Gilph

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About Gilph

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  1. Gilph

    [1.3] - Modular Kolonization System (MKS)

    The USI components look old to me, like 1.4x versions? Have you downloaded the 1.5x compatible Constellation package?
  2. Hi, In the USI LS config, in the PSA Greenhouse25 section (around line 43), this section is repeated twice: MODULE { name = MKSModule eTag = Greenhouse eMultiplier = 1.505 BonusEffect = ScienceBoost } No biggie, but thought you should know.
  3. They do have an algae farm, not sure if it has fish...
  4. That's odd. The SETI converter is not usually part of SSPXr or TAC. I have the same setup and had to Install the SETI greenhouse separately. I did so specifically to not have to deal with Fertilizer on space stations that I'm sending to far planets. I use the SSPXr fish tank and greenhouses on stations around small moons that I can send an ore driller down and back easily (like Minmus).
  5. Ahhh, OK I have just been through this recently. The life support resources that TAC defines and uses do not include or need Fertilizer. The TAC converters take the resources that TAC defined and will convert them to other TAC resources, like Waste Water to Water. or CO2 to Oxygen. The only thing it doesn't do is make Food. So. you have to rely on other mods, and they may introduce other resources, like Fertilizer If you use SSPXr, you have two types of parts: the fish tank and the greenhouses. As you found out, the greenhouses need Fertilizer as one of the inputs. The fish tank has an algae farm that creates Fertilizer from Waste and Ore. So you need the fish tank if you want to make Fertilizer for those greenhouses. Or, you can use another greenhouse, like the SETI one, that uses TAC resources and Nutrients, which the part makes itself, so you dont need anything else. Also, you can edit the config of the greenhouses and remove the Fertilizer requirement and use something else.
  6. Not sure what the question is...
  7. Hi, Started using TAC LS in 1.5.1. I have a small issue with EC usage in background processing. I have three space stations that use solar panels and a lander on the surface of Minmus that uses two Near Future MX-0 generators. During warp (never higher than 7), the stations update their EC usage nicely, but the lander never updates. I read that generators should also work in background. Is there a way you check for a generator part on a vessel to include in background processing? If so, I can look at the part config to see if it's compatible.' Thanks
  8. Gilph

    [1.3] USI Life Support [0.5.0]

    Hi, In a clean install of 1.5.1 and the constellation from 21 October, I get a lot of: [EXC 19:56:27.950] NullReferenceException: Object reference not set to an instance of an object LifeSupport.LifeSupportMonitor_SpaceCenter.GuiOn () LifeSupport.LifeSupportMonitor_SpaceCenter.GenerateWindow () LifeSupport.LifeSupportMonitor_SpaceCenter.OnWindow (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) The life support window is blank when I open it to configure and it'd really not usable. I have not seen anyone else report this. Is everyone else getting USI suite to work under 1.5.1? Thanks edit1: Found the issue. Had to delete the WarpDrive directory under UmbraSpaceIndustries. Module Manager threw 4 warnings about the scaledsystems.cfg and caused some errors that affected USILS. Seems to be working so far. edit2: I did the same fix in my modded USI install but still had the problem. Based on the log, I removed @Nerteamods Cryogenic Engines and Kerbal Atomics and everything started working. Not sure what the real issue was, but it looked like some sort of resource definition conflict or MM parsing issues with the newer versions.
  9. Gilph

    [1.3] - Modular Kolonization System (MKS)

    OK...but in a clean 1.5.1/Constellation install, there are over 200 errors still, mostly reflecting the same error that the old converter partmodules are not found. I put those logs in the same link i have above
  10. Gilph

    [1.3] - Modular Kolonization System (MKS)

    Having the same issue. Also, the LS home screen is blank when try to configure it in the Home station screen. Edit1: logs are here
  11. May be a stock issue. I am getting a lot of them and not running contract configurator
  12. Gilph

    [1.3.1, 1.4.*] KW Rocketry Rebalanced

    no no no no no. Not what I said. If you read the OP and the update post that the mod usually creates, there should be enough information to let you know whether the upgrade is compatible. But, if you ask whether a 1.4.4 update is compatible with 1.4.3 (or any other 1.4.x previous version), the answer is usually: Not sure...try it out and let us know older versions are not supported, but it might work. If it doesn't, you're out of luck etc. There is no need to post on every mod thread asking for compatibility. That is not the way to win friends and influence people.
  13. Gilph

    [1.3.1, 1.4.*] KW Rocketry Rebalanced

    The answer is...you have to look and pay attention. CKAN is a great tool, but there is a tendency to rely on its logic a bit too much. Whenever there is an update flagged in CKAN, it's always a good idea to look at the forum for that mod to make sure you really want to update it. Even better, wait a bit to see whether any issues arise with your particular version before updating. Also, many mods listed as 1.4.4 compatible might also work on any 1.4.x version, but the mod config file only lists the latest version for simplicity (with Kopernicus and planet mods as notable exceptions). this is why checking first is a good thing.
  14. Gilph

    [1.3] - Modular Kolonization System (MKS)

    Hi, read through this a few times and I think I know what you were getting at. There was a very old bug that would only give one bays worth of output, even though there were multiple bays defined, but that has been fixed for a while. It is normal to have only one button that says "Start resource" even when more than one bay is configured, it just starts all of the bays together and you should see that in the percent load. If you have 2 bays configured the same and they run at 100%, you should see a 200% load. I'm not sure what you mean by splitting productivity, but each bay will run at its defined rate regardless if other bays are also running. I dont always trust launch pad tests because things on Kerbin sometimes get treated differently. Maybe run it up to Minmus and see how it behaves. I just looked at my 1.3.1 MKS save (I dont have one for 1.4.x) and my multi bay Tundras are working OK.