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[1.12.x] - Modular Kolonization System (MKS)


RoverDude

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@HoS According to the changelog...

https://raw.githubusercontent.com/BobPalmer/MKS/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/MKS/CHANGELOG.txt

... is officially supporting KSP 1.4.1 but I have found no problems with any of Roverdude's USI mods I have installed including MKS v0.55.0.0 (I am not currently using ART and Orion) and I am up to date playing on KSP version 1.4.3. So yes, as far as I am aware it's all compatible with versions 1.4.x.

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17 minutes ago, Kaa253 said:

@HoS According to the changelog...

https://raw.githubusercontent.com/BobPalmer/MKS/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/MKS/CHANGELOG.txt

... is officially supporting KSP 1.4.1 but I have found no problems with any of Roverdude's USI mods I have installed including MKS v0.55.0.0 (I am not currently using ART and Orion) and I am up to date playing on KSP version 1.4.3. So yes, as far as I am aware it's all compatible with versions 1.4.x.

Thanks! Will give it a go.

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On 5/5/2018 at 9:16 PM, RoverDude said:

Well the magic question is whether anyone else is having the issue

I started to get it, but I am still on 1.3, meaning that it was working on 1.3 for a while and then I got the same error. I did not update any USI components, USI core is still at 0.5.1.

Did not report it because it's 1.3. The only mods that I updated after USI worked are:

  • BetterBurnTime
  • Near FutureLaunchVehicles
  • Scansat
  • NearFutureProps
  • EVATransfer

 

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Hi! First-time poster here!

First of all, thanks RoverDude for this AWESOME work. At this point, I can't conceive KSP without MKS. My moon colony is almost self-sufficient by now, Minmus progresses steadily, and work is steadily in progress towards the first permanent Duna habitat...

Now comes the whining ^_^'

Since the update to KSP 1.4 I'm running into the issue described in https://github.com/UmbraSpaceIndustries/MKS/issues/1407

Shortly, assigning multiple bays to the same recipe does not provide extra efficiency. So far I've tested it with the Agriculture Support Module and the 3.75m MPU.

The issue happened in my heavily modded save, and also in an "almost fresh" install (remove everything but Squad folder from GameData, add MKS from github and start new save).

When looking at the part definitions I noticed that all the drills (which calculate efficiency correctly I think) had been changed to use the "ModuleSwappableConverterNew" module. However the converters still use the old "ModuleSwappableConverter" module. Perhaps the efficiency calculation was changed to depend on this new module somehow?

I tried to change the MPU part file so that it uses the new modules (like the drills do), but failed miserably. Unsurprising, since I don't really know KSP fu.

Is this happening to anyone else?

Any ideas of what I can try? I'm not in a rush really, I just need to know that eventually I'll be able to continue with my old save, even if I have to manually edit every single vessel on it.

Thanks!

 

- KSP version 1.4.3

- MKS version 0.55 (github)

Edited by TheThirdCat
posted before finishing
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On 5/5/2018 at 9:16 PM, RoverDude said:

Well the magic question is whether anyone else is having the issue 

 

FWIW, I was actually able to fix it by using kml to delete a transfer scenario listed as complete. After that I am able to bring the ui up and transfer things without issues.

 

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9 hours ago, draculthemad said:

FWIW, I was actually able to fix it by using kml to delete a transfer scenario listed as complete. After that I am able to bring the ui up and transfer things without issues.

Reading about your problem over the last few days has been driving me a little nuts as I have been trying to remember why the same thing happened to me one time about 3 months ago. Sorry to say it was your solution that jogged my memory :/.

Bingo, that's right! I had to delete the completed transfers "history" list from the save file. Somehow something had got bugged in there. 

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8 hours ago, RoverDude said:

Make sure you have a new version of GC as I am including an older version currently

 

The newer version of GC includes a ConfigurableContainers folder in addition to the two included with MKS. Does that need to be included as well or leave it out?

Thanks

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1 minute ago, strudo76 said:

The newer version of GC includes a ConfigurableContainers folder in addition to the two included with MKS. Does that need to be included as well or leave it out?

Thanks

Does not need to be included

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15 hours ago, RoverDude said:

Does not need to be included

Aye, does the latest mks include any of the 20m parts teased? :D 

If I can make the below with mks then I am all on board and will spend a few hours a day to learn how to play with it.

 

SpaceX%2Bbase%2Bon%2BMars.jpg

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I'm having a strange issue with drills, that might be interactions with some other mod, but hoping somebody knows what this is immediately before I dig into more testing.

I've built a remote control uranite miner, with a storage tank and four drills. I equipped the M-500-As with three Uranite separators a piece. I see the following issues once I launch:

1) The separators show up on the pop-up as "???"

2) I often don't have the ability to start the Uranite drill

3) Sometimes, after I deploy the drill, the list for all possible drills will show up as buttons, then progressively disappear until their all gone.

A gallery of my testing miner (hyperedited to Iota) is here: https://imgur.com/a/2W4jsus

Anybody seen this before?

Thanks! Love the mod, wouldn't play without it!

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1 hour ago, Platonicsolid said:

I'm having a strange issue with drills, that might be interactions with some other mod, but hoping somebody knows what this is immediately before I dig into more testing.

I've built a remote control uranite miner, with a storage tank and four drills. I equipped the M-500-As with three Uranite separators a piece. I see the following issues once I launch:

1) The separators show up on the pop-up as "???"

2) I often don't have the ability to start the Uranite drill

3) Sometimes, after I deploy the drill, the list for all possible drills will show up as buttons, then progressively disappear until their all gone.

A gallery of my testing miner (hyperedited to Iota) is here: https://imgur.com/a/2W4jsus

Anybody seen this before?

Thanks! Love the mod, wouldn't play without it!

Versions?  KSP/MKS/USI-Tools?

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8 hours ago, Platonicsolid said:

I'm having a strange issue with drills, that might be interactions with some other mod, but hoping somebody knows what this is immediately before I dig into more testing.

I've built a remote control uranite miner, with a storage tank and four drills. I equipped the M-500-As with three Uranite separators a piece. I see the following issues once I launch:

1) The separators show up on the pop-up as "???"

2) I often don't have the ability to start the Uranite drill

3) Sometimes, after I deploy the drill, the list for all possible drills will show up as buttons, then progressively disappear until their all gone.

A gallery of my testing miner (hyperedited to Iota) is here: https://imgur.com/a/2W4jsus

Anybody seen this before?

Thanks! Love the mod, wouldn't play without it!

Yes. The KSP 1.3.1 release is not stable when drills are used. Revert back to USI Tools 10.1 and it will fix the drill issues. Orbital logistics might work, depending on your group of mods

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On 3/29/2018 at 2:57 AM, voicey99 said:

Yeah, you can edit their KERBAL listing in the persistent.sfs and use the option in Difficulty Options to stop getting them in future.

I'm just back from a long hiatus, I've unlocked long term habitation, but I still don't get any of the specialist kerbals on rescue contracts.  Can you point me to where this option exists?  Or has it been removed?

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2 hours ago, Baladain said:

I'm just back from a long hiatus, I've unlocked long term habitation, but I still don't get any of the specialist kerbals on rescue contracts.  Can you point me to where this option exists?  Or has it been removed?

In that particular message I was talking about editing a kerbal into another kerbal type. If you want to toggle getting MKS-brand kerbals, turn on Enable Kolonist Rescues in the Kolonisation tab of Difficulty Options.

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