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voicey99

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Everything posted by voicey99

  1. What radiators are you using? Pay attention to the "core heat transfer" stat that is the maximum heat the radiator can extract from a single part.
  2. 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.
  3. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. Having no crew member aboard gives you a 95% production penalty, but it shouldn't make it zero.
  14. 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. 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).
  16. Since the issues seem to be from NFE fighting with MKS over reactor mechanics, you can delete NearFutureElectrical/Patches/NFElectricalUSIReactors.cfg to stop NFE from trying to convert the MKS reactors and restore them to their MKS way of operating.
  17. Normally, drills use a production multiplier of 0.05 + [stars of highest level engineer/miner on board + 1] * 0.2, e.g. a 3-star kerbal would give a multiplier of 0.85. The automated drills and MPUs do not use this multiplier and lock it at 1, making them slightly slower than if they had a 4-star kerbal on board. You need a PDU (big range) *or* a microwave transmitter (2km range) *or* a cable box (500m range) at either end of the transfer, one as the transmitter and one as the receiver (and it will use the shorter of the two ranges). it will then transmit power between them automatically, and since it can only do it in chunks more storage on both ends will mean it can transfer it faster Pulling out of PL is simple, all you need is a pilot or quartermaster on the vessel, a logistics module and a container with planetary logistics enabled (plus resources to actually pull). I don't know about the drills, but parts being shot out is a stock bug, and you can install WorldStabiliser to fix it.
  18. I submitted Kaa253's fixes for EPL 1.4 two weeks ago, currently waiting on RD to merge them.
  19. This is for USI-LS rather than MKS, but for the first one you can get around it by sending up a station with over 50yrs of habtime per kerbal and sending them to it to make home time infinite (hab time will become temporarily infinite as well), and then sending them all over.
  20. Go to the main KSC screen, and check you actually have habitation enabled with the USI-LS applet.
  21. The EL parts are depreciated. They have deliberately been set to be unavailable in the VAB, but kept around to not break existing ships.
  22. What are you trying to do here? You can pay inflation costs incrementally, and iirc it was changed a few versions back so they can pull from non-MKS containers. I don't think the consumer module is relevant.
  23. The bonuses go up to 500%, but the multiplier applied is the the product of two of multipliers. For processing parts it is geology2, for growing-related parts it's geology * botany and for habitation modules it is kolonisation2. Install the MKS Explainer mod to see a breakdown of where your load % is coming from.
  24. The assembly tag is called Launchpad, but the NEEDS tag will target both loaded DLLs and the names of GameData folders. So, for example, if you wanted to target TweakScale you could use either NEEDS[TweakScale] or NEEDS[Scale]. it just happens that for EPL the DLL and folder had the same names, but now you can target either NEEDS[ExtraplanetaryLaunchpads] or NEEDS[Launchpad] for either the folder or DLL respectively. Either one will target the mod just the same as the other.
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