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


RoverDude

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41 minutes ago, HurricanKai said:

Hi, Again, after Some More Research, i woud say that the ACTUAL error is not an nullreference, but instead an Access Violation, Using The VS17 Debugger, i was able to get this:
 

Which in English means something like:

 

Ill just Open An Issue On Github from here, because the Problem doesnt seems to have an fast soloution.

Reading from 00000000C is in effect a null reference error, it just wasn't reported as that.

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I've come to notice a problem with this mod that prevents me from using it: the Tundra parts are unusable for me due to the lag they cause. The Duna & Ranger series work fine as do the rest of USI mods, but the Tundra parts lag my game down to ~8 fps. I've put the graphics down to 1/8 res and fastest render, which has minimal effect. I've noticed that the Tundra textures are different when downgraded. Is there any known issue with this? I can't use the mod if the parts that the guide claim are critical ruin my game.

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56 minutes ago, Caknucklehead said:

I've come to notice a problem with this mod that prevents me from using it: the Tundra parts are unusable for me due to the lag they cause. The Duna & Ranger series work fine as do the rest of USI mods, but the Tundra parts lag my game down to ~8 fps. I've put the graphics down to 1/8 res and fastest render, which has minimal effect. I've noticed that the Tundra textures are different when downgraded. Is there any known issue with this? I can't use the mod if the parts that the guide claim are critical ruin my game.

KSP version?  MKS version?  Sample craft?

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Apologies for such a simple question, but regarding the converters for the Industrial Refinery and Assembly plants: 

They're listed as having three bays, and then rated outputs (~21 per hour).  Is that output per bay, or for the entire module with all three bays doing the same thing? 

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3 minutes ago, tsaven said:

Apologies for such a simple question, but regarding the converters for the Industrial Refinery and Assembly plants: 

They're listed as having three bays, and then rated outputs (~21 per hour).  Is that output per bay, or for the entire module with all three bays doing the same thing? 

All stats are per bay. Also try this mod for explanations of load calculations:

Edited by voicey99
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1 minute ago, tsaven said:

Apologies for such a simple question, but regarding the converters for the Industrial Refinery and Assembly plants: 

They're listed as having three bays, and then rated outputs (~21 per hour).  Is that output per bay, or for the entire module with all three bays doing the same thing? 

Per bay, at base colonization rate, with no efficiency parts, IIRC.

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23 minutes ago, voicey99 said:

All stats are per bay. Also try this mod for explanations of load calculations:

JESUS JUMPING JOHSEPHET THIS IS A THING NOW!?

Dang and I'm still using 1.2.2 though.  More reason to get around to upgrading soon . . .

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6 minutes ago, tsaven said:

Dang and I'm still using 1.2.2 though.  More reason to get around to upgrading soon . . .

You can get a 1.2.2 version from the changelog tab on the SpaceDock page, or from Releases on GitHub. I'm not sure if the 1.3 version works with 1.2, give it a try.

EDIT: Looks like there were DLL changes between 1.2.2 and 1.3, so it probably won't work.

Edited by voicey99
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Yh it's probably best on this case I was ignored. Turns out the issue was me. I was so used to seeing life support figures on the capsules and kerbals dying that when i didn't see them and they didn't die I thought a problem was the reason. I then found the resources config in All USI life support versions was empty and assumed it was the problem. Then I learned it was simply me. That with USI if I don't add the life support containers, nothing would show and that they didn't die 

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1 hour ago, The-Doctor said:

Yh it's probably best on this case I was ignored. Turns out the issue was me. I was so used to seeing life support figures on the capsules and kerbals dying that when i didn't see them and they didn't die I thought a problem was the reason. I then found the resources config in All USI life support versions was empty and assumed it was the problem. Then I learned it was simply me. That with USI if I don't add the life support containers, nothing would show and that they didn't die 

That last sentence does not make sense.  Life support containers are not required for USI-LS to work.

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Just so I'm clear in my understanding, I stick Technicians into vessels with Refineries and Assembly Plants, Miners into anything that's drilling, and Quartermasters into anything with a Planetary Logistics capability, correct?

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1 hour ago, tsaven said:

Just so I'm clear in my understanding, I stick Technicians into vessels with Refineries and Assembly Plants, Miners into anything that's drilling, and Quartermasters into anything with a Planetary Logistics capability, correct?

Yep. You can use Engineers for refineries and assembly plants and drills Pilots for PL as well, but the individual kolony types can carry out a single function on the cheap (technicians work with stock ISRUs as well and miners can do stock drills).

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3 minutes ago, Daveroski said:

Is there any situation where it is better to have any of the other classes than one of the main three?

Is there any situation where a kolonist is required or better at anything than any of the above?

The three main classes are just multiple kolonist classes rolled into one, but the individuals are more useful for bases, since they are cheap and provide a "filler" population to pack out your bases and increase your relevant ratings while being useful and leaving your main kerbals free for missions.

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5 minutes ago, voicey99 said:

The three main classes are just multiple kolonist classes rolled into one, but the individuals are more useful for bases, since they are cheap and provide a "filler" population to pack out your bases and increase your relevant ratings while being useful and leaving your main kerbals free for missions.

However, as of now, specialists cost the same amount of kerbucks as main three classes, but have  more skills. So it's better to just hire pilots, scientists and engineers to do everything at once. I also hire some kolonists because they increase all three Kolony scores simultaneously.

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1 minute ago, sh1pman said:

However, as of now, specialists cost the same amount of kerbucks as main three classes, but have  more skills. So it's better to just hire pilots, scientists and engineers to do everything at once. I also hire some kolonists because they increase all three Kolony scores simultaneously.

I hired them back when they were from the Kolonisation Dashboard and were cheaper... how long has this bug been around now?

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12 minutes ago, voicey99 said:

The three main classes are just multiple kolonist classes rolled into one, but the individuals are more useful for bases, since they are cheap and provide a "filler" population to pack out your bases and increase your relevant ratings while being useful and leaving your main kerbals free for missions.

So that's a 'no' then.

2 minutes ago, sh1pman said:

However, as of now, specialists cost the same amount of kerbucks as main three classes, but have  more skills. So it's better to just hire pilots, scientists and engineers to do everything at once. I also hire some kolonists because they increase all three Kolony scores simultaneously.

As I tend to get more of the regular crew than I can reasonably use from 'rescues' and the specialised types don't provide anything over and above it seems a bit pointless forking out for the other guys.

 

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5 hours ago, voicey99 said:

Here's hoping it'll finally be fixed in 0.53.1. RD just mergd all the PRs so there might be a release soon.,

Should be fixed by #1351, which has been merged.

(BTW, your antenna change might end up not actually being included in the release, for the same reason that the earlier fix for kolonist costs wasn't: the change was made directly on master, but releases seem to actually be built from DEVELOP.)

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I went ahead and reverse integrated everything accidentally checked into Master back into Develop just to be sure :)

For the benefit of those tossing in PR's...

I work off of Develop.  All PRs should go there.  Once a release is ready, it is merged into Master (which is what CKAN and KSP-AVC check).  So on release day, Dev and Master are the same.  Where stuff gets shaky is when people do code changes in Master, because the DLL will be stomped by the DEV one (I compile on DEV then merge the DLL into Master).

And yes, a release is being prepared with a few surprises.  Earliest will be Sunday, tho I am likely going to do a constellation pre-release first so we can make sure everything got fixed and that there are no horrendous issues :D

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51 minutes ago, Wyzard said:

(BTW, your antenna change might end up not actually being included in the release, for the same reason that the earlier fix for kolonist costs wasn't: the change was made directly on master, but releases seem to actually be built from DEVELOP.)

Yeah, and I would have submitted to DEVELOP were it not for the fact that I already had another pull request pending for DEVELOP, and I was unsure over whether it would be included and I only just figured out how to open new branches so I did the changes in Master instead to keep the two changes separate and not submit a PR full of all the commit baggage that comes from PRing between branches.

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