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liTWave

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  1. I just updated my game to 1.61 (from1.51) and updated the USI suite with it. All seems to work fine (aside from all my drills and converters in field having to be reconfigured by Kerbals on EVA, but oh well, that's done). One issue. Many of my saved designs in the VAB have the warning "Unknown part modules". Can anybody tell me more about this? The ships still load and replacing parts in them with new ones does not seem to help remove that warning (for example, I loaded a Karibou and manually took out and replaced all Karibou parts, saved - warning still there).
  2. First things first: This is a fantastic mod and an absolute essential for me. Thanks for making it! Brilliant stuff! Onto my issue. I just updated my KSP from 1.5.1 to 1.6.1. And resultingly I then updated both this mod and MKS to the latest 1.6.* tokened versions (via CKAN). Of note is that RoverDude released said latest version of MKS *today*. After that change, my hydroponics, aquaculture etc modules on my space stations are broken and no longer produce supplies (the whole crew of my huge Kerbal International Space Station has gone grouchy as a result - and it's not pretty, it's like the gilet jeunes protest, but in space). While I cannot exclude that some of my Kerbals may be Krench (that's from Krance, the country on Kerbin best known for cheese and going on strike), I note that also in the VAB the "resource converter" function no longer appears for these parts in the right click info menu. On the other hand, all MKS nom-o-matics have the resource converter well there and seem to work fine. Just wondering if this is a known issue or if anyone could point me to a solution - before my 18 striking Kerbals throw molotovs in the space station, or something, Thanks!
  3. Thank mate. Not only for the great answers. I remember asking questions on a KSP thread when playing it last about 3 years ago. And you coming in quickly and giving me some great answers. And here I am, 2019, and here's this great support all over again. Short story: Yesterday I ordered take out. It never arrived. Tried to call them six times, there was nobody there. Never got a refund. This is basically the polar opposite of that. So thanks. And it makes a difference. This week, I lost a colleague at work, passed away. Next door office neighbour for 4 years. Guess I'm drowning it in KSP, and, well thanks. On the downside, looks like I need to hyperedit all my ships down to Kerbin, strip them of Kerbalism parts, replace with USI-LS parts, hyperedit them back up, and dump Kerbalism. Somebody should invent a mod for fixing ships - or at least ship designs - when you uninstall mods.
  4. Hmm. I identified another possible other source of my issue. I have Kerbalism installed. How does Kerbalism play with MKS?
  5. Yes, I only removed that. But have various mods installed, could be the issue came from there, or from elsewhere and it's coincidence.
  6. Thank you! I had a game already with TAC-LS installed and installed the constellation. Now have both LS mods installed and ships with TAC parts that will disappear if I remove it. Any suggestions on how to deal with my double LS mod issue welcome :) Tried removing "lifesupport" folder from game data, but result was a ton of crashes, errors and target ship literally disappearing while docking.
  7. Hi all, Just coming back to KSP after a long time away. Just wanted to ask if MKS is compatible with KSP 1.5.1? Anything I need to do? On CKAN it shows up as out of date and compatible with up to KSP 1.4.9. I've looked through this thread and google to find an answer, but am a bit lost in the threads. I know I can force install through CKAN. Just wondering if I can expect any game breaking issues. Also, I have TAC LS installed (which is updated). If MKS is usable, will it also play well with TAC LS? (Extraplanetary launchpads installed too) Thanks!
  8. Wonderful!! Many thanks. After a couple of days of mad rotations, collisions and docking nightmares, my space program is truly rejoicing! Hahaha. Really appreciate the quick fix, bud! That's mucho cool of ya. Btw, if you're looking for ideas for new parts, I could perhaps suggest a couple. One would be an extendible centrifugal hab module for interplanetary ships. Think there's decent community demand for that because one they look cool, two the Martian, three realism for interplanetary voyages, four all those of us with USI-LS need serious hab space for long voyages or Kerbals go on strike There's been a couple of implementations, but I don't think anyone's made a great one yet. There's one in the DarkSide Technologies mod, but the animation implementation is wonky (it extends/collapses, but you can't get it to stop rotating once you start it). Then there's one in the Hermes pack, but it doesn't look great and needs to be built out in orbit. And then there's the inflatable one in MKS/OKS, but it's kinda ugly plus that's one helluva big mod to install for one part. Think it makes more sense for something like that to be included in a niche parts mod, so would think it might be up your street. Another idea could be extendible in-line solar panels. Don't know why pretty much nobody has done that. Except DarkSide Technologies, as far as I know, but the implementation there is again wonky as for some reason the module rotates on itself so the panels are always pointing in a different direction relative to the ship :/ A third idea would be lift cargo bays, as in a cargo bay where the whole side (for planes/VTOL landers) or floor (where the bay is at the bottom of a lander) extends downwards to bring a rover to the ground. OR alternatively a normal service bay with a ramp that extends outwards and downwards on deployment. OR again a service bay with sides that fold down completely to create a rover lander. All stuff that seems kinda neglected by the modding community right now. Oh and one more: a separatron-style mini-rocket intended specifically to help de-orbit spent stages. So radially mounted and with integrated fuel, but using an included liquid fuel/oxidiser mix rather than solid fuel, so that it's throttle-able (could be less weight efficient to compensate). Or you could go all out and make a full one part mini-deorbiting system, so a rocket as described with an included mini probe core, light radial reaction wheels and a locked battery / capacitor that will release a preset amount of electric charge on a one off basis for the pre-entry rotation. I guess it could also be done in-line so as to have a module with little extendible mini engines, along the lines of the model RoverDude put together as the one-part skycrane with integrated reaction wheels in MKS/OKS and MKS Lite - this would just have less thrust but integrated fuel, capacitor and a basic probe core. Anyway, just throwing some ideas out there Thanks again for the fix!
  9. I would think so. I think it's very safe to say that many more old craft are affected than new craft.
  10. Hey - thanks for all the good work on the mod and also for the most recent update! I have an issue to report though. Ever since the latest update, the 5 way thrusters I have on pre-existing ships all got rotated 90 degrees to the right (or left or something). This is the case for launched ships and also for saved craft files. So instead of the bottom of the thruster block being fixed to the ship, they are 90 degrees rotated and fixed by one side (nozzle). So that means pretty much my entire space program now has screwed up thrusters and any ability to use RCS has more or less gone to hell. I know you've done some work on the thrusters - could it be that this is an issue originating from the update? Would you have any idea how I could fix it? Full disclosure: I use the KSP 64 bit hack. So if you can't reproduce this on 32 bit it well could be that's the source of the issue. Don't think so though since the issue coincided with your last update and it has happened on ALL ships that use the 5 way thrusters. But felt I had to mention anyway
  11. Dear RoverDude, The new updates seem to have caused an issue with MKS Lite. I don't see why planetary warehousing is spilling over into MKS Lite, it seems not to be a helpful feature here. But that aside, even with warehousing turned off Kontainers are stuck at half full on Minimus. Resource transfers between docked units are impossible. The issue is causing me all kinds of grief. I've logged it in full in github under/together with another issue which at least to me seemed related, together with steps to reproduce the issue (apologies for the longish post and 2 edits that only then finally get to the point, took me a while to understand what the issue actually was) : https://github.com/BobPalmer/UmbraSpaceIndustries/issues/44#issuecomment-193889331
  12. Hey Badsector!! Thanks for the work on this, it's absolutely great! I got the mod for the centrifuge, but ended up loving the inline panels and connection ports too Two questions: 1. Would it be easy/doable to add tweakscale support to the inline solar panels? Would be cool to also be able to mount them on smaller e.g. 2.5m ships. Or perhaps instead provide the part in a couple of sizes? (I prefer tweakscale though as otherwise my parts list ends up being over cluttered with different sizes of the same thing). 2. Could you add a button to stop the centrifuge rotating? Right now there is rotate and reverse, but it does not seem possible to stop the part rotating once started. I would want to stop the part rotating sometimes during docking manoeuvres. Also, I have a mid-size interplanetary ship that doubles up as a lander to refuel, and so I would want to stop/stow the centrifuge while landing/landed. Again, many thanks for the great mod and great modelling! Loving it
  13. Dear Roverdude, I seem to be having an issue with a couple of parts in MKS Lite. I flew a container with the unmanned base/scout module and some inflatables in it to minimus. Used KIS to place the scout and the inflatables and connected the scout to power/rest of the base. However, the "deploy" button was missing on the scout so I could not deploy its legs. Also, the storage inflatable could deploy/inflate normally, but the lab inflatable had no button to inflate it either (a kerbal could fit inside and it had the science options, but no inflate or extend antenna. So it's stuck deflated. While I'm at it, another question: is there any option to change the contents that a storage module stores when deploying it from a container? I know contents can be changed in the VAB - but if flying the part out and installing it there, is there any way to choose/change contents from the default ore/dirt combination?
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