voicey99

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About voicey99

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  1. voicey99

    [1.3] - Modular Kolonization System (MKS)

    The Constellation is only updated every so often when all the constituent mods are synchronised and updated, the purpose being that it is a stable modset. If you want to update the Constellation, you can swap out mods individually though this could lose stability or wait and replace it with the next one.
  2. voicey99

    [1.3] - Modular Kolonization System (MKS)

    There's also another page of it here.
  3. voicey99

    [1.3] - Modular Kolonization System (MKS)

    It might not require every resource, but I haven't tested this yet. You could also place the distributor-enabled parts on all your bases if you wanted to take that approach. For an breakdown of what's currently influencing your load, you could try this MKS addon:
  4. voicey99

    [1.3] - Modular Kolonization System (MKS)

    I believe it does, as it will act as a central distribution point for them. It was very unexpected to me as well. It creates massive lag problems that get especially bad when very close to bases, and when I removed Kopernicus as a test it ran orders of magnitude better. Still, I'd be inclined to put up with the lag for the sake of modded planets.
  5. voicey99

    [1.3] - Modular Kolonization System (MKS)

    You can add a part with the Resource Distributor module (Karibou and Malemute cabs, there may be more) to a central module (intended to be a rover, but it can be static) with storage for the various resources and a pilot, and it will form a resource distribution hub with a range of up to 2km. I think it transfers both ways. Side note: do you have Kopernicus installed? I found it causes horrible lag for Minmus bases.
  6. voicey99

    [1.3] - Modular Kolonization System (MKS)

    If you're desperate to get just the parts for whatever reason, delete the USITools folder from gamedata and the KolonyTools DLL from the UmbraSpaceIndustries/MKS folder. This will brick all the parts and I am not responsible for any other damage it may do.
  7. voicey99

    [1.3] - Modular Kolonization System (MKS)

    You should probably ask this in the Ground Construction thread. You might get an answer here, but over there they have a much higher chance of being able to help you.
  8. voicey99

    [1.3] - Modular Kolonization System (MKS)

    FlexOTubes are intended to be passable for crew, and are set as such in the MKS CLS patch. Maybe try clicking quite a lot of times from a variety of angles, as I have found the crew transfer process can be very stubborn. For future reference, you may wish to use this mod:
  9. voicey99

    [1.3] - Modular Kolonization System (MKS)

    I believe there are two types of resource lode, a small and a large, with the small one being spawned by pioneer module scanning and the large being found from orbit. If the large one is, well, large it would make sense for it to have a mesh that allows ground clipping so it doesn't balace in the air like a misplaced scatter and roll around.
  10. voicey99

    [1.3] - Modular Kolonization System (MKS)

    MKS' EPL parts were depreciated over a year ago - their functionality was removed and they were kept as inaccessible parts for compatibility. You can import the configs from MKS 0.50.16 and before and replace "Ex" with "El" in the module names to restore functionality, but be aware the parts may be removed completely one day and I am not responsible for any damages you may incur as a result of this. EPL is still unofficially supported and there are a couple of patches for integration, but for the parts see above. Have you got any more context? A screenshot of the situation would help greatly.
  11. voicey99

    [1.2.X] [Kopernicus] Planet Cyran

    Got a very odd bug with Cyran's atmosphere. In between 42km and 77km, Cyran's atmosphere disappears. Poof. Gone. It's a vacuum. Either side of this "vacuum band", the atmosphere behaves normally - on entering the band, the pressure abruptly drops to zero and all drag ceases with the ship in freefall, though timewarp is not re-enabled. After reaching the other side, the atmosphere suddenly resumes as though nothing had happened. I've tested this on a clean Cyran-only install as well, and can't find any fault with how the atmosphere is set up. I am aware this section of the atmosphere wouldn't normally be reachable without cheats, but it's a bug regardless. As you can see, there's nothing here... ...but go up 10km... ...and it's all normal. I used HyperEdit here and had many other mods and drag disabled for other testing, but it showed up just the same without any of them.
  12. voicey99

    [1.3] - Modular Kolonization System (MKS)

    In that particular message I was talking about editing a kerbal into another kerbal type. If you want to toggle getting MKS-brand kerbals, turn on Enable Kolonist Rescues in the Kolonisation tab of Difficulty Options.
  13. voicey99

    [1.3] - Modular Kolonization System (MKS)

    Having no crew member aboard gives you a 95% production penalty, but it shouldn't make it zero.
  14. voicey99

    [1.3] - Modular Kolonization System (MKS)

    The patches all come with NFE. The way is just to click "transfer fuel" on any full radioactives container and then click on another to transfer it. As of 1.3 MKS does not interfere with that.
  15. voicey99

    [1.3] - Modular Kolonization System (MKS)

    There's two NFE-MKS patches - one does the reactors, and the other does just that. NFE includes a mechanic on its containers and adds it to MKS' as well (via a separate patch) so you can transfer materials between containers via the rightclick menus (requires 1-star Engineer for EnrU, 3-star for DepF).