bounty123

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  1. Hi, I found that GC bundled with MKS has some issues with 1.8. Edit: Sorry I just found this issue reported earlier, I hope Allista solves it quickly, I just reached the point in my career to go out and drop DIY kits.
  2. (Edit: I can see on GitHub that this is already being worked on by Allista, many thanks for that) Hi, I can also confirm that it does not work. So far I have just tried with the GC bundled with the latest MKS (which was just updated to 1.8), and I realized FPS in VAB was dropping to 7, just there though, everywhere else it was fine, 60 FPS. It was obvious pretty quickly that GC is to blame, the log file was full with errors, like this one: GroundConstruction.GCEditorGUI.Update () (at <a26fea3135b742cca1079f8c33d56f9e>:0) [EXC 08:10:34.733] MissingFieldException: Field 'KSPWheelController.wheelCollider' not found. AT_Utils.Metric..ctor (IShipconstruct vessel, System.Boolean compute_hull, System.Boolean world_space) (at <bbe469d35c1343f6b99c4f5a80dc2620>:0) GroundConstruction.VesselKit..ctor (PartModule host, ShipConstruct ship, System.Boolean assembled, System.Boolean simulate) (at <a26fea3135b742cca1 079f8c33d56f9e>:0)
  3. Thanks, I'll probably delete/disable it with MM. Setting up Mk production chain is one of the main parts of an MKS colony, that's why it seems disturbing. Also thanks for enabling the option to make uncategorized parts, works perfectly.
  4. Thanks @linuxgurugamer, fantastic job. I have one concern, the point if EL, MKS is installed and Workshop Chemical, Advanced Science Tech, can print parts, can recycle parts, can convert ore to MaterialKits Material Extractor, Advanced Science Tech, can process ore into MaterialKits, Dirt into ExoticMinerals and RareMetals´╗┐ If these can produce Mk so easily, it makes almost the whole resource chain of MKS pointless, it would make it too easy to get Mk and lots of MKS drills, factories, refiners unneeded. Maybe there could be an option to disable this? Of course i can just not use them for this purpose, but still it seems not right.
  5. Yeah, probably something to do with CCK (Community Category Kit) addon also created by Roverdude, but I'm not sure. I'm quite positive though that sometime long ago there was a misc category with all these non standard category stuff included in the Workshop. Thanks for taking a look.
  6. Well they can all be accessed in VAB despite not having category (category=none in part cfg), for example Tundra Truss and Minitruss is under Kolonization, before mentioned tank is under Logistics. But there is no category for these in the Workshop. If I set category to Logistics for example in the cfg, it does not show up in the Workshop. If however I set category to Payload or Structural, they will show up in this category in the Workshop and also in VAB duplicated in these categories.
  7. Hey, thanks for continuing this mod. I have a problem with several parts not being able to be printed. Like most of the MKS stuff, or really anything that doesn't have category specified. So even simple items like C3_FlatTank_01 from MKS doesn't appear in the workshop. Earlier if I remember correctly, there was a misc folder at the last tab, where everything else went. Can't something like this be done here?
  8. Hello, I submitted a github issue. First I thought GC is buggy, because it could not build a vessel. After some investigation I found that it's because Orion magazine has wrong tankCost values, so when it's empty, it has negative cost.
  9. I have different experience, GC is very useful in late game for me. For example I tried building a nice base on Eve, it was much-much easier to land DIY kits. Also I can save millions by launching Interplanetary vessels from Minmus instead of Kerbin. Well, this with really hard settings, I can imagine that some aspects might become superfluous if there is practically unlimited money. I recommend installing Orion Nuclear Pulse Engine, there is no such thing as enough money with that
  10. Thanks a lot! I kept just the necessary addons, linked below the list of them and the save file for testing. That Orion magazine is really suspicious to me, but I have no clue what's happening there. I'd be really happy if it could be saved, I worked so hard to get this built save file addon list
  11. I have an issue with GC, using the MKS bundled version, but tried it with the full latest as well, with the same results. I'm trying to build a huge interplanetary rocket, spent most of my career money on it. But now I'm stuck on Minmus with the expanded DIY kit, as after completing the build, GC says not all parts could be built. Tried to check the process as the parts are being built, it seems to me that when it reaches the Orion Pulse unit magazine, it jumps to the next part and Materialkit requirement jumps from 76k to 18k instantly. Can you suggest a solution according to this, or should I provide some files? Thanks a lot.
  12. It's not working for me with 1.3, items are not visible in the editor. Anyone else experiencing this problem?
  13. Same here, always played with lack of EC/supplies causing death, being them just grouchy for months without food seemed silly to me. Didn't have kerbals die because of a bug yet.
  14. I also noticed this earlier, gave me bit of a shocker. But despite the expired warning, the 15d grace period must be active, as they kept on working (according to my settings they die without supplies).
  15. Hey, thanks for this, awesome stuff. One thing that drives me nuts though, is the separate + - buttons. I got so used to just left-right clicking for this function, that it's really painful to switch the buttons. Could you make right click as substraction, or at least an option for it?