic into a new players style? I'm thinking about turning it on for regular but now not so sure. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
I keep forgetting its a github backend. I just may do that. I also have some Module Manager patches to share for stock-like items like the Gemini MOL science lab that is basically just like the stock science lab but prettier. It was rather simple to add the missing modules. I can make section for things like that if appropriate. I'm really looking forward to a long career with this mod. -
[1.11] Connected Living Spaces (Adopted) 2.0.0.6 (2020-12-29)
SkiRich replied to micha's topic in KSP1 Mod Releases
I see, now it makes sense. I didnt know thats the effect. Thank you. -
A.P.U.S. Aerospace Passenger and Utility System
SkiRich replied to NESD's topic in KSP1 Mod Releases
I'm a bit of a mod addict, so I adjust my expectations accordingly. Thanks for checking. -
[1.11] Connected Living Spaces (Adopted) 2.0.0.6 (2020-12-29)
SkiRich replied to micha's topic in KSP1 Mod Releases
Is this mod suppose to put two parts together like this? See screenshot. I added Connected Liiving Space via a Moduel Manager patch to the FASA Gemini MOL But the utility seems to thing the Universal Bay and the MOL are connected for Living Space. Not sure what to make of this. Yep I know its just cosmetic. https://imgur.com/a/lmHLHC0 -
A.P.U.S. Aerospace Passenger and Utility System
SkiRich replied to NESD's topic in KSP1 Mod Releases
I guess I was too impatient. KSP with all my mods takes about 5 minutes to load, which with 160 mods is fantastic. v1.10 was stalled on the APUS stuff, one in particular, although I cant remember what and the log is gone now was on 30 minutes and counting, so I just restored my old version of KSP and all was good. Could be just me then, or me with all the other stuff adding latency to the process. Is this a one time deal to create these drag cubes? So say I let it run overnight, will subsequent loads just use cache or something like that? -
[1.12.x] Auto Actions (continued) [v1.12.2 — 2021-11-05]
SkiRich replied to Teilnehmer's topic in KSP1 Mod Releases
How does this mod take into consideration action group overrides. I typically have a rover subassembly that I grab and add to cargo bays of various crafts. The rover uses group 4 and at times I also set an override so the various actions don't affect the host crafts action groups. Can I use this mod to setup a rover action default, specifically the trim and have it only deploy or affect when group 4 is active? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
Search out Mark Thrimm youtube videos. A bit old but he covers all the modules in depth in separate episodes and then has a base building tutorial using these parts. Granted its all a showcase for his glass dome mod but its still the most complete video series on this collectionI have watched and I have watched them all. I watch Mark's videos a few time to pickup the nuances of each topic after I start playing around with modules. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
SkiRich replied to RoverDude's topic in KSP1 Mod Releases
I'm going through the WIKIs on github for the collection of MKS related mods so I understand as much as possible before setting off and doing builds in my career save. I'm loving this idea completely, it certainly changes the game to a much more survival strategy game ala Surviving Mars which I mod for, so this is coming naturally to me. I just need to learn how the mechanics work. One thing I noticed that does not square with the wiki is the config file discussion around life support. On the wiki it says that the combination of the life support mod and mks results in the worse of the two possible items if one is set more difficult than the other. So I was casually checking the cfg files to see what parameters I want to make sure are set the way I want and noticed that the two files are not nearly identical. The settings.cfg file in \GameData\UmbraSpaceIndustries\LifeSupport\Settings.cfg is complete with all the parameters. The settings.cfg file in \GameData\UmbraSpaceIndustries\MKS\Settings.cfg is completely devoid of any life support parameters. I assume thats not a problem since the products will just use the life support mod, and to be honest it makes changes to these parameters easier, but the wiki says otherwise. I just wanted to point that out. This is the page ... https://github.com/UmbraSpaceIndustries/USI-LS/wiki/Configuration I also noticed that the homesick effect for both regular kerbals and vets has been turned off out of the box. Is this by design, and if so, what is the thought process around that? Was it just too difficult to achieve? I'm thinking about turning it on for regular but now not so sure.