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


RoverDude

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Hi there, i have only USI constellation pack installed and I'm getting these sets of errors when ever i add a colony module into the editor.

[EXC 15:31:53.244] NullReferenceException: Object reference not set to an instance of an object
    System.Guid.BaseToString (Boolean h, Boolean p, Boolean b)
    System.Guid.ToString ()
    LifeSupport.ModuleLifeSupportExtender.PreProcessing ()
    BaseConverter.FixedUpdate ()

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@RoverDude

I'm loving the changes in the new release, but I've run into a bit of an issue.

I had 1.5 redi-paks worth of spec parts on a base in varying kontainers and somehow, in trying to consolidate them into the least number of containers, planetary logists kicked in.  About half of those parts are now in planetary logistics, and thus not attached to my EL capable pioneer module.

The issues at hand are thus:

1. I don't think EL will count parts in planetary logistics as available since they are not attached, and therefore not allow you to hit the start construction button.

2. If I want to ship materials mun <-> minmus, I would have to make sure that material goes only into a  container with disabled warehousing?

solution-ish thoughts.

1. Can the UI be updated to prevent certain resources from being sent through planetary logistics?

2. Can the UI have an option to manually withdraw resources from logistics?

3. Could a kontainer get the option to prefer being full?

4. could someone smack me about the head and point out this already exists and I'm just being blind?

 

 

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Can someone explain how crew training works? I have a Tundra Training Akademy in orbit around Kerbin with a level 2 pilot and a level 1 pilot inside. Clicking "Level Up Crew" doesn't do anything and says "No astronauts on board are ready to gain experience."

Edit: nvm, found the "Conduct Training" button, which does what I want. This leaves me confused as to what "Level Up Crew" does.

Edited by jedyobidan
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1 hour ago, jedyobidan said:

Can someone explain how crew training works? I have a Tundra Training Akademy in orbit around Kerbin with a level 2 pilot and a level 1 pilot inside. Clicking "Level Up Crew" doesn't do anything and says "No astronauts on board are ready to gain experience."

Edit: nvm, found the "Conduct Training" button, which does what I want. This leaves me confused as to what "Level Up Crew" does.

"level up crew" will add the second pilots experience immediately, granting him his second star.  Otherwise, you would have to take him back to Kerbin for the star to be awarded.

I have had instances where the crew member has to leave and return to the vehicle before the level up function will work after training.

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I am back again.. because... I thought I was on the path of understanding, but I am failing horribly.

Mining ore - MEU-500 - I understand that you have to use a kerbal to 'configure' it for the mineral/etc that you are going to dig up and I did that with Gypsum just fine.  I found a pretty good spot for Metallic Ore, only to find that I cannot directly big up Metallic Ore?

Dirt=>Metallic Ore - So, I have to have a dirt storage and it will sift through and pull out the metallic ore?

Edited by gamerscircle
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2 minutes ago, Baladain said:

This leaves me confused as to what "Level Up Crew" does.

Level up crew allows you to gain stars for crew experience without returning to Kerbin. A very similar thing is available as a KSP career game difficulty option so if you have that active then "Level Up Crew" will never do anything.

2 hours ago, Baladain said:

1. I don't think EL will count parts in planetary logistics as available since they are not attached, and therefore not allow you to hit the start construction button.

You need to have USI warehouse enabled storage containers attached directly to your EL construction vessel. That way when "parts" (are you using "rocket parts"? : that would indicate a separate problem) are withdrawn from those containers they will refill from planetary logistics or via Scavenging or Resource Distribution... all of this assuming you have a suitably manned logistics module/s within 150m or 2 km range as defined by your exact base/s modules composition. https://github.com/BobPalmer/MKS/wiki/Functions:-Logistics

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1 hour ago, gamerscircle said:

Mining ore - MEU-500 - I understand that you have to use a kerbal to 'configure' it for the mineral/etc that you are going to dig up and I did that with Gypsum just fine.  I found a pretty good spot for Metallic Ore, only to find that I cannot directly big up Metallic Ore?

Dirt=>Metallic Ore - So, I have to have a dirt storage and it will sift through and pull out the metallic ore?

You haven't configured it yet.  "Dirt=>MetallicOre" means that it's currently configured to mine dirt, but when you click the button, it'll change to mining MetallicOre.  The "Next Separator" button just changes which separator you want it to change to.  There's a resource cost to make the change — 3 SpecializedParts, 15 MaterialKits — so this two-button mechanism lets you choose the separator you want and switch directly to it, paying the resource cost once, instead of having to pay costs for each other separator along the way.

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14 minutes ago, Wyzard said:

You haven't configured it yet.  "Dirt=>MetallicOre" means that it's currently configured to mine dirt, but when you click the button, it'll change to mining MetallicOre.  The "Next Separator" button just changes which separator you want it to change to.  There's a resource cost to make the change — 3 SpecializedParts, 15 MaterialKits — so this two-button mechanism lets you choose the separator you want and switch directly to it, paying the resource cost once, instead of having to pay costs for each other separator along the way.

Hey .... well.. I thought I understood it.. I took a chance and pressed it and then swapped back and it was there..  Thank you for the reply.

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So I've just been tinkering around and trying to get a fully self sustaining mun base/rocket manufactory, anyways I've found a couple things that are kindof inconvenient.

1. I wanna make water from hydrates but the Agriculture support module says water is full but it's clearly not. 

2. ( not pictured) the base kinda shimmies sometimes, and the whole thing seems to move all together ( the lone lander thing kindof hidden by the orange agriculture support mod banner used to be more like between the hab modules and the kontainers in the bottom right). base location could be flatter but is there a way to anchor the place down?

3.  the hab timer seems to run faster than real time, jumping a few seconds every actual mission second.

 

so yeah I hope this is user error so I can just do stuff differently, can any of you folks help me?

 

jupUAtN.jpg

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Out of curiosity, try toggling the water production off and the back on.

(I’m noticing that your water is exactly *half* full, and you have a logistics center.  It's possible that for an instant it was full, and the agricultural module checked to see if it could store - and found it full.  Then PL kicked in, and transferred half of it away, but the agricultural module didn't get notified, so things are stuck.  A simple solution if that's the case is to re-init the check - which should be done by turning it off and back on.  Either that or reloading the vessel into physics.)

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another question I stumbled on!

Is the MKS 'Tundra' Power Distribution Unit not distributing power by design or is there possibly this module missing in the cfg:

MODULE
	{
		name = ModulePowerDistributor
	}

Duna_PDU does have that, Tundra_PDU doesnt (ergo it doesnt distribute to any other vessel).

.. and no, I'm not here to blame all the bad things, just wanna discuss, talk and possibly help others where possible (including pointing out bugs, ideas etc), but i love how MKS comes out (been tricky to get into tho hehe)

Regards

Edited by LatiMacciato
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1 hour ago, Phoenix84 said:

I hope I'm not asking a repeated question, but...

I noticed in CKAN that MKS requires Konstruction. What does it use it for?

I don't want Konstruction, and didn't pay attention when I installed it that it also was pulled in.

Not sure MKS directly "use" it, maybe the akita rover works as the karibou and extend the scavenging range ? If it is the number of part you worried about you can hide them with this mod :

 

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When working with PDUs, logistics and time warp, do you also need 6 hours worth of EC storage, like for other resources ? That seems a lot, since EC throughput is much higher than other resources ! (I tried Near Future Electrical for bigger batteries, but they're not that big, and the mod is messing up MKS reactors).

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2 hours ago, Phoenix84 said:

I hope I'm not asking a repeated question, but...

I noticed in CKAN that MKS requires Konstruction. What does it use it for?

I don't want Konstruction, and didn't pay attention when I installed it that it also was pulled in.

The only relevant parts are the cradles, which are used to stabilize Tundra modules on the ground. Maybe it would make sense to move these to MKS and not require Konstruction.

I don't know if MKS depends on anything else from Konstruction, in any case I can't come up with anything.

1 hour ago, LatiMacciato said:

another question I stumbled on!

Is the MKS 'Tundra' Power Distribution Unit not distributing power by design or is there possibly this module missing in the cfg:


MODULE
	{
		name = ModulePowerDistributor
	}

Sounds like a bug, actually. I suppose initially the reason was that the Tundra modules were originally designed for space stations where there's no power distribution, but since they're equally useful on the ground the Tundra PDU should have this function.

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11 minutes ago, jd284 said:

The only relevant parts are the cradles, which are used to stabilize Tundra modules on the ground. Maybe it would make sense to move these to MKS and not require Konstruction.

I don't know if MKS depends on anything else from Konstruction, in any case I can't come up with anything.

Sounds like a bug, actually. I suppose initially the reason was that the Tundra modules were originally designed for space stations where there's no power distribution, but since they're equally useful on the ground the Tundra PDU should have this function.

they wouldn't deserve the PDU name if they wouldn't distribute tho hehe, going for an created an issue ticket on GH

Edited by LatiMacciato
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2 minutes ago, LatiMacciato said:

Well even and explictly then the tundra PDU should distribute power to support the multiusage or at least the ground usage part.

Absolutely i'm sure the missing module was a mistake.

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Ok gang!  Back from my conference, and I get a three day weekend to work on stuff (btw @allista - a good chunk of that will be some modeling for the Ground Construction / Konstruction collaboration!)  Bu first let me catch up with all of the questions and such.

On 1/13/2017 at 2:43 AM, LatiMacciato said:

Does MKS intend to produce/generate/find resource lodes on Kerbin too with the stock survey scanner? (I menaged to do that.)
If no, then I'll file an issue on GH, otherwise I keep enjoying it. :)

Regards

Orbital lodes are fair game (the ones that are huge and spawn anywhere on Kerbin).  This gives you a fun minigame to play before going interplanetary, and to make some funds.  The smaller lodes generated by the pioneer module should not work on Kerbin since that would be too unbalancing.

 

On 1/13/2017 at 7:16 AM, Kobymaru said:

Hey, @RoverDude, two pull requests for you:

Missing Icon Texture when Toolbar Mod is installed

LocalLogistics vessel selector resource funkiness

Would be awesome if you could merge them before the next release :)

Thanks!  there will likely be a release today/tonight, just have to bundle some other things.

On 1/13/2017 at 7:36 AM, WuphonsReach said:

Do the inline Nom-O-Matic 25k parts in USI-LS improve their production if you stick an experienced Botanist in them?

Right now, no.  What will probably happen is I will do some config juggling so that Botany is a Scientist skill (as it is in MKS) without MKS, but Botanists remain a strictly MKS thing.

On 1/13/2017 at 7:43 AM, dboi88 said:

No the USI-LS parts don't have specialist bonuses.

Looks like the module they use allows it (same as MKS convertors) So i'd be up to @RoverDude to confirm if this was a design intention or an oversight. 

Design constraint that I will sort out :wink:  Even better if someone can log a github issue on USI-LS so I don't forget in the shuffle.

On 1/13/2017 at 9:46 AM, JadeOfMaar said:

Howdy. I currently only install Karbonite and I'm wondering if a condition needs to be met to allow the ventral ocean harvester part to operate at full (or at least higher) efficiency for karbonite. It tends to only ever draw 1% of the rated karbonite value for an ocean. In Galileo's Planet Pack, the oceans are intended to be karbonated™ somewhat like real oceans are salinated to make this particular part useful. Is it nerfed due to reality-based constraints on an water filter? Am I doing it right by installing several of these to get a decent input rate?

C89QfIo.jpg

Less that it is nerfed, and more that it takes a LOT of water.  That being said - if you want Karbonated oceans, you can fix this easily by adding a more generous planetary resource config.  Have the Galileo folks ping me and I can help them with that.  It is (literally) the addition of a new config file.

19 hours ago, Orange_Ignition said:

Hi there, i have only USI constellation pack installed and I'm getting these sets of errors when ever i add a colony module into the editor.

[EXC 15:31:53.244] NullReferenceException: Object reference not set to an instance of an object
    System.Guid.BaseToString (Boolean h, Boolean p, Boolean b)
    System.Guid.ToString ()
    LifeSupport.ModuleLifeSupportExtender.PreProcessing ()
    BaseConverter.FixedUpdate ()

Going to be sorting that one this weekend :)  probably today

17 hours ago, Baladain said:

@RoverDude

I'm loving the changes in the new release, but I've run into a bit of an issue.

I had 1.5 redi-paks worth of spec parts on a base in varying kontainers and somehow, in trying to consolidate them into the least number of containers, planetary logists kicked in.  About half of those parts are now in planetary logistics, and thus not attached to my EL capable pioneer module.

The issues at hand are thus:

1. I don't think EL will count parts in planetary logistics as available since they are not attached, and therefore not allow you to hit the start construction button.

2. If I want to ship materials mun <-> minmus, I would have to make sure that material goes only into a  container with disabled warehousing?

solution-ish thoughts.

1. Can the UI be updated to prevent certain resources from being sent through planetary logistics?

2. Can the UI have an option to manually withdraw resources from logistics?

3. Could a kontainer get the option to prefer being full?

4. could someone smack me about the head and point out this already exists and I'm just being blind?

 

1.  Nope, it will not.  EL has no knowledge of planetary logistics, or really any of the USI/MKS logistics.  So add local storage.  

2.  To go from Mun to Minmus... you are moving these manually.  And yeah you probably want warehousing disabled :wink:

1.  Disabling of transfer is done on the kontainer, easy peasy.

2.  It could, but the whole idea is that this stuff is automagic with a minimal UI.  Just turn the kontainer warehousing back on.

3.  This is automagic though you will find a few interesting schemes around here to get where you want.

4.  I expect some people will provide very helpful ideas :)  remember that the goal here is to have most of this stuff work with intelligent defaults to avoid clutter.  With the right combination of parts, you can build out some really interesting (and complex) logistics schemes.  This is going to get REALLY interesting with the new resource logistics and production feature set that I am working on :)

11 hours ago, Jumberlack said:

So I've just been tinkering around and trying to get a fully self sustaining mun base/rocket manufactory, anyways I've found a couple things that are kindof inconvenient.

1. I wanna make water from hydrates but the Agriculture support module says water is full but it's clearly not. 

2. ( not pictured) the base kinda shimmies sometimes, and the whole thing seems to move all together ( the lone lander thing kindof hidden by the orange agriculture support mod banner used to be more like between the hab modules and the kontainers in the bottom right). base location could be flatter but is there a way to anchor the place down?

3.  the hab timer seems to run faster than real time, jumping a few seconds every actual mission second.

 

so yeah I hope this is user error so I can just do stuff differently, can any of you folks help me?

 

jupUAtN.jpg

1.  Thanks for the pic!  These are always helpful!  I would double check that tube - I know that KAS can be a bit weird with resource transfers (i.e. it has to be enabled last I checked).

2.  Ground tethers coming in the next release will sort this.  

3.  That one is odd... can you send me a save?  It looks like your vessel is USI+Stock (if not let me know).

 

8 hours ago, Phoenix84 said:

I hope I'm not asking a repeated question, but...

I noticed in CKAN that MKS requires Konstruction. What does it use it for?

I don't want Konstruction, and didn't pay attention when I installed it that it also was pulled in.

Konstruction is pretty integral to MKS since it is how you construct bases :)  It will also be where the Ground Construction integration takes place.  Trust me tho... you want Konstruction :D  For ground bases it's going to make it a lot easier to move things around and build harvesting rigs.  For orbital bases it's going to make station assembly a lot easier.

6 hours ago, TauPhraim said:

When working with PDUs, logistics and time warp, do you also need 6 hours worth of EC storage, like for other resources ? That seems a lot, since EC throughput is much higher than other resources ! (I tried Near Future Electrical for bigger batteries, but they're not that big, and the mod is messing up MKS reactors).

Stock will scale out power needs to account for interim battery storage.  

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4 minutes ago, RoverDude said:

Less that it is nerfed, and more that it takes a LOT of water.  That being said - if you want Karbonated oceans, you can fix this easily by adding a more generous planetary resource config.  Have the Galileo folks ping me and I can help them with that.  It is (literally) the addition of a new config file.

Okay, the oceanic extractor is supposed to be this way because it's firstly about water, hence Karbonite is a tiny or "unintended" bonus? Like gunk that typically gradually collects but is actually quite useful? Not a problem. I'm among Galileo's folks and I know what needs to be done so that config file is already there and makes for 1/3 of the awesome. :) I'll be sure to ping you for help for something/anything else.

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@RoverDude for some reason I can't transfer crew into the Ranger greenhouse, it's just not letting me do it. The greenhouse has the greenish outline, but nothing happens when I click on it. I can transfer crew to the hab modules, though. Also, do I need to have a scientist inside the greenhouse, or he can be anywhere on the base?

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