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  1. So I'm using several mods in my game including MKS from USI, however I can't seem to be able to transfer enriched uranium between storage with docked vessels or even within the same vessel. I've seen a few posts about using 'maintenance' function to transfer it but I haven't been able to get this to work. I'm probably missing something really simple! Thanks!
  2. So I am testing out stuff with the Modular Kolonization Mod by RoverDude so that I can make it work when I go out on other planets. I am testing the drills currently and I am running into a problem with the Industrial Strip Miner. No matter how many radiators I put on the craft they don't seem to reduce the heat output. They work for only 1 of the operations being active, but after that the temperatures just keep going up no matter how many more radiators I add on the craft. I tested this with both Thermal Control Systems and radiators attached next to the drill. The info in the VAB says the d
  3. Hi. This mod aims to provide simple rocketbuilding capability to stock parts. New Thread This mod is now maintained and updated by @RealGecko. Special thanks to: @maculator, @taniwha, @Eleusis La Arwall, @Badsector, @cy-one for their contributions. No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve Requires: Module Manager After testing out Extraplanetary Launchpads
  4. As the title suggests I tried installing Modular Kolonization Systems and Life Support by Umbra Space Industries yesterday, but for some reason some parts didn't show up in the VAB but they were there when I looked in the folder. So I tried uninstalling mods and reinstalling them to see which one was the culprit and apparently it was ReStock and Restock+. I don't know what causes this problem maybe a patch from Module Manager I don't know. If anyone has any input or any ideas so I can have all of these mods work together please let me know.
  5. Ok, ages ago I wrote a simple set of MM patches to help integrate UKS with KPBS. Then it got noticed a bit, and a few of us made some big plans. Then 1.2.2 came out, USI updated everything, I couldn't run the latest versions, etc, etc, and it fell behind a bit. @TheRagingIrishman offered to take over the main effort, but stuff got put on hold until @RoverDude released his balance spreadsheet, which hasn't happened yet... So. I got a new computer for Christmas, and I'm interested in playing with both MKS and KPBS again. Nills277 isn't particularly interested in doing MKS integration h
  6. Kolonization Class Suits Redux A set of suit textures for TextureReplacer to distinguish each class in stock and USI's Modular Kolonization System. Does not require USI's MKS but highly recommended for the additional classes. Works in 1.5.x and 1.6.x. If you want something compatible with 1.4, have a look at the original USI Kolonization Class Suits. Special thanks go to the following modders: GergroxMun for his Multicolor Suit Pack which forms the basis for this suit set. Scart91 for his original class suit set and icons. fast de la speed for his original USI
  7. What am i missing for the FlexOtubes to work? I have been playing around with them lately, but I can't seem to connect them. https://imgur.com/a/Zf2YrrB
  8. I’ve been happily messing with KSP for several years now, regularly returning to start a grand new campaign with a slew of interesting mods. For one reason or another (real life, .exe instability, mod quirks) I’ve tended to hit a wall shortly after going interplanetary in previous attempts, but with the (relatively) recent arrival of the 64-bit client on Windows and a more mature crop of mods I’m gearing up to try once again. I intend keep a diary of sorts here, in part to motivate myself and in part to act as a sort of tutorial to others who are interested in playing with similar setups but a
  9. Hi everyone, I have recently installed mks and was playing around with it until I realized all the production modules (I have been using tundra modules), including greenhouses (inflatable + tundra) are all at 5% load, even though I'm making more that I need. Any help would be appreciated. Thanks! -Edit: I solved the problem, it was a mistake on my part
  10. Near my Minmus base, I have a Malemute rover equipped with a Klaw attached to a Resouce Lode. I left my base doing something else, then landed near it again. Now, if I switch to the rover, or if going on EVA with a kerbal and coming closer than 200 m, the rover explodes. In order to find out what's going on, I focused on my base and zoomed out until I could see the rover close up. It's lying on it's side, the rescorce lode seems gone (I guess it's already consumed) and it seems the Klaw is facing the wrong way. How can I fix that?
  11. Hi all, I’m on the vertical learning curve which is MKS (and enjoying it) I have a planetary logistics question. I have a base with a tundra logistics module and an ore miner with a resource converter. The containers at the base are half full and the ore miner keeps running and sending materials to planetary logistics (I can see them ticking up) on the dashboard BUT I can’t see them arriving in any other containers. Is there a magic planetary store where they go until needed?? if there is something I haven’t read please feel free to direct me to it with an rtfm. T
  12. Per suggestion by @dboi88, this will be a place to discuss development of KSPedia and wiki documentation for @RoverDude's MKS.
  13. I just added the USI mod packs through CKAN and now when I launch vessels at the space center I am stuck seeing this gray fog, kinda like the ocean washed Instagram filter over my screen. It extends all over even in space, Please help it's not bad but very annoying. Thanks!
  14. Soo, I have MKS installed but planetary logistics don't seem to work, or I don't know how to access this part of the mod in kdp1.4.1, can you help me out please?
  15. Hello, I can't scan resources on asteroids with surface scanner module, What can be the reason ?
  16. Ok, so when I installed MKS, the gears don't work, when I click deploy it doesn't work, im at 1.3.1 because KIS works in that version, if thats the wrong version that im in, let me know, unless if I didn't add a part that makes the gears work, because when I go to 1.4.1, KIS won't work, I use KIS because it can be useful when you move things, such as building a base or cleaning up a mess, sorry that im off topic, is there anyway to make the gears work or did I not add anything that makes things work?
  17. USI MKS parts are not deploying as intended I do not know why ive tried the tundra parts ive tried all of rthe parts but they aint working sorry English isn't my first language
  18. MKS is a suite of mods from RoverDude with a focus on building bases and colonisation. It adds eleven resources that you can mine, along with various refineries to convert these raw materials into processed goods that can then be used for maintaining a colony. It also adds an additional level of difficulty where your kerbonauts must have large, decent accomodation and supplies so that they won't go stir-crazy. The goal here is to establish a fully sustainable surface base on Laythe - if a moon like Laythe existed in our own solar system with oxygen at reasonable pressure in the atmosphe
  19. Galileo's Colonials Gael has long been the home of Gaelans, but for too long they've forgotten to explore, they've forgotten that they're still explorers. Stagnation has enveloped Gael, stagnation that they can no longer afford. The nations of Gael united to create The New Colonial Alliance, with the aim of colonizing their solar system, innovating their society, and advancing Gaelan civilizations.
  20. So i started a new KSP-save and want to focus on colonisation and base-building like many here as it seems. I want a sustainable Base which can construct Rockets completly by its own (without those DIY container being sent from Kerbin). Pretty much like the old "extralanetary launchpad". With the mods i have i thought this should be possible. I researched "advanced construction" which is supposed to give me stuff like a extractor, kerbal-habbitation-support and ore/metal/rocketpart-tanks etc. All the parts from the "advanced construction" research regarding the Mods arent showing up when i wan
  21. Version: KSP OSX 1.3 (Uncertain if 32bit or 64 bit) Mod List: Like some other reports, KSP is about at the end of the loading, when it crashes. A few mods seem to cause this, and a few examples seem to include BDArmory (but not Baha Turret), SM Armory (with SM Industries), and Modular Kolonization System (MKS). The above are the mods that DO seem to work, though adding any of the ones I just listed makes the game crash. I assume it isn't related to memory, because if I remove a big folder like the BoulderCo from Andromeda: Daydream and add BDA, it still crashes. Link
  22. Summary - MKS flex-o-tubes don't show up in the parts list in the VAB. I think I have all required prerequisite modules. The part didn't show up. I checked the flexotube config file, it said I had to have tech advanced construction, and I do. The part shows as owned in the tech under the research tree. The docs for flexotube only said I needed KAS. I checked KSP.log, it said flexotube needed ConnectedLivingSpace. Downloaded, installed, restarted, no joy. Checked KSP.log again and it now said I needed DeadlyReentry for that part. Downloaded, installed, restarted, no joy. KSP.l
  23. Curie Orbital Akademy and Gas Station has taken between 3 to 6 launches, thus far depending on how you count. I'm learning / messing with MKS, hence the akademy module, and power distribution module. The original launch consisted of an MSL and Hitchhiker Can as a habitat, along with a set of Nom-o-Matics. While launching the second module of the Ada Lovelace Munar Kolony, I stopped by Curie to grab a couple of scientists, and also brought along a small truss with an inflatable mini-habitat, and the newly invented Docking Ports (not Jrs). I attached it with the Jr. Port on board. This trus
  24. I'm not sure If anyone else has this problem, but can you inflate the inflatable habitation modules (with USI) during flight? The button seems just to be not there. I wanted to get a habitation ring in orbit for my journey to Duna, but I cant extend it mid flight (space). Thank You!
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