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RookFett

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Everything posted by RookFett

  1. Just tested this (1.1 MKS/USI/KSP1.6.1) - I am able to mine both resources on the Mun - make sure where your trying actually have the resources present, or the drill will start and stop.
  2. Yup @DoktorKrogg, was playing with it last night and found newer vessels I made (not using the same craft file) were working with orbital transfer - was about to update the issue when I saw you discovered it and made a fix. I agree, it started after 1.6.1, I was using the same craft before with no issues - so dunno? No worries about the save game - it's my USI/MKS test build - so I nuke everything anyway Once I get a good design, I tend to re-use it - especially when I am testing, so of course I would find this! Getting setup to make some video guides on this stuff - coming real soon (TM). Thanks for finding the bug - was tearing hair out - and adding more details why something failed - the more you know ....
  3. I tested this - in space - no transfer, landed, transfer occurs. ( I never noticed that before, you had to be landed, when in space, I just transfer the resources using gui) Make sure you follow the rules : The Consumer must have the LogisticsConsumer module, the Warehouse must have the ResourceWarehouse module, and they must be within range and there should be storage on both for the resource being transferred.
  4. I have the latest version of MKS/USI (1.1) with KSP 1.6.1 and have been trying to get orbital transfer working, and I seem to be having an issue - not sure what is going on. (it seemed to be working in the last Constellation version) (Full version of ground construction installe, KIS, and Surface Lights - all latest version - I have tried it with just USI mods and latest module manager and it still fails) For testing, I made three Duna Logistics modules, Alpha (by the KSP Squad monolith), Bravo (100Km circular orbit (0 inclin) Kerbin), and Charlie (at the abandoned airfield). They are all configured the same way (storage-wise) - with Alpha being filled, B and C are empty. Pilots and Engineers aboard (only pilot is needed for transfer - engie for PDU testing) Fully powered, 100K Transport credits on each of them. (yes, I know only the transmitter needs this :)) This is an example of what they look like (the other stuff in the pic is USI Stuff I'm testing out) and Charlie: I start the transport of 2000 polymer Alpha to Charlie: Alas, it fails - Notice that the polymers were deducted (Transport credits were also, but display didn't show that) Did some other transfers to B and C - same results - LF/O and polymers. - notice that credits and resources are removed from Alpha - as if it worked) I am not sure why it's failing - is there a log or something that says why it failed? - I do have the logging cheat on to track it, no errors show.
  5. I am running this version of Global Construction with 1.6.1 and I have not seen any issues. I made a testbed install to test various MKS/USI mods and construction techniques - here is a list of what I am using: KSP: 1.6.1 (Win64) - Unity: 2017.1.3p1 - OS: Windows 10 (10.0.0) 64bit 000_AT_Utils - 1.6.2 ClickThroughBlocker - 0.1.6.10 Toolbar - 1.7.17.15 USI Tools - 1.1 ToolbarControl - 0.1.6.20 Action Group Manager - 2.2.4 Bon Voyage - 0.14.3 Community Category Kit - 4.1 Community Resource Pack - 1.1 Crew Light - 1.19 Easy Vessel Switch - 1.10.6933.41006 EditorExtensionsRedux - 3.3.19.10 Firespitter - 7.12 FuseBoxContinued - 0.1.16.7 GroundConstruction - 2.2 KAS - 1.1.6876.38030 Kerbal Engineer Redux - 1.1.5.7 HyperEdit - 1.5.8 Kerbal Inventory System - 1.18.6971.42939 KSP-AVC Plugin - 1.2.0.7 MechJebForAll - 1.3.0.5 PartCommanderContinued - 1.1.5.2 SCANsat - 1.1.8.10 Surface Mounted Lights - 1.11.6951.3656 ThrottleControlledAvionics - 3.5.3 Alternate Resource Panel - 2.9.3 USI Core - 1.1 USI Exploration Pack - 1.1 Freight Transport Tech - 1.1 Karbonite - 1.1 Konstruction - 1.1 USI-LS - 1.1 Malemute Rover - 1.1 MKS - 1.1 NuclearRockets - 1.1 Sounding Rockets - 1.1 Waypoint Manager - 2.7.5 OSE Workshop - 1.2.7.4
  6. Yup - can confirm - latest version of KSP, this mod (well beta), KIS, and the other requirements - everything seems to be working, but once an item is done printing - NullRef spam. (no other mods but this and it's requirements)
  7. It maybe caused by firesplitter not being installed correctly - can you share a screen shot of your gamedata directory? (could also be USI tools install)
  8. I noticed that also - no where to put a kerbal in it and it doesn't stack when you place a command can or workshop on it. As others have noted - it does work - I am using 1.6.1 right now with USI/MKS.
  9. I used to use CKAN - but I had too many issues waiting for updates and cross connections. Since I am pretty capable of manually installing zips, that is what I do. Now I use the KSP-AVC and get the updates as soon as the modder changes them. In your case, I would install all the mods you want via CKAN - then manually install the constellation pack - you may have to review the CKAN mods if they need to add a MM script for USI/MKS compatibility though. (usually you just drop that cfg in the folder)
  10. If your going to use the Constellation install - remove the CKAN version of MKS/USI (which should erase all the folders it installed) - then do a fresh install with Constellation - you should almost never install on top of mods - some things do not get removed when you do that - and can cause weird errors - as you noted per "normal procedure".
  11. Well after 7 or so days of reading this entire thread (on and off, between testing) - and making 85 pages of notes, I can safely say I am confident enough that I can make the most out of MKS/USI to make everything work together. Or maybe not but that is what having a proper testing program setup next to the KSC runway is for - test the stuff, make notes, make it happen, before doing it in actual play. Some things I noted after going through this thread: Kerbalism is being used and asked about every 10th page or so - my maths may be off though - after the 10th or so request, some even on the same/next page, I just sped past them - your experience may vary. EL vs GC - that came up a lot. Did the same thing as 1. Some users do not want to practice the stuff outside of KSC - for testing. I have Top Kerbals working on various MKS/USI setups right now. (who?) Top... Kerbals... (For some reason peeps don't want to use Sandbox, it's there for a reason! and HyperEdit - great tool to test in simulation vs reality (or the matrix)) I really need to learn Module Manager - I think I would of caught that error @DoktorFrogg found in the AddConsumer.cfg file in the issue I had above - I spent hours trying to make it work and I was actually looking at that file in particular - but since I didn't know the MM lingo - looked OK to me - results of my testing are in the last few pages above - sort of compulsive to make things work like the manual says there suppose to. (but did this get me to make a github account, and a imgur account - so all good ) This is a complex mod - but once you get the basics down, it just scales up. LEARN the BASICS first if you wish to succeed using this mod. -- Read the descriptions in VAB/SPH, plan, make, execute. To many peeps were trying to land a self-sustaining base on Duna from the git go - in one launch, for their very first attempt to use MKS/USI The Artwork @RoverDude showed off in here (the Osprey, Domes, etc..) is making me wish they were in game right now - the future looks bright for this mod with the dedicated fans and makers. All Praise them! Watching Roverdude's streams is now motivating me to mod for this game - he makes it look so easy - now I need to brush off my skill set, and use the various programs I have to make it happen. (RD also killed a lot of kerbals in his playthroughs, so don't use those for reference playing KSP ....) <Danger Will Robinson> If you need help with this mod: Please confirm what versions you are on. KSP, MKS, USI Tools. All in all - this is a pretty awesome mod and I look forward to using it from this point forward.
  12. Really? Great! I was up late last night after your post saying it was working for you - uninstalling, re-installing - I couldn't get the saves to work on my three different computers - so I was going to post my results when I woke up :) - you must of posted right after I gave up... Thanks again for sticking with this! I edited that file with your fix and it works as advertised. Now I can continue on my testing before my career game using MKS/USI-LS. Love this mod and the users around it - really glad to have found this place...
  13. Well - either I am doing something wrong or something else is going on and I can't figure this out - but when I tried to scavenge local minerals from a miner to make a chemical refinery work, it doesn't pull them. This is the refinery: Right next to it is the miner: I fill the miner up with minerals - but the refinery, while trying to run it - will not pull them. If i drop a full mineral kontainer by it - it will not pull. However, if I drop a supplies kontainer - it will pull and feed the kerbals. So - am I missing something or ? here is a link to my save games of this - with the ships (stock and MKS/USI) - if anyone wants to look at them and perhaps point me to the right direction? https://github.com/UmbraSpaceIndustries/MKS/files/2683256/Mining.Test.Alpha.zip and this is my game save of the other issue - wont pull supplies from each module unless I place a Microwave transceiver on them. https://github.com/UmbraSpaceIndustries/MKS/files/2683257/default.zip any help would be appreciated No other mods installed - and this is fresh install of KSP. Let me try doing it again - perhaps something is not right with KSP/MKS install - thanks for trying out the save - pulling out my hairs here
  14. Yep - I had engineers in them - they still didn't send out the juice or receive it till I placed the MPT on it. (ironically using the engineer and KAS). Same goes with the scavenging - didn't happen till the MPT was attached - not sure what is going on. I opened an issue on the github repo - and included a link to the save game (MKS/Stock) - I was trying to replicate what is shown on the wiki here - https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Logistics) - I used the same setups they show and can't get it to work. Working now on the refinery example - will report back what I find.
  15. @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.
  16. 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.
  17. There isn't an IVA for that part - so you won't see anything.
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. 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.
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