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RoverDude

Parts Hero
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Posts posted by RoverDude

  1. 3 hours ago, Eddiedigits said:

    What is RefundingForKSP? I have this entry in the Planetary Logisitics for my Mun base.

    mks-refunding.png

     

    Likely another mod.  Not us.

    19 hours ago, Pod4898 said:

    Can you make a colony base in one rocket or do you need to dock it piece-by-piece.

    You can make anything in one rocket if you're industrious enough.  But as far as MKS goes - it's designed for multiple launches and gradually building up capabilities.

  2. 1 minute ago, SkyFall2489 said:

    @RoverDude, by the way, about cryofreeze, does MKS have any resource chains to make glykerol via ISRU? Also, the KPBS cryo freezer is enabled when USI-LS is installed but deepfreeze is not, but it does not have the actual cryo part module.

    Can't speak to KPBS, not my mod.  By design no, there is no way to make more included with the mod.  Something you could module manager your way into if so inclined.

  3. 33 minutes ago, SkyFall2489 said:

    Would it be possible to replace the current USI_LS ISRU Fertilizer patch with a slightly different one, that changes all ISRUs, including mod parts, by cloning the ModuleResourceConverter for Monoprop?

    Look at SimpleConstruction, that mod does something similar to make Metal from Ore in all ISRUs.

    You're welcome to do it with a module manager patch, but that's too much of a destructive patch to include in the mod.

  4. 22 minutes ago, USKnight said:

    Love USI. Been using the whole Constellation since I discovered USI-LS and it hit the niche I wanted.

    I am experiencing a texture issue however with several parts. Most of them are negligible (such as the in-line SAS), as UNSTABLE means unstable. My reason for writing is if there is a way I can restore textures to the Packrat seat. I have big plans for this rover, but regardless of installed UNSTABLE or PRE-RELEASE versions, I still get a white seat. In the .cfg, I see it points to a texture that appears to be in Assets folder and there is a .dds file there. Looking in older versions of the mod does not seem to bring up a different file that I could see.

    Anyways, if anyone has any suggestions on restoring this awesome rover to textured glory, I'd appreciate it. Perhaps if I download an old version of the Exploration Pack by itself and look for the file?

     

    Try on a clean install with the latest constellation.

  5. 7 hours ago, Kaspar said:

    Just added MKS to a fresh instal, Just MKS from Github and Squad in GameData. KSP v1.12.3.

    But while the parts show up, they do not have any manufacturing capability, say the Tundra Assembly Plant. The infatable parts do not work either.

    What am I missing here? Never mind, I guess it jsut doesnt work work with the latest KSP. Unless an update for the mod is comming soon, I will have to revert to KSP 1.11

    As noted - you're missing stuff.  Works fine with 1.12.  

    Grab the full release zip from here:  https://github.com/UmbraSpaceIndustries/MKS/releases/tag/v112.0.1-bleeding-edge.3

  6. On 2/20/2022 at 10:04 AM, wasmic said:

    Is it on purpose that the Bleeding Edge download contains the entire Firespitter mod, rather than just the Firespitter.dll file? I wasn't intending to go all wild with propeller planes just now :p

    If you're getting the whole constellation, yes.  If you're getting the individual MKS bleeding edge then no :)

  7. 4 hours ago, SkyFall2489 said:

    I have a question.

     

    I'm using USI-LS's ModuleLifeSupportRecycler, set up to require constant Ore input and 100% efficiency. Will this cause any issues, such as divide by 0?

    Doubtful tbh, give it a shot and see if you get spammed by NREs :)

  8. Just now, modus said:

    Well, yeah, I've launched some pretty ugly big...things to get it all going. 

    That said, you don't always have to launch and land everything at once, you can feed WOLF gradually. That's how I did it, at least.

    Assuming you're on bleeding edge, yeah production takes a lot of modules.  A way to get past some of the harvester infrastructure is to use the low-efficiency power modules and the low-efficiency harvesters to bootstrap things, then do zero cost transport routes to your central base location.  You will still need to land a ton of stuff for life support or manufacturing, but at least you'll have all of the raw materials.

  9. Just now, AtomicTech said:

    What would a command pod patch need to be compatable with USI-LS?

    Command pods are automatically compatible.  If you want anything other than the basic crew space bonus that all parts with ModuleCommand get, you can look at the other stock patches included with the mod.

  10. 3 hours ago, Distriaction said:

    Hi everyone, 
    I have this problem with resources..

    Extraplanetary launchpads is using Metal Ore,Metal  and RocketParts as consumables for building stuff .  And I know that with MKS installed it should transition to using Material kits and SP... But it does not . Same thing with Planetary base systems parts...  not using MaterialKits and SpecializedParts....Maybe I am doing something wrong?  Tried surfing every wiki, but cant find a solution...

    in the most popular MKS guide there is a screenshot of EL using there resources.

    Also I found some patches  that should work \GameData\UmbraSpaceIndustries\MKS\Patches\PatchManager but in my game they do not , like deleting EL parts (Some thing with Firespitter parts, but I dont know if this is related)

    Official EL support is long since deprecated.  Feel free to module manager up something, or just use the EL production chain.

  11. 3 hours ago, Yuubari_ said:

    Heyo!

    I was wondering about the background production of resources, how does it work exactly ? (and not talking about wolf)

    To explain what I mean is when using the planetary warehouse I had it some time ago that I just had to switch to my miners to transfer it into it, all that was mined over that period of time ?

    Or does it have to do with the energy production, since I am using KSPIE fusion reactors with their generators and not solar panels or stock/USI ways of powergeneration

     

    Any suggestion/tips would be greatly appreciated!

    Also this seems a little weird ? (reports no rate and is still mining)

    unknown.png

    Background production uses the stock system - that is, a catch-up mechanic when a ship is in focus.  Same way stock drills and ISRU work.

  12. 5 minutes ago, Chilkoot said:

    Anyone know if there's a way to get methane (from Nertea's mods) into the USI warehousing system?  I'd like to use local/planetary logistics to manage methane stocks, but I don't see Nertea's cryo fuel (LCH4) as an option in Bob's Kontainer Tanks, and Nertea's tanks don't participate in USI Warehouse.

    Any leads appreciated - not scared of diving into configs as necessary, but not smart enough to deconstruct and figure out what needs to go where.

    Module Manager.

  13. 19 minutes ago, Bit Fiddler said:

    I saw a mention of USI-LS having a "Deepfreeze" type of mechanic now.  Is this true?  I do not seem to see any part like this in my parts list.  Granted I have not done extensive testing and research into this yet, as I am not even sure if it is true.  I did not see it on an official posting by @RoverDude it was posted elsewhere.  If this is the case however that would be nice to be able to remove that mod from my install and simplify things a bit more.  

    Can anybody point me to an official post, or users guide, that talks about this if it is indeed part of USI-LS?

    Yep - it's in the bleeding edge version - which is very stable despite the name ;)

    https://github.com/UmbraSpaceIndustries/USI-LS/releases

  14. 11 hours ago, FasterThanFlourite said:

    With Probes Before Crew I experienced the same. Obviously not something that's the fault of Sounding Rockets.

    But with the popularity of unmanned starts amongst realistic careers, I'd love to see some changes to make SR even earlier tech, if that's possible. Essentially just glorified fireworks is exactly what I imagine Kerbals would start a "space" program with.

    @RoverDude, would it be possible to couple SR with a change in the tech tree, so that only the SR parts are available when starting the game? Kinda like this:

    74vE2Qu.png

     

    I think starting only with SR part would definitely offer the most 'straight out of a barn' experience that would fit this whimsical mod so well.

    Sadly, as of right now, it doesn't really work for me at all in an unkerballed start, like @610yesnolovely mentioned, since you get about 10x as much science as you get from the standard science experiments and I don't have the restraint to not use your little cute rockets when offered.

    A lot of the SR parts are already at start.  That being said, it's a pretty easy module manager patch to move any parts you want to shuffle.

  15. 4 hours ago, TaterRaider said:

    Much appreciated.  Anything I need to do with Kolinization in customize difficulty or feel free to ignore? (Shows up with USITools which is why I came asking for guidance)

    I kinda figured on the dependencies.  Had to ask but I understand.  Catch-22 and I'll keep policing my GameData.

    Please keep up the excellent work and thanks ahead of time for your reply.

    Nothing if you're not using MKS

  16. 2 hours ago, TaterRaider said:

    I wasn't able to find this elsewhere so if it's already been answered, please forgive me.

    To get it out of the way: I really appreciate your mods, but mostly they don't suit my playstyle.  Mostly.

    I'm attempting to install Konstruction as a stand-alone.  I'm also installing FX because it may contain something Konstruction needs.  The latest versions of Firespitter and Module Manager are already installed.  My problem is USITools seems to install parts of Kolonization which I would not like in my game.  My questions are these:

    1. Is USITools innactive without the appropriate mod?
    2. If USITools does change some functionality (Kerbal jobs, for example), is there a way to install Konstruction as a stand-alone?
    3. Would you consider marking things as prerequisites rather than including them?  I see the pros and cons of each but lean towards not including them as a rule - cleaning out 5 versions of Module Manager (mistake made 2 years ago) due to this practice kinda soured me on it.

    Thanks for your consideration and please keep up the excellent work.

    USI Tools is just a library.   But one you need with Konstruction.   If it is included it's a prereq, and I get far more pain and suffering when I don't include them ;)

  17. 1 hour ago, notthebobo said:

    Thanks, Roverdude.

    I guess I misunderstood the plan to replace Global Construction with MKS capabilities. I see the orbital Konstruction parts and how they allow building of orbital structures, but are there plans to provide a similar ground component, that allows building large ground structures and deploying them in a desired location? If not, how do you foresee deploying the Atlas parts in game (without using cheats)?

    If all this is "coming soon(t)" and still in works, I understand. But if it's in the Constellation version, I'm apparently overlooking the mechanic.

    Yep the plan is to provide a ground component, but in the short term there's that workaround.

  18. 21 minutes ago, dragonsfx said:

    yes modus,  USI constellation v: UmbraSpaceIndustries_112.0.1-bleeding-edge.2
    Ksp 1.12.3
    full mod list:
     

      Hide contents

    Folders and files in GameData:
    000_ClickThroughBlocker
    000_FilterExtensions
    000_FilterExtensions_Configs
    000_USITools
    001_ToolbarControl
    999_KSP-Recall
    B9PartSwitch
    BoulderCo
    CameraTools
    CommunityCategoryKit
    CommunityResourcePack
    CommunityTechTree
    ContractConfigurator
    CryoEngines
    CryoTanks
    CTTP
    DecouplerShroud
    DeployableEngines
    DistantObject
    DynamicBatteryStorage
    EnvironmentalVisualEnhancements
    FerramAerospaceResearch
    FShangarExtender
    HideEmptyTechTreeNodes
    ImprovedTreeEnginePlacement
    InterstellarFuelSwitch
    JSI
    KAS
    KEI
    KerbalEngineer
    KerbalImprovedSaveSystem
    KerbalJointReinforcement
    Kerbaltek
    KIS
    MechJeb2
    ModularFlightIntegrator
    NearFutureElectrical
    NearFutureExploration
    NearFutureLaunchVehicles
    NearFutureProps
    NearFuturePropulsion
    NearFutureSolar
    NearFutureSpacecraft
    OrbitalLFOEngines
    PhotonSail
    QuickBASIC
    REPOSoftTech
    ReStock
    ReStockPlus
    RoutineMissionManager
    SCANsat
    Scatterer
    ScattererAtmosphereCache
    Science-Full-Reward
    Science-Full-Transmit
    ScienceAlert
    SETIgreenhouse
    SpaceTuxLibrary
    Stock folder: Squad

    Stock folder: SquadExpansion

    StationPartsExpansionRedux
    StationPartsExpansionReduxIVAs
    StockNoContracts
    TweakScale
    TweakScaleCompanion
    UmbraSpaceIndustries
    WarpPlugin
    Waterfall
    WaypointManager
    XenonHallThrusters
    ZeroMiniAVC
    [x]_Science!
    999_Scale_Redist.dll
    Interstellar_Redist.dll
    MiniAVC.dll.pruned
    ModuleManager.4.2.1.dll
    ModuleManager.ConfigCache
    ModuleManager.ConfigSHA
    ModuleManager.Physics
    ModuleManager.TechTree

    Ok, so they should work. I guess need to do some testing and see what breaks them... thanks.

    You are missing Firespitter - that's required for the kontainers

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