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Boiler1

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Everything posted by Boiler1

  1. RD, also as a note the Industrial Drills do not show up either but the small drills do. Glad to hear you are looking at the issue. I will write a issue in Github when I get home tonight if someone doesn't beat me to it.
  2. You will need a planetary logistics module on both craft. To push to Planetary logistics, you can use a logistics module or MPU. I recommend the MPU on mining craft. It enables planetary logistics without requiring any crew and it can convert the raw material into refined material, MatellicOre to Metal, ect. I make a separate miner for each material. This allows me to pick a spot specific to that material for mining. It also adds to the launches with the same vehicle. I just change the converters but all the parts are the same. So I get lots of practice launching and landing mining craft in different locations. Failure is not critical either. If something goes bad, no kerbals were harmed. Your base that is "pulling" materials from planetary logistics will need a logistics module with a pilot. I consider the logistics module to be the heart of every base.
  3. It helps to know where you intend to put your base too. Is this a space station, Mun, Minmus base or are you a lot further away like Duna? Dstaal's point is it is best to work the problem from end back to the beginning. Once you know what you want to do, then figure out what you need to make that happen. Questions you need to figure out. Where are you going? How long does it take to get there? What do you really need? This is the hard question that takes the most thought. It is also the most fun to answer because once you figure it out you have really used your brain. Another important thing to figure out is what is the DeltaV requirement to get there? Most important of all, what do I send up first? Don't worry about the complexity of MKS as that is what makes it fun? My suggestion would be to build your first base at the end of the runway. Build your second base on the Mun or Minmus, and your third on Duna. The further you go the harder it is.
  4. Nuclear reactors need radiators. You can mostly test this on the launch pad but keep in mind on an airless moon heat transfer is much lower. You need to figure out what you are going to use and what you intend to produce. Mostly you will send things at the end of the supply chain and produce things at the beginning to middle. The more advanced you get the more you can produce. Machinery is at the end of the supply chain. I produce all my supplies so I send up fertilizer as 1 fertilizer will produce 11 supplies. A kerbal uses 10.5 supplies a day so you need 1 fertilizer per kerbal per day and enough production to sustain that. I also use a lot of material kits and a little bit of specialized parts. So those are the three things I send up most. If I am just sending a supply ship, I also add supplies because what would a supply ship be without supplies. It also adds to the supply buffer in case something bad happens. Of the three sizes of drills in MKS, the medium and large drill do not load in 1.4, or 1.4.1. I updated using the USI_Constellation download. I do not know if this issue has been resolved. I hope you backed up your saved games before updating. I run multiple directories of KSP, one for each version. This way if I have an issue with a new version, I can go back and play an older version. It also helps protect my save games in situations like this.
  5. Updated USITools and it fixed the issue I was seeing. Thank you!
  6. I am having trouble with the drills stopping when the craft loads. I did not have this problem with Constellation 2017.05.28.01. When I updated to Constellation 2017.12.10.1 and KSP 1.3.1 and moved my saves, I started having the issue. It could be a mod interaction or a change in 1.3.1. I have read others have had similar issues. Does any one know exactly what the issue is? Is there anything I can do reduce or prevent it? Thanks for any help.
  7. Are you playing a career game? You may not have unlocked it yet. Check to see if you have it in Sandbox.
  8. Double checked it before I posted. It is there.
  9. Are you in sandbox? They may still be locked in career. As previously posted they are in the construction tab. The default docking ports are still in the usual spot but construction ports and default docking ports will not dock with each other.
  10. Turn up the force on the active ship. Be careful though, it can break things. Since you are having issues, also turn off snap. Just had the same issue.
  11. To all that are having trouble with the construction ports becoming root, Are you launching a craft with mating construction ports? Once the mating ports are uncoupled the part closest to the original root part should become the root of the new craft that was just decoupled. In this case that would be a construction port.
  12. Update to the latest version, this issue has been fixed. This is incorrect, as delta-v is exponentially linked to mass. So the more mass your ship has the lower the delta-v. A better thought would be to figure where you want to go. This determines the delta-v budget. The next is to determine what you need to take there. Understand that 'less is more'. The less stuff you take the easier it is to get there. Then create a craft that can do that. I like to work with 40 tons. I don't have any problem moving around 40 tons with my abilities. I can build a lander / rover that fully loaded will easily be able to land on a destination planet or airless body. Then build a craft to get it there. The key is to break the problem down into smaller steps. Also, remember that the Starlifter structural parts are heavy so if you can build a craft with less structural parts and more functional parts it will have more delta-v. Basically start by stacking Kontainers until you are satisfied then add fuel tanks and engines as needed to get you there. It makes it easy if you use Kerbal engineer or Mechjeb to do the calculations for you.
  13. Love SpaceY extended. I use the 7.5m parts to easily get heavy loads to orbit. I am a big fan of the radial 3.75m and 5m reaction wheels. Could we get 7.5m and 10m versions in SpaceY extended?
  14. Are you in career mode? Also, you don't have to uninstall. Just rename the current directory and reinstall. You can have multiple copies of KSP on your computer. It is handy to have different versions in different directories.
  15. Awesome! I agree with your point that to stack they have to place them very close together. Should not be a problem. I hope RD likes it!
  16. StikkyChaos, The construction ports are rotation dependent, unlike standard docking ports. If the rotation is off, they do not dock. Although you can adjust torque and the craft will rotate into place if it is not too large. DStaal, I envisioned KIS as the Kerbal wrenching the parts apart. Using cranes and winches to lift and support modules. I agree with you in principal using a fork truck to lift something up into place is reasonable. It is just not the safe thing to do in that situation. Considering this is a video game about little green guys that make unsafe rockets that blow up all the time, I don't think not allowing the fork truck due to safety is in line with the game. So if you want to put it in I don't have an issue with it. Something else to consider, what about a vehicle with 2,3, or 4 of the lifting components. It is not hard to get the KIS mass limit to 50 which would be over the capacity of the framework. I don't see any way to limit this do you?
  17. I left the forks off on purpose. It is not safe to work on machinery lifted by fork trucks. Rule several factories I have worked in have had. In a game world, I don't see any issue with 20 tons for the forks though. And for Kerbals, Safety 3rd!
  18. Can you double check it and submit? As I have never submitted anything can you tell me the process to submit a PR?
  19. DStaal your script worked. I had the same code but was missing a bracket causing it not to function. Testing masses now. 10 tons on the magnetic coupler can be lifted while on Kerbin. 6 tons on the crane as it can reach far causing the vehicle to lose leverage, and flip over. @PART[PAL_Claw]:NEEDS[KIS] { MODULE { name = ModuleKISPickup allowPartAttach = true allowStaticAttach = false allowPartStack = false maxDistance = 12 grabMaxMass = 10 dropSndPath = KIS/Sounds/drop attachPartSndPath = KIS/Sounds/attachPart detachPartSndPath= KIS/Sounds/detachPart attachStaticSndPath= KIS/Sounds/attachStatic detachStaticSndPath= KIS/Sounds/detachStatic } } @PART[PAL_Magnet]:NEEDS[KIS] { MODULE { name = ModuleKISPickup allowPartAttach = true allowStaticAttach = false allowPartStack = false maxDistance = 12 grabMaxMass = 10 dropSndPath = KIS/Sounds/drop attachPartSndPath = KIS/Sounds/attachPart detachPartSndPath= KIS/Sounds/detachPart attachStaticSndPath= KIS/Sounds/attachStatic detachStaticSndPath= KIS/Sounds/detachStatic } } @PART[PAL_Gripper]:NEEDS[KIS] { MODULE { name = ModuleKISPickup allowPartAttach = true allowStaticAttach = false allowPartStack = false maxDistance = 10 grabMaxMass = 6 dropSndPath = KIS/Sounds/drop attachPartSndPath = KIS/Sounds/attachPart detachPartSndPath= KIS/Sounds/detachPart attachStaticSndPath= KIS/Sounds/attachStatic detachStaticSndPath= KIS/Sounds/detachStatic } } @PART[PAL_Crane]:NEEDS[KIS] { MODULE { name = ModuleKISPickup allowPartAttach = true allowStaticAttach = false allowPartStack = false maxDistance = 16 grabMaxMass = 6 dropSndPath = KIS/Sounds/drop attachPartSndPath = KIS/Sounds/attachPart detachPartSndPath= KIS/Sounds/detachPart attachStaticSndPath= KIS/Sounds/attachStatic detachStaticSndPath= KIS/Sounds/detachStatic } }
  20. I am thinking 10 tons for anything with a Magnet. They can pickup this much so it is not something you cannot already do in the game. This is just an estimation, if someone else has a better number with math to back it up, I am open to suggestion? You are a few thoughts ahead of me. I did not realize you cannot use KIS unless on EVA. So, I agree with you. I found the module to add KIS pickup (ModuleKISPickup) to a module, but I have not got it to work yet, any suggestions?
  21. I want to add KIS to the Crane, claw, and magnet. The key bindings are the biggest issue. Any suggestions on what to assign Grab, Attach, Rotate and other KIS keys. They are already assigned for a craft. My thinking is to make the vehicle a support craft and still require the kerbal to be on EVA. That way the Kerbal could pickup bigger things but it would not require multiple kerbals on EVA.
  22. Roverdude, After changing the KIS grabMaxMass of the Kerbal, I was wondering if it would be a better idea to give an Akita part ModuleKISPickup basically making the Akita act like a big gantry crane? Issue I have ran into, the G key is gear on a vehicle, G Key is Grab in KIS EVA. So it makes sense to require a Kerbal on EVA to actually move parts around and just use the Akita to increase the mass than can be moved around. This gives the feel of actually doing the work vs poof it magically moves around.
  23. RoverDude, a few thoughts for new FTT parts would be a "flatbed" part similar in function to the Karibou flatbed but with honeybadger looks. The main purpose would be to piggyback "Duna" Series MKS parts. Also an offset 3.75 to 2.5 adapter that could be used to dock Honeybadger's to Karibou's.
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