RookFett

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About RookFett

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  1. RookFett

    [1.3] - Modular Kolonization System (MKS)

    @RoverDude I did some more testing - I found that I could only get power to my Duna modules if I put a microwave transceiver on them - even though they say they have a power coupler installed. They state in he PAW that there are no PDU's in range, but I have 3 sitting next to them. The transceiver will show the count of PDU's as I add them. I also noticed as soon as I added the microwave transceiver, I suddenly was able to scavenge supplies from local warehouses (where I wasn't before). When I removed the microwave transceiver, and removed the supplies, they didn't re-scavenge. (and of course, the power dropped) All Duna modules were able to work (get power/supplies by scavenging) once I added the transceiver - but the wiki doesn't say you have to do that.
  2. RookFett

    [1.3] - Modular Kolonization System (MKS)

    I've been playing around with this and found that if I use the Duna logistics with a logistics kontainer (or redi-pack) attached, it will scavenge. I couldn't get the kerbitat as shown on the wiki to scavenge - unless it was hooked up to the logistics , and a logistics container hooked up.
  3. RookFett

    [1.3] - Modular Kolonization System (MKS)

    There isn't an IVA for that part - so you won't see anything.
  4. Use this mod to hopefully fix it for your future missions - However, if you have access to the grappler claw, you can make a mission with that to go grab the pod and return to kerbin - use plenty of chutes. Or - go EVA and use KAS to connect the two pods together - not sure how that would end up though.
  5. RookFett

    [1.3] - Modular Kolonization System (MKS)

    I did notice that USI-LS is spamming this: "Vessel situation changed, refreshing life support" - when fast time shifting - they run out of supplies and go to tourist mode.
  6. RookFett

    [1.3] - Modular Kolonization System (MKS)

    I didn't know that (But they do appear to eat the supplies and make mulch on Kerbin though - so your suggesting they won't request for more, since they stop at 15 days of starving?) - so i moved them off planet - no scavenging -- added some other vehicles to see if what happens.
  7. RookFett

    [1.3] - Modular Kolonization System (MKS)

    PAW Locked = understood.
  8. RookFett

    [1.3] - Modular Kolonization System (MKS)

    Long time lurker, first time poster: I am having some difficulties, and wonder if someone can give me some pointers. Before I embark on a full career game, I wanted to test the MKS system in sandbox, to ensure I understand what is going on with this mod. I downloaded and installed the latest Constellation version, and read through the wiki and this thread. ( i have a clean install of KSP, latest version, with just USI/MKS and some helper mods like mechjeb, hyperedit, evs) - no CKAN - latest version of all required mods. I was not able to make the Logistic function of scavenging to work. (following the examples https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Logistics) ) First, I made a test vehicle using the MKS Duna Kerbitat, with the Ranger Habitat (as shown above at the link wiki) - put no supplies in it, added two kerbals (jeb, bob) and then drop them off to the side of the runway. I then placed a Kontainer 2.5m with 16K of supplies next to the kerbitat (within 50M) - and no transfer took place. I can use the MKS panel and manually transfer - with no issue, but I thought it should occur automagically? I am probably missing something important - but haven't a clue what it could be. The log seems clean with no errors. My other tests with power distribution and planetary logistics work out great - I haven't tested resource distribution or Orbital logistics yet. I didn't try the second type of scavenging yet, with the refining base and remote miner. My understanding is that the puller needs to be a logistics consumer, have a kerbal in the vehicle, storage for the resource, and the other object needs to be a warehouse, holding the resource you require - so a bit confused here
  9. I am also having this keyboard issue when going EVA, seem to have started in the last week or so. - but some keys are still responding (like remove helmet, using tools, etc) - I just can't use space, B, movement keys, or even the use of the ESC key. Some of the the toolbar buttons respond to mouse clicks, and if I have something open, like science now, it allows me to click and collect - so KSP is not crashing as far as I can see. It doesn't do it all the time, but enough to be a bit aggravating. The only way out is to ctrl-alt-del and task manage it away, hoping my last F5 save was close to where I went EVA. I have lots of mods, but only a few have updated in the last week or so, Mechjeb being one of them. There is nothing in the output log that points to anything in particular. As a test - I am going to disable mechjeb before doing an EVA - to see if that fixes the issue. If not - more troubleshooting.