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PotatoAndBeanHarvester

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Everything posted by PotatoAndBeanHarvester

  1. Mindstalker, I just saw your post and checked the three Making History round capsules for harddrives: the onion (1 seat) pea (2 seater) and pomegranite (3 seater) come with HDDs of capacity 634kb, 891kB, 13.56MB (and 1, 2, and 2 sample slots) respectively. Dana Goodeye, have you tried the other way on mod removal for testing? Rather than remove kerbalism, and find function, see if a neat kerbalism install works and then add in the other mods to see which one causes the loss of function? I have an item (the gravity ring) that doesn't work in Kerbalism, and have tracked it down to apparently KIS/KAS that seems to be interfering with it (causing it to not appear in the VAB parts cupboard) through this method. It is a painstaking task, but recommended as you have indicated an apparently large number of other mods in your system. Hope that helps, Kind Regards P&BH.
  2. Hi Maniaex, Thanks for mentioning the Mk1 command pod. A small issue I have at present is not being able to get the CO2 scrubber installed in the VAB-configure pod window. I checked other command pods and they seem fine. I was trying to find where this is defined in configurations and possibly module manager (which I don't understand well at all) before querying this one (as it is one of the very few issues I have found so far), but will discuss now, as you seem to have a problem with the Mk1 also, though if my read of your post is correct, you do have the scrubber installed. <Disregard the struck out portion - seems to be working now. May have been fixed in the 3.00 to 3.02 upgrade. Thought I checked, but must have missed it when looking for the gravity ring mentioned in my post earlier today> Regarding saving Jeb... When I had poor Jeb on the Mun in a lander can, after a low power stage, I forgot to turn on the scrubber again, and he went high on CO2-near-death experience. I got him out on EVA a couple of times and although his CO2 level on EVA jumped from 2% ish to about low teens % transiently whilst on EVA (Maybe the calc is done on a reduced volume in the EVA suit with all CO2 being retained?), upon re-entering the craft, and pressuring up, the CO2 seemed to have blown down in dilution by the new atmosphere from storage. This might help save Jeb for you on the current mission (Long live Jeb...) Kind Regards, P&BH
  3. Following the non-complaints theme above, I am stoked with Kerbalism - the new science is really opening up labs more than when I started on earlier Kerbalism releases. I also have had a failed rcs thruster which was a cool issue to fix in orbit of the Mun... in my state of "Gene... We have a problem... we seem to be venting something...." I shut my monoprop tanks to prevent loss of fuel (may not have needed to) but then sent out the engineer to fix on EVA, but presumably due to the isolated monoprop tanks, they had none in their jetpack! By the time I had realised... the ladder was beyond grab distance... Took a bit of help from a passing friendly resupply ship to get them back on board...Really great stuff... none of which would be possible in the stock game... so a well done on the mod! So... now not at all a complaint, just an issue I am trying to solve on a mod interaction... Largely Kerbalism 3.0.2 on KSP 1.7.1 is working a treat for me, but a couple of matters have come up, one of which is the Gravity Ring is not appearing. Through removing other mods one at a time, I have isolated it to an interaction with KAS/KIS in a way that prevents the gravity ring appearing. Other Kerbalism parts, such as gas tanks, food/water/waste/wastewater tanks, chem plants, greenhouses etc DO appear correctly. Has anyone else been running with KIS/KAS and found this? If so any suggestions? I have included panarchist's quote above as 61 mods sound challenging... am not sure if KAS/KIS are amongst them? Thanks, P&BH
  4. Hi Ziat007, Supporting Lordcirth's comment regarding the case of it being a CKAN issue, I have been playing with Kerbalism3.0.2 lately on a manual (non-CKAN) install on 1.7.1, and have not detected dependency issues. You didn't indicate the method you are using for installation, so hopefully these two clues will help you with either installation alternative. Kind Regards, P&BH.
  5. Dear Danilo, Sawyerap has started a note on the on the Karbonite Github issues page concerning karbonite conversion. I was also having trouble similar to what it sounds like you are having, and I found that post. I tried the fix, and recorded the results in my note on that thread (as user Chempipeline). You can find the fix at the following url. https://github.com/BobPalmer/Karbonite/issues/274 I hope that gets you back on track. Kind regards, P&BH
  6. Hi Jovzin, Yes you can change its converter settings in the field. Send an engineer on EVA nearby the Tundra Agriculture module (or other MKS converter), right click the module with the engineer in focus standing (floating if in space) right nearby, and there should be options e.g. Bay 1 Agriculture (S) => Agriculture (D) (The left side is what the current setting is, the right side is the "change converter to"). Below this are a couple of buttons for Next bay and Previous bay, which selects the next and previous type available from the options for this module in the "change converter to" area above. This is available across the MKS converters, and allows selection of the desired option from the full set available before committing to the change, as it costs Specialised parts and Materials kits and electricity to do so (depending on which module one is doing the change on). I hope that helps. Kind regards, P&BH
  7. Thank you for your note jzroth, In light of it being more than just me, I do now plan to put this into GitHub (hence my thanks for your words that I am not alone in this problem - until your post, I had no evidence of it being beyond my system). I will give it a couple of days more to see if anyone with more insight has ideas about possible side effects of my proposed fix, then hopefully I can provide some more value in the post in the Github issues area, as I would like to help RoverDude with the best evidence that I can find. If no indication from forum members of side effects being introduced, I'll try updating other industrial pieces to verify if that all works too, and also it gives are a couple of days of game time movement for glitches to appear with the parts I have already altered as outlined in my updated earlier post (from yesterday). In the meantime, there is a note on the matter here if people are having problems, as this is the forum that GitHub refers across to, so people should be able to see that it is an active topic. To update... nearly a day later and my modified parts have not yet caused any detected issues, so... so far so good. As an option... If you would like to try the proposed solution on some other parts too and record any issues that arise (or if no issues arise) and their context and let me know how you go in a couple of days I'll be able to add that to the case. Many thanks again.
  8. Matter of "perform maintenance" lacking in MKS 1.1.0.0 EDITED on Saturday 23rd of March 2019 to update with a further development (proposed solution with initially successful testing). This post has been updated since being written on Thursday, as I have found a potential fix after much comparing of config files, I found a module entry difference that seems to have led to the observed behaviour of the "problem". I had, when making the original posting been looking through config files and source code for "maintenance" - but it appears to have been a slightly different word needed! Am keen for feedback from anyone who may have been having similar issues and this may help fix, or if there are potential side effects I don't yet understand to what I have done to resolve the problem. I have tweaked a system of which I only have surface knowledge, so if there is something I have not considered, I would not be surprised. In my initial testing, the expected behaviour has been restored in the limited test cases. See the section at the bottom "Tried solution". I have put it as a new section at the bottom so that people can see the background in getting to the solution. If you have already read the original posting, please scroll straight down. Summary: Maintenance function appears to have disappeared on updating from MKS 0.55.0.0 to MKS 1.1.0.0. Version info: KSP 1.6.1.2401 (with Making History 1.6.1), MKS 1.1.0.0 (augmented by Ground Construction from GC2.2 to overcome the ground assembly line closure malfunction) Other mods used KAS 1.1 KIS 1.16 kOS 1.1.5.2 Karbonite 1.1.0.0 GroundConstruction 2.2 VTS_USIpack 3.1.1 DockingPortAlignmentIndicator6.8.2 MechJeb2 2.8.1.0 USI-LS 1.1.0.0 Detail: I have been having some trouble lately with performing maintenance. By lately I mean this appears to be since updating to MKS1.1.0.0 Expected behaviour: With MKS 0.55.0.0 I would get a list of automatic maintenance performed when a craft with an engineer staffed workshop was present when it loaded or if in focus, apparently after a time, and a "perform maintenance" button when engineers are on EVA near a qualified part. As part of my trying to find where the problem lies, I have tested, removing all mods and reinstalling MKS 0.55.0.0, and the expected button appears in the right click menu. (this was to ensure my memory of the expected behaviour was correct) Observed behaviour: Since I have updated to MKS 1.1.0.0, my career game has moved along to needing to refuel reactors. The symptom was first noticed trying to refuel a 1.25m reactor, and a Duna class Power Distribution Unit. I cannot see a perform maintenance button in the right click menu for either of the reactor/power distribution units. The automatic maintenance notifications also have gone. Attempts to resolve: In order to try and figure out what I have done to break this functionality, I have been trying to find where the maintenance functionality gets coded, but have not been able to find reference to it on looking through KolonyTools source code at GitHub. Admittedly, I don't understand much of it, so may well have missed the "how". I have also tried removing all non-Squad mods (leaving only the Squad and SquadExpansion folders), and tested with just the MKS 1.1.0.0 folders/files (plus Squad and SquadExpansion folders). The perform maintenance button is also missing with neat MKS 1.1.0.0 (when tried with neat MKS0.55.0.0 for the above "expcted behaviour test", the symptom disappeared.) From reading over changelogs, I haven't found any reference to removing the maintenance functionality. I have not seen any chatter about such a matter on the forum, so I suspect it's something I'm doing wrong. I am out of ideas, so if anyone has any insight, please let me know (my Kerbals on the Mun may face a cold night soon if I can't refuel the reactors!) Thank you. Tried solution: (this section was added in the Saturday 23rd of March update) After much eyeballing of config files, comparing between MKS 0.55.0.0 and MKS 1.1.0.0, the following lines were a difference (present in the former, omitted in the latter). MODULE { name = USI_ModuleFieldRepair } To try out the idea that this may be causing the observed behaviour.... I inserted these lines into the config file for the 125 reactor then loaded up KSP and the savefile. I sent out my engineer to see if there was a "perform maintenance" button on the part's right click menu, and yes there was. before clicking the perform maintenance button, I focused the craft with the reactor to verify it was empty beforehand, but it was full. This was unexpected, I can only estimate that the engineers who were in the workshop had performed auto maintenance, but I hadn't seen the message due to an open window occluding that part of the screen. To test the aspect of automatic maintenance, I took the engineers out of the workshops before closing. I then closed KSP back down, and updated the DunaPDU and RangerWorkshop config files with the same lines identified above. On reloading KSP and the save file, when focusing on the ship, all was well. I got my engineer out, and was able to do a perform maintenance on the Duna PDU which was also down on Enriched Uranium, and the perform maintenance button was available also on the RangerWorkshop's right click menu. Rather than test clicking it, I put the engineer into the workshop to test the automatic maintenance function, and I got the (hoped for) multiple parts automatic maintenance notification (for the three parts that I have updated with the above module. The RangerWorkshop is now filled with machinery, so things seem to be working well, and I anticipate that other parts should follow suit. I am writing this now to seek feedback on this (I fear I am breaking something else somewhere by doing it) solution, and see if anyone else is having issues like this. As I put in the original posting, I haven't seen any chatter about such a matter, so I fear it is just me! Thanks for your time. P.S. further to my comment above about a cold Munar night for the Kerbals.... Jebediah was starting to look out of the cupola window longingly at the RTGs on the rover as the cold night was falling on the Mun, after having recently screened "The Martian" in the Ranger Hab module using the last few atoms of Enriched Uranium in the PDU!
  9. Thank you very much for your insight Wyzard, that is one of the files that was "extra" in the GC2.2 (not with MKS) package. Your comment narrows down the field, and sounds like a clue that may also help others with this matter. I have (as Username Chempipeline) listed this as an issue at MKS on GitHub, as it appears to be an MKS issue more so than a GC issue. As people may be coming to GC as that's where the symptom seems to lie, I have put the URL below for following the trail across. https://github.com/UmbraSpaceIndustries/MKS/issues/1448 Thanks again!
  10. There are a number of recent posts regarding ground construction difficulty, notably the non-closing door symptom. I too have had this problem, and have found a bandaid approach that has worked, so hope this might be able to help others. Summary: Scope Ground Construction installed as bundled with MKS 1.1.0.0. Manual install of mods (copying files to GameData) KSP version 1.6.1.2401 Symptom Ground construction's ground assembly line door is initially open, not closing, and the assembly plant is unable to produce kits. The proposed fix Backup your savefiles. Download GroundConstruction 2.2 from SpaceDock then unzip. Manually install the relevant folders to the GameData folder, first removing the namesake folders and files that came bundled with MKS 1.1.0.0. Load up KSP and try your ground assembly line for operation. (I am using a ground assembly line that was launched before the proposed fix was implemented, and it behaves as expected post implementing, despite having existed in the save file before the change). Limits and tests to date I have only found this solution recently (last 24hrs) and whilst I have had success in correcting the ground construction problem, I have not yet discovered negative side effects that this solution may bring. I have managed to get the ground assembly line working, and have successfully gone through the whole (1) build a kit to (2) deploy a kit to (3) launch the constructed kit path. Hence testing is not "robust", but I am posting this now, as I hope that my bandaid fix might help others. Background to the proposed fix: Having recently upgraded to MKS 1.1.0.0 from MKS 0.55.0.0, my career save file has finally reached maturity to have a ground assembly line installed at my Munbase. I was having the problem of the ground assembly line door being open initially, and not able to close, nor build kits. Precedent activity for using non-MKS bundled Ground Construction When I initially started exploring MKS (circa 0.5 or 0.55) and Ground Construction (initially the MKS bundled version) last year, the loading kit in the SPH/VAB window had a glitch of not being able to select a craft. Whilst trying to problem solve that issue, I found a post (going from memory) from Allista responding to someone with a similar problem which led me to not use the MKS bundled Ground Construction. Upon installing ground construction separately, the problem was resolved. Homage to RoverDude et.al. Please read NO disrespect to RoverDude regarding my comments on the bundling of GC in MKS. On the contrary; RoverDude is and his friends are held in high esteem by me. I am a novice offering this "fix" as a workaround I have had success with should people be encountering similar problems. To the present issue: After encountering the ground assembly line not working problem, and previously having success with ground construction from GC2.2, then Seeing RoverDude's comment above, I saw little reason as to why Ground Construction should not work, as my old mod install had been working as KSP versions incremented from 1.4 to the present 1.6. So I took a punt on seeing whether the bundling might be causing grief again. After having installed the folders and files of ground construction 2.2 in the relevant areas of the GameData folder, I have had success in ground assembly line operation. Thoughts for expanding the bandaid fix to a systemic fix... Though I do not understand the criteria used in paring down a mod on bundling (I am aware of the integrated space crane being omitted in the MKS bundle), I can only speculate that something else may have been excluded critical to the ground assembly line. I am only a novice, so this line of thought may be completely rubbish too! Again RoverDude et. al. are held in high esteem, and I only provide the above thoughts in case this helps to iron out a wrinkle for future releases of MKS.
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