@BobPalmer BobPalmer released this Mar 20, 2018 · 31 commits to master since this release

Assets 3

0.55.0 - 2018.03.13

KSP 1.4.1 Compatibility

@BobPalmer BobPalmer released this Mar 11, 2018 · 36 commits to master since this release

Assets 3

0.54.1 - 2018.03.11

SwappableConverter Fixes

@BobPalmer BobPalmer released this Mar 7, 2018 · 38 commits to master since this release

Assets 3

0.54.0 - 2018.03.07

KSP 1.4.0 Compatibility

@BobPalmer BobPalmer released this Mar 7, 2018 · 40 commits to master since this release

Assets 3

0.53.2 - 2017.03.06

Added Transport Credit support for OrbLog

@BobPalmer BobPalmer released this Mar 7, 2018 · 44 commits to master since this release

Assets 3

0.53.1 - 2017.03.06

Depencency Updates
Fixed an issue where habitation time would have unpredictable effects when entering/leaving shared life support range
Added antennas to the Karibou (Thanks Voicey99!)
Fixed the fuel cell water output patch (Thanks Wyzard256!)
Updated Kolonization Monitor to reflect crew count with booster traits (Thanks jd284!)
Normalized Tundra decal orientation (Thanks Doktorjet!)
Increased drill cost to balance with stock drills (Thanks Wyzard256!)
Added LH2 boiloff for Karibou tanks if CryoTanks is installed (Thanks Wyzard256!)
Removed duplicate resource from the Karibou short wheelbay (Thanks wile1411!)
Fixed the Habitation capability of the Karibou Crew Cab (Thanks voicey99!)
Orbital Logistics are back!

  • Both Tundra and Duna Logistics Modules can now initiate transfers.
  • Both sending and receiving vessels require a logistics module to be present.
    Drills have received a balance pass. Mass will tend to drop a bit, efficiency will slightly increase for manned drills, decrease for unmanned drills. These tweaks are reflected on the USI Balance Worksheet.
    An issue causing extreme lag when working with parts that have swappable converters has been corrected, and the configs of all parts with swappable converters have been updated.

@BobPalmer BobPalmer released this Oct 8, 2017 · 97 commits to master since this release

Assets 3

0.53.0 - 2017.10.09

KSP 1.3.1
Fixed recycleable amount for fertilizer(G) (Thanks jarosm!)
Fixed PAL_Gripper syntax errors (thanks Wyzard256!)
Reduced KIS volume of the Node Helper (Thanks Wyzard256!)
Moved automated drills into appropriate CTT categories (Thanks Wyzard256!)

@BobPalmer BobPalmer released this Aug 16, 2017 · 111 commits to master since this release

Assets 3

0.52.2 - 2017.08.15

Dependency Updates (including updating Ground Construction)
Mechanics can now swap converters (not just engineers)
Better Weight Distribution mechanics (thanks Dboi88!)
Restore class name as default display title in the VAB for converters
Fixed some potential nullref spam
Fixed an issue where Karibou legs started as deployed

@BobPalmer BobPalmer released this May 28, 2017 · 124 commits to master since this release

Assets 3

0.52.1 - KSP 1.3

KSP 1.3 Compatibility
Fix local logistics vessel list not being updated
Sifters now use the geology bonus
Allow incremental payment of inflatables deployment cost
Fix recruitement of various kolonist classes
Updated TAC-LS config
Added rock production to various drills, as well as residual rock output to different converters (Thanks voicey99!)
Removed hard coded references to the EXConstructionSkill (these are handled via MM) - thanks theRagingIrishman!
The Pioneer Modules and Logistics Centers are now probe control points (thanks DanStaal!)
Fix for AC Recruitment and planet packs (Thanks Gnurfos!)!
Fore and aft attachment nodes for the Karibou hub roof rack (Thanks Wyzard256!)
Removed OSE's extra harvesters from stock drills when MKS is installed (Thanks Qyzard256!)
Stock Fuel cells now produce water as a byproduct (Thanks Boiler1!)
Custom settings via the stock settings dialog have been added:

  • You may now disable machinery consumption for MKS. The default is on. This setting effectively puts this mod very close to where MKS-Lite was, and is a good starting point if you want to avoid most of the core resource chain.
    Extensive changes to the Astronaut Complex. You can now:
  • Toggle the ability to customize Kerbonauts. If enabled, you can change bravery/stupidity and choose a starting level. If disabled, these options will not be available.
  • Enable / disable the hiring of Kolonist Kerbonauts (i.e. combined with the option below, you can disable MKS extended classes altogether).
  • Enable / disable Kolonist Kerbonauts being available in rescue contracts (if disabled, only base kerbonauts appear as rescue kerbals).
  • Use either the stock calculated cost or a custom price for your Kerbals. This setting is independent for base vs kolonists, so you could use standard pricing for your pilots, engineers, and scientists - but still get cheap pricing for Kolonists.
  • Enable/disable and configure a custom price cap for all hires. i.e. you could decide to use the stock hiring scheme, but with a specific max cap so it does not rise to unreasonable exponential numbers.

@BobPalmer BobPalmer released this May 26, 2017 · 128 commits to master since this release

Assets 3

0.52.0 - KSP 1.3

KSP 1.3 Compatibility
Fix local logistics vessel list not being updated
Sifters now use the geology bonus
Allow incremental payment of inflatables deployment cost
Fix recruitement of various kolonist classes
Updated TAC-LS config
Added rock production to various drills, as well as residual rock output to different converters (Thanks voicey99!)
Removed hard coded references to the EXConstructionSkill (these are handled via MM) - thanks theRagingIrishman!
The Pioneer Modules and Logistics Centers are now probe control points (thanks DanStaal!)
Fix for AC Recruitment and planet packs (Thanks Gnurfos!)!
Fore and aft attachment nodes for the Karibou hub roof rack (Thanks Wyzard256!)
Removed OSE's extra harvesters from stock drills when MKS is installed (Thanks Qyzard256!)
Stock Fuel cells now produce water as a byproduct (Thanks Boiler1!)
Custom settings via the stock settings dialog have been added:

  • You may now disable machinery consumption for MKS. The default is on. This setting effectively puts this mod very close to where MKS-Lite was, and is a good starting point if you want to avoid most of the core resource chain.
    Extensive changes to the Astronaut Complex. You can now:
  • Toggle the ability to customize Kerbonauts. If enabled, you can change bravery/stupidity and choose a starting level. If disabled, these options will not be available.
  • Enable / disable the hiring of Kolonist Kerbonauts (i.e. combined with the option below, you can disable MKS extended classes altogether).
  • Enable / disable Kolonist Kerbonauts being available in rescue contracts (if disabled, only base kerbonauts appear as rescue kerbals).
  • Use either the stock calculated cost or a custom price for your Kerbals. This setting is independent for base vs kolonists, so you could use standard pricing for your pilots, engineers, and scientists - but still get cheap pricing for Kolonists.
  • Enable/disable and configure a custom price cap for all hires. i.e. you could decide to use the stock hiring scheme, but with a specific max cap so it does not rise to unreasonable exponential numbers.

@BobPalmer BobPalmer released this Mar 17, 2017 · 243 commits to master since this release

Assets 3

0.50.18 - 2017.03.17

Updated drill descriptions (Thanks voicey99!)
MPU's now have a 10x processing boost for fuel products only to make them more in line with stock ISRU modules (Thanks voicey99!)
Fixed NRE with the Kolonization Monitor in the KSC scene (Thanks Gnurfos!)
Fixed typos in the new processor start/stop actions (thanks jarosm!)
Fixed output resource for fertilizer converters (thanks drgola!)
No longer suppress EL parts (thanks Dstaal!)
Fixed a ton of miscellaneous non-breaking config/load errors (thanks theRagingIrishman!)
Added ModuleLogisticsConsumer to the fuel cell array (Thanks Fury1SOG!)
Deprecated outdated MFT configurations
Removed all references to ReplacementParts as those are not being currently used
Scavenging/Logistics will only push/pull to remote parts or consider remote parts that are USI warehouses. Parts local to the vessel are unaffected.
Updated costs of the MPUs
Adjusted MPU consumption rate/machinery requirements as this was having an effect on production rate
Updated impact range of drills
Corrected texture for the Tundra workshop (thanks FirroSeranel!)
Fixed an issue where multi-bay efficiency parts were providing a significantly larger bonus than they should have. The multipliers for all modules have been divided by the number of bays (boo!)
When using OSE Workshop, all recipes now require a quantity of specialized parts