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Posts posted by Parmenio

  1. 45 minutes ago, WarrenSchultz said:

    Interesting. Sort of gaming the system I think, without thinking through it fully. I hadn't thought of that.

    I needed colony supplies to establish the departure terminal, which honestly surprised me as a prereq. Changing that would be the other way around to solve the problem.

    Colony Supplies are needed for the luxury/tourist routes, which you really don't need to have early in game. I just started a new game in the last few weeks and have made the decision to just do economy crew routes and do any tourist transportation the non-WOLF way. 

  2. 7 minutes ago, Chilkoot said:

    The problem is that to get to a state where I can harvest something, the web of interdependencies requires ~20 modules to be landed at the same time.

    Sometimes you just have to add things piecemeal. Not sure what you are specifically trying to do, but I'd look into just starting with the basics....food, matkits...then add from there. What I always try to do when creating a new colony/station is establish a WOLF trading route first...ship in some of the basics....get the WOLF production up and running....then stop the transfer in once the colony/station is self-sufficient. 

  3. 31 minutes ago, vasimv said:

    Sorry for stupid question, but how those wolf transport credits are calculated? I have RealSolarSystem and with smallest craft i was able to get to the Moon's biome it says "423 transport credits" (from depot at KSC site). That is kinda too much, will have to spend excrementsload of money to get enough transport credits. Almost impossible in career mode. Do i have to use cheapest possible rocket or orbital refuelling to lower cost?

    I always refuel to avoid making transport credits. 

  4. 22 minutes ago, AtomicTech said:

    Eh, for some reason I just couldn't get any USI thingy to behave. I'd probably attribute it to multiple copies of thingys within the downloads. Everytime when I'd try to load KSP when I redownloaded the USI-Stuff, It wouldn't load. So instead I turned to Snacks! and an inflatable station parts mod ran by linuxgurugamer. The thing I'm going to miss most is the Salamander. Dude, I love that pod.

    Hey, it's your game, and you should play it however you wish, but I would highly recommend figuring out what's wrong with your USI install. With the EVA construction addition  and WOLF, KSP is an entirely new game to me.  For the first time, feel like I have an actual colony established on Minmus instead of a bunch of parts scattered across  the surface. 

  5. On 10/30/2021 at 7:44 PM, ockidj said:

    I seem to be missing the agricultural support module. Is this a known thing? I am on 1.12, on the latest github builds.

    I'm running the latest build and have the agricultural support module. It's under the Manufacturing tab in the VAB. Researched with Resource Exploitation in the research tree. 

  6. 13 hours ago, DoktorKrogg said:

    I just pushed out new pre-release versions of MKS and UmbraSpaceIndustries

    Since installing this last version, no longer seeing Karbonite or Karborundum in the ScanSat resource dropdown. 

    edit: Actually, Karbonite and Karborundum are missing as minable resources. The MKS logistic tanks can still be selected for them, but all my drills are showing as "nothing to harvest". 

    WOLF side is good, still showing both as being Harvestable Resources and able to pull from WOLF depots with hoppers. 

  7. 2 hours ago, g_BonE said:

    What determines a vessel being "too small" to establish a transport route? I have a colossus of 85tons sitting on the launchpad but the transport computer still gives me this message?


    Ok, these might seem like silly questions, but just trying to make sure what you are doing here...

    Which button are you clicking when you get that message...the WOLF Crew Transporter:Connect to origin depot or WOLF Cargo Transporter:Connect to origin depot?

    I'm guessing that's a Crew Cargo container?


  8. 32 minutes ago, PavelKCZ said:

    1. The Tundra Power Distribution Unit needs an engineer on board. But how this engineer can go in and out ? What small part needs to be attached to the PDU to allow the engineer to go in/out ? I am planning to deploy this unit (and similar units) unmanned a send the crew later, when the basic colony will be put together via remote operation.

    You can attach a Tundra Mini-Airlock to get your engineer in and out of the PDU. That's something that can be attached using EVA construction, too. (I always forget those and have to add them later.)

    Not sure about the problem with the transceiver, never tried using them, but will run a test and see if I get the same results. 

  9. 1 hour ago, modus said:

    I don't use ART, Exppack, Karbonite (and K+), Orion, Soundingrockets, srvpack, warpdrive. (not 100% sure that's all of them, can't check right now)

    I just tried removing everything from the UmbraSpaceIndustries except for MKS, USICore, and WOLF, starting a new sandbox game, launching a command module....same results, no little plane icon. 

    This is really starting to feel like it's something beyond KSP. Operating system? Security issue? .Net installation?  


  10. 2 hours ago, RookFett said:

    I agree.  I would of thought changing computers would at least change something if it was outside conflicting, but that even failed.

    I tried fresh installs on both C and D drives yesterday, still the same....never seeing the plane icon on the toolbar and nothing happening with the terminal window button. 

    Was wondering for those that have this working....does the plane icon always show on the toolbar or only after a route has been created? Thought that maybe my saved game was corrupted in some way, created a new sandbox save but still not seeing the icon. 


  11. 10 minutes ago, modus said:

    Is no one else having this issue or are they just watching and waiting for a fix? 

    I'm having the same problem, but have just been lurking to see if anyone found anything (or if a fix was released). 

    Basically, same symptoms as @RookFett....able to create cargo and crew routes. Cargo routes work great, but get nothing when clicking on the "Show Terminal Window" button for the WOLF Terminal. Also do not have the little plane for crew transfers on the toolbar. 

    KSP 1.12.23167

    MKS Unstable Release 112.0.0 from https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases

    I've tried removing and adding mods with no changes. My mod list is much smaller than yours, @modus. Only thing I see that I have that you don't is MechJeb2.

    Not that I thought it would help, but tried different ModuleManager versions. 

    Only thing that might be slightly different about my install is that it's on my D: drive.

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