modus
Members-
Posts
985 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by modus
-
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
modus replied to RoverDude's topic in KSP1 Mod Releases
Well, I think you should at least provide a log file and mod list for the smart people here. Also, the latest version of all USI mods is bundled here (don't get scared by the words 'unstable' and 'bleeding edge' ) or, just for Konstruction here (but personally I'd use the first one and delete the mods you don't want)- 1,473 replies
-
- 1
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
modus replied to Nertea's topic in KSP1 Mod Releases
MKS is awesome, but beware of the rabbithole you're stepping into. It's a whole new game. If you don't want something that's 'too hard' I wouldn't use it. Are you sure you can't just deploy the centrifuges? Not really sure, I use MKS I just thought it was a funny claim (probably just in my head), because you are new and no one else has complained, meant no disrespect. -
[1.12.2] Fix Stock Docking Nodes (7th August 2021)
modus replied to JPLRepo's topic in KSP1 Mod Releases
yeah literal translations are funny. In my language you'd say it's English with hair on -
I thought all that was fixed with 0.5.0, but I'm too much of a noob to argue here It's just that when I look at the conversations about an MKS patch in both the SH and MKS threads chronologically, in january @Nertea said and (also look at what Roverdude says) while in august (so after the 0.5.0 release) he states in the MKS thread but again, I'm too much of a layman to say anything relevant about what actually has to been done. It is offcourse not desirable to end up with broken gameplay. (I also don't really mind if there's no patch -wouldn't say no though-, in my head canon it's just two different companies using different technology)
-
@Grimmasjust FYI, SH release 0.5.0 had "Added ModuleSystemHeatBaseConverterAdapter, a new module that can adapt anything derived from BaseConverter to SH" which mister Nertea explains as follows: "It is not very relevant for users but will allow people to write patches that integrate SH functionality to modules that are derived from the stock BaseConverter." and "This is more for taking mods that don't have anything to do with SH (specifically targeted at MKS) and allow them to be adapted without touching the other mod's code at all. " (page 22 of this thread) and on page 23, where someone asked for a USI patch, the same señor Nertea said: 'it's doable with just patching as of 0.7.0 ' (which seems to be a typo)
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
modus replied to Nertea's topic in KSP1 Mod Releases
Also, "that's way too hard" is a bold statement that no one else has made -
[NO LONGER UNDER DEVELOPMENT] MPE Revived
modus replied to Interplanet Janet's topic in KSP1 Mod Releases
Screenshots of game and Gamedata folder? Modlist? Logs?- 161 replies
-
- minor planets
- planet pack
-
(and 3 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
No need to wait my dear dude! -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
It won't affect performance but it's safer to keep your Steam install clean and only use mods on local installs. If your mods are installed in the Steam directory and you (automatically) update, things can get messed up. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
Does this only happen when you warp to another system? Can you warp around in the Kerbol system (from Kerbin to Jool for example), or in another system? I haven't really looked in detail at your logs, but it looks like Blueshift has trouble recognizing in which system you are or what the last planet is. I had this too when I started using MPE. (I would recommend not using the Steamdirectory for your modded installs) -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
modus replied to _Zee's topic in KSP1 Mod Releases
Did you install all dependencies (such as ctt)? -
Check the UmbraSpaceIndustries repo.
- 5,673 replies
-
- 1
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
I can't remember ever playing stock.
-
[NO LONGER UNDER DEVELOPMENT] MPE Revived
modus replied to Interplanet Janet's topic in KSP1 Mod Releases
Damn you mobile- 161 replies
-
- minor planets
- planet pack
-
(and 3 more)
Tagged with:
-
[NO LONGER UNDER DEVELOPMENT] MPE Revived
modus replied to Interplanet Janet's topic in KSP1 Mod Releases
Lol, you've been updating like a madman! You totally deserve a break Don't really care about easter eggs, but feel free!- 161 replies
-
- 1
-
- minor planets
- planet pack
-
(and 3 more)
Tagged with:
-
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
Apart from blueshift I'm seeing Nertea's Heat Control and SSPXr? Oh and NF Solar? -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
modus replied to R-T-B's topic in KSP1 Mod Releases
Hey man, as long as you are fine, knowing you're not dropping kopernicus is good for me Thx for letting us know! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Clipping has not happened to me yet (in the latest version of Konstruction), up until now every ship I konstructed spawned nicely away from the Konstructor but within the 250m range, so I can transfer fuel. Haven't build any really huge ships, but they definitely weren't tiny either. The building via DIY kits (in GC) was nice, but definitely had its limits in size, and I thought that limit was rather low. I like the new approach way more tbh. -
Go to work click Traffic with a screaming child in the back click
-
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
modus replied to Angelo Kerman's topic in KSP1 Mod Releases
Opm (and mpe for that matter)for sure, guess the other one too.