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


RoverDude

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16 hours ago, LatiMacciato said:

@RoverDude could it be that my issue I mentioned earlier can be caused by just a single unmanned LM?

I managed to exchange all 3 LM's to Tundra's but just have my mun orbital one unmanned (I simply forgot to bring a Pilot there yet). If so then the bug is gamebreaking because I have to switch scenes to have the planetary overview window go back to normal.

Sorry there's been no response to your posts regarding OrbLog yet. I actually wrote that code. I have been mulling over what the problem could be but I'm coming up blank. If this was an obvious bug in the code, then lots of people would be having this same issue. As far as I'm aware though, no one else has reported this problem. So since no one else has reported this issue, I'm thinking it's a version mismatch or some kind of incompatibility with other another mod. If you download your mods via CKAN, I'd recommend downloading from GitHub instead (making sure to grab the correct version of MKS for the version of KSP you're currently running). Also, you could try starting a new save game and see if you are able to reproduce this problem. If you are able to find a set of circumstances that always cause this issue, then that will be a huge step toward finding a solution. If we can't reproduce the issue on our end, then it's basically impossible for us to troubleshoot.

To answer your question specifically regarding manned vs. unmanned, the OrbLog code currently doesn't perform any crew checks. It probably should but currently it doesn't.

Side note: If you're still on KSP 1.3... I'm not actually sure the last version of MKS we compiled for 1.3 had the latest OrbLog code in it or not.

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Using latest versions (KSP 1.4.3 and latest release from GH manually installed) here, I could provide the whole log but it might not show more informations about the issue. If you want it anyways, I'll provide it tho!

Playing with lots of mods can cause issues but also bring fun, I'm using a heavy modded game but It does appear to work in a new game of course. Then at some point the gui breaks maybe.

Do you think it is wise to "destroy" all PLM modules to see how that behaves if there is no module part but might should show nothing without that issue I'm running in?

Also I could send you my persistant savegame and the list of mods I have .. I just want to help a problem or issue I''m running into.

Thanks.

EDIT:

installed mods

Spoiler

KSP: 1.4.3 (Unix) - Unity: 2017.1.3p1 - OS: Linux 4.4 Ubuntu 16.04 64bit
000_AT_Utils - 1.5.2
Filter Extensions - 3.2.1
Toolbar - 1.7.17.11
USI Tools - 0.12
ToolbarControl - 0.1.6.7
Airplane Plus - 21.0
Aviation Lights - 4.0.5
B9 Animation Modules - 1.2
B9 Part Switch - 2.3.1
B9 Aerospace - 6.5
B9 Aerospace - 6.5
B9 Aerospace HX Parts - 6.5
B9 Aerospace Legacy Parts - 6.5
BOMPs - 1.0.1.3
BD Animation Modules - 0.6.5.4
Better Science Labs Continued - 0.1.9.3
Chatterer - 0.9.95.2110
ClickThroughBlocker - 0.1.6.3
Community Category Kit - 3.0
Community Resource Pack - 0.10
Community Trait Icons - 1.0
ConfigurableContainers - 2.4.3
Contract Configurator - 1.25
Contract Pack: Anomaly Surveyor - 1.7.1
Contract Pack: Field Research - 1.2.1
Contract Pack: Kerbal Academy - 1.2.1.1
Crew Light - 1.15
Crew Portraits - 1.3.1
CryoEngines - 0.6
CryoTanks - 1.0
Custom Asteroids - 1.5
CapCom Mission Control On The Go - 1.0.2.8
Contract Parser - 1.0.8
Contracts Window Plus - 1.0.8.2
Progress Parser - 1.0.9
Airline Kuisine - 2.0.1
AGExt - 2.3.3.5
DynamicBatteryStorage - 1.3.1
EarnYourStripes - 1.5
Easy Vessel Switch - 1.6.6640.41793
EditorExtensionsRedux - 3.3.19.3
Extraplanetary Launchpads - 6.0
FShangarExtender - 3.5.3.1
Firespitter - 7.9
GCMonitor - 1.4.8
GroundConstruction - 1.3
Hangar - 3.3.4.1
HeatControl - 0.4.5
Interstellar Fuel Switch - 3.5
RasterPropMonitor - 0.30.3
Kerbal Attachment System - 0.6.4
Kerbal Inventory System - 1.12.6700.37736
MKS Patches for KPBS - 1.0
KSP-AVC Plugin - 1.2.0.2
KSPDev LogConsole - 0.17.40068.6640
KSPRescuePodFix - 1.3.2.11
KSPWheel - 0.11.9.27
KerbNet Controller - 1.0.4
KerbalAtomics - 0.5
Kerbal Engineer Redux - 1.1.4.11
Kerbal Foundries - 2.2.6.16
Kerbal Joint Reinforcement - 3.3.3
HyperEdit - 1.5.6
Feline Utility Rover - 1.2.6
KeridianDynamics Vessel Assembly - 0.8.9
Kurrikane - 1.1.0.3
Lithobrake Exploration Technologies - 0.4
MandatoryRCS Part Pack - 1.1
MechJebForAll - 1.3.0.1
MunarIndustries Fuel Tank Expansion - 0.9.6.1
NearFutureConstruction - 1.0.2
NearFutureElectrical - 0.10.1
NearFutureLaunchVehicles - 1.1.5
NearFutureProps - 0.3.3
NearFuturePropulsion - 1.0.1
NearFutureSolar - 0.8.11
NearFutureSpacecraft - 0.7.9
DockingCameraKURS - 1.3.3.1
One Window - 1.0.3
PanzerLabs AreoSpace K-Sat Series - 1.1.1
PartCommanderContinued - 1.1.4
PatchManager - 0.0.15
Kerbal Planetary Base Systems - 1.6.3
Portrait Stats - 1.0.17
Mk2.5 Spaceplane Parts - 1.4.3.4
RCS Sounds - 5.2
SETI-ProbeParts - 1.3.0.2
Science Relay - 1.0.5.1
ShipManifest - 5.2.1
Spacetux - 0.3.12.3
SpaceY Expanded - 1.4
SpaceY Lifters - 1.17.2
MicroSat - 0.1.1
StationPartsExpansionRedux - 1.0.4
StreamlineEnginesTanks - 1.1
Surface Mounted Lights - 1.7.6641.38911
TooManyOrbits - 1.1.2
Tracking Station Evolved - 1.0.3
Alternate Resource Panel - 2.9.3
Kerbal Alarm Clock - 3.9.1
<b><color=#ffffff>Tundra</color> <color=#0090ff>Exploration</color></b> - 1.1.2.1
TweakScale - 2.3.12
USI Core - 0.7
USI Exploration Pack - 0.11
Freight Transport Tech - 0.10
Karbonite - 0.12
Konstruction - 0.5
MKS - 0.55
Malemute Rover - 0.6
Universal Storage - 1.4
Universal Storage - Stock Resource Fuel Cell - 0.1.4.1
EVAParachutesAndEjectionSeats - 0.1.15.2
VesselMover - 1.7.3
Waypoint Manager - 2.7.2
Snacks - 1.10
OSE Workshop - 1.2.4
[x] Science! - 5.15

I noticed MKS provides older versions than newer releases:

  • installed AT_Utils v1.5.2, MKS provides v1.5.0
  • installed GroundConstruction v1.3.0, MKS provides v1.2.1
  • installed MM v3.0.7, MKS provides v3.0.4
  • also the PatchManager contains depreciated EL definitions in the latest stable

Any of these possibly cause this issue, or as side effect .. just trying to figure if there are inconsistencies, but how many things I might miss in this list?

... I might just make made a small video (log is included, check the link!) to show off what's the issue, still trying to figure WTH is interfering with the GUI, or the OL functions.
Any help is appreciated.

This issue is none of my imaginary nightmares nor something I made up!
I hope this goes along with KSP's license while just showing off how this issue behaves because my intention is just to help making a sense to this issue.

Coming up blank is something I experience here too while tinkering with mod installs/uninstalls etc but at some point starting a game over and over again is very exhausting to me, because I might loose the will to play it. That's just my 2 cents.

EDIT (again): does this possibly have to do with it? (found that in the logs)

Spoiler

SCENARIO
	{
		name = ScenarioOrbitalLogistics
		scene = 5, 7, 8
		TRANSFER
		{
			DestinationVesselId = 8c9d0ac9-bd58-45d7-877e-e36a7b845c79
			OriginVesselId = ee37c162-a1a1-4a5a-85ee-e665671f7fe7
			Mass = 19.8704414
			Cost = 24442.709
			Status = Failed
			Duration = 10060.153129284365
			StartTime = 4714887.6747539518
			RESOURCE
			{
				ResourceDefinitionId = 2001413032
				TransferAmount = 4967.6099999999997
			}
		}
	}

 

 

Edited by LatiMacciato
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18 hours ago, LatiMacciato said:

does this possibly have to do with it?

Since OrbLog is working in a new save game, then to fix your current save game, I would suggest:

  1. Make a backup copy of your save game file.
  2. Open the save game file in a text editor.
  3. Find the ScenarioOrbitalLogistics section.
  4. Make a copy of each of the TRANSFER sections.
  5. Delete all of the TRANSFER sections from the save game file.
  6. Save the file.
  7. Start the game, see if the error has gone away.
  8. If the error has gone away, then exit the game without saving.
  9. Go back to the text editor and start adding the TRANSFER sections back to the save game file one at a time (save, start game, look for error, etc.) until you find the one that's causing the error.

My suspicion is that there is a transfer referencing a vessel ID that doesn't exist in the game anymore and that's making the dynamic UI generation for OrbLog to fail.

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Hello, I am returning to this great mod after a long pause from KSP (my computer was too slow to run it). I am doing the first test on MKS, I built a very simple ship for cultivation, my problem is that I cannot deploy the agricultural module. There is no "Deploy" button after launch (there is the button in the VAB, and if I launch with the agricultural module already deployed, everything is OK). I have an engineer and scientist onboard, and fully charged batteries. The MKS Ranger Inflatable Storage Module deploys without any problem. Any idea about what can it be ? Do I need something onboard to be able to deploy the agricultural module?

qpiQDcS.png

Here is my mods list

U4z9GZ7.jpg

 

Thanks

Maraz

 

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21 minutes ago, Maraz said:

Hello, I am returning to this great mod after a long pause from KSP (my computer was too slow to run it). I am doing the first test on MKS, I built a very simple ship for cultivation, my problem is that I cannot deploy the agricultural module. There is no "Deploy" button after launch (there is the button in the VAB, and if I launch with the agricultural module already deployed, everything is OK). I have an engineer and scientist onboard, and fully charged batteries. The MKS Ranger Inflatable Storage Module deploys without any problem. Any idea about what can it be ? Do I need something onboard to be able to deploy the agricultural module?

qpiQDcS.png

First off, the inflatable storage module is a special case, so none of the normal MKS inflation rules apply.  Second, there are two things you're going to need to inflate that module:

Number one, is that you're going to have to send someone - an engineer - on EVA.  They can then inflate the module from outside.

Secondly, you're going to need MaterialKits.  (Also EC, but you have that.)  MaterialKits are used to provide the structure and interior of the inflatable module.

Now, you don't actually have to have them all there at the same time - you can do multiple inflations over time, and your Kerbals will 'partially assemble' the inflatable each time.  (Though it won't be usable - or change appearance - until it's fully assembled.)  Also, you don't have to actually have the MaterialKits onboard - they just have to be nearby, in a container with logistics enabled.  Then your Kerbals can scavenge them and put them into place.

Storage modules are immune to all this because they're just empty shells, so there isn't really any needed interior.  (Also, it means you can use them to hold the MaterialKits you need to build the rest of the base, and gather portions of it by disassembling unneeded parts from landing rockets and the like.)

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My Agricultural modules won't produce organics from agriculture(s) or (d). I have organics and machinery in the module, and a large supply of dirt and substrate. The modules claim they are operating at 1141.78% efficiency. The Kolonization Dashboard always lists organics as 100% full, even when storage space is available, with 0 rate of production or use, even when assembling colony supplies and using organics. Neither the Tundra nor the Duna module produce any organics and subsequently, I am dependent on shipping in colony supplies.I am using KSP 1.4.3 and MKS 0.55.

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Have specialized parts been removed from the manufacturing chain?  It looks like the recipies are no longer in the manufacturing parts.

 

Also, while I know EL is no longer officially supported with MKS, has someone written a module that adds it's functions to the MKS parts that used to have it?

Edited by Baladain
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Hello guys!

I have a little question, may be you know, why nuclear reactors doesn't work? When I put reactor on vessel no electric charge and mj are generated as well. To prevent a stupid question: yes, radiators I put too. Game version 1.4.2

Edited by DuskFall
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19 hours ago, Baladain said:

Have specialized parts been removed from the manufacturing chain?  It looks like the recipies are no longer in the manufacturing parts.

Also, while I know EL is no longer officially supported with MKS, has someone written a module that adds it's functions to the MKS parts that used to have it?

MKS' EPL parts were depreciated over a year ago - their functionality was removed and they were kept as inaccessible parts for compatibility. You can import the configs from MKS 0.50.16 and before and replace "Ex" with "El" in the module names to restore functionality, but be aware the parts may be removed completely one day and I am not responsible for any damages you may incur as a result of this.

EPL is still unofficially supported and there are a couple of patches for integration, but for the parts see above.

37 minutes ago, DuskFall said:

I have a little question, may be you know, why nuclear reactors doesn't work? When I put reactor on vessel no electric charge and mj are generated as well. To prevent a stupid question: yes, radiators I put too. Game version 1.4.2

Have you got any more context? A screenshot of the situation would help greatly.

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21 hours ago, Baladain said:

Have specialized parts been removed from the manufacturing chain?  It looks like the recipies are no longer in the manufacturing parts.

 

Also, while I know EL is no longer officially supported with MKS, has someone written a module that adds it's functions to the MKS parts that used to have it?

Specparts are still required in several processes (Machinery, swapping bays, expanding DIYKits)

1 hour ago, DuskFall said:

Hello guys!

I have a little question, may be you know, why nuclear reactors doesn't work? When I put reactor on vessel no electric charge and mj are generated as well. To prevent a stupid question: yes, radiators I put too. Game version 1.4.2

Since you just said MJ, sounds like a conflict with KSPI-E

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2 minutes ago, RoverDude said:

Specparts are still required in several processes (Machinery, swapping bays, expanding DIYKits)

Since you just said MJ, sounds like a conflict with KSPI-E

I thought the same, but is this mod incompatible with Interstellar? In last version there was no conflict

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On 5/17/2018 at 7:19 AM, psamathe said:

Hi,

I've been having some issues with heat on MKS drills with multiple separators. Basically if I start a second separator the drill begins to overheat, irrespective of how much cooling I have. I can start additional drills with no issue as long as I only ever start one of the separators on each drill.

I'm on KSP 1.4.3, using MKS 0.55 from CKAN. I'm using a number of other mods as well (several of the USI ones, Near Future stuff, some planet packs, plus more)

To reproduce (for me anyway):

  • I start with a Duna Power unit, add some dirt storage (I'm using a ranger unit), a ranger thermal control system, as well as two MEU-500A pulse drills (left as default dirt).
  • Then launch, start the cooling, start the reactor, and deploy both drills. On the first drill I start one separator, and I see temperature stabilise at 500K. If I then start a second separator on that same drill it starts to overheat.
  • If I now start the first separator on the second drill it will stabilise on 500K.
  • When I switch off the second separator on the first drill, it will gradually drop back down to 500K. Both drills will run quite happily provided I never start a second separator.

I've tried adding (a lot) more cooling but it doesn't seem to help. Is this a bug or am I doing something dumb?

 

 

I am encountering this issue as well, even with massive abundant cooling I can not seem to run more than one separator per drill on anything without it overheating.

 

On 5/18/2018 at 4:26 AM, LatiMacciato said:

unsure if this is already reported but I experience some spam while opening the orbital logistics window and the window seems very wrong placed .. like something is not right. (following log I took from the KSP-dev logs)

I just can't do any orbital logistics and can't figure how that happened or why so plz any help is appreciated. Thanks!

 

 

For what it is worth, I was encountering the same issue with orbital logistics and I was able to resolve it by deleting a previous transfer using the save editor.

 

Edited by draculthemad
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1 minute ago, draculthemad said:

For what it is worth, I was encountering the same issue with orbital logistics and I was able to resolve it by deleting a previous transfer using the save editor.

I did that, saved again and no active transfers were there. same GUI issue happens, but glad to see I'm not alone. I made a video to illustrate the issue. When I find my motivation to play and inspect I try that again. Thanks!

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23 minutes ago, LatiMacciato said:

I did that, saved again and no active transfers were there. same GUI issue happens, but glad to see I'm not alone. I made a video to illustrate the issue. When I find my motivation to play and inspect I try that again. Thanks!

To clarify, it was actually a previous completed transfer, I ripped out the whole node using the KML editor and that fixed it.

I am not sure if it matters, but I was editing the persistent.sfs save and I moved all the others out of the active dir as well.

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21 minutes ago, draculthemad said:

To clarify, it was actually a previous completed transfer, I ripped out the whole node using the KML editor and that fixed it.

I am not sure if it matters, but I was editing the persistent.sfs save and I moved all the others out of the active dir as well.

I cleared the whole transfers since it said Status = Failed (can't be reversed and the transfer mats sort of don't matter much). What really bugs me is that even after I removed the whole section ScenarioOrbitalLogistics (from "SCENARIO" to "}") it did not load correctly and did not went away when it should after the scenario is not present.

Just for protocol: it seems failed transfers break the GUI!

I'll try adding an empty scenario again when I find some time to tinker, maybe I just should have removed the transfer only sub-section.

Spoiler

SCENARIO
	{
		name = ScenarioOrbitalLogistics
		scene = 5, 7, 8
	}

 

is what I had left in my savefile. I removed this section, then it should re-add the whole section if I'm not wrong.

Edited by LatiMacciato
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54 minutes ago, draculthemad said:

I am encountering this issue as well, even with massive abundant cooling I can not seem to run more than one separator per drill on anything without it overheating.

Always start with KSP version, MKS version, USITools version, and where you got the download.

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17 minutes ago, LatiMacciato said:

I just have this section:


SCENARIO
	{
		name = ScenarioDiscoverableObjects
		scene = 7, 8, 5
	}

No active transfers etc. GUI is still borked as described in my previous posts and in my video.

 

I am not sure if there is some hidden gotcha like an index count somewhere or not, but when I tried by hand, nothing worked, but using KML did.

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32 minutes ago, draculthemad said:

 

I am not sure if there is some hidden gotcha like an index count somewhere or not, but when I tried by hand, nothing worked, but using KML did.

Dang I quoted the false section sorry .. it's not "ScenarioDiscoverableObjects" it is this section:

SCENARIO
	{
		name = ScenarioOrbitalLogistics
		scene = 5, 7, 8
	}

It did not add another "ScenarioOrbitalLogistics". Ill re-add this section (without transfers) to see if it clears up and the GUI working again.
EDIT: can't use KML (using the "bad" Linux here)

.. all right .. after *SOME* motivation re-adding the above described empty scenario module the GUI started working again!!!

it seems either failed transfers causing issues OR vessel-IDs.

EDIT (again :P):
@RoverDude Is there a chance to add a "remove empty resource entries" from the global warehouse listing? (either automaticly or manual, both works) .. empty resources seem to clutter up the GWH overview. I'M usually spending more time searching and find it very cool it's listed alphabeticly.

Edited by LatiMacciato
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Hey guys,

I'm new to MKS and I can't seem to figure out how to attach the Ranger type inflatable parts to my existing ship. E.g. I have a lander with a stock science lab horizontally on the surface of Minmus. I would like to add a small hab module on one side, however I can't figure out which parts I have to use to attach the inflatable hub. I tried using a MKS Ranger Attachment Point, I tried just putting a MKS Ranger Anchor Hub, I tried using the Flex O Tube (which I was able to surface attach to the science lab, but then I couldn't attach anything else to it.)

I also tried finding a suiteable YT video, but a lot of them come in with huge pre-assembled ships or skip the assembly part. I have not seen a single video where somebody actually inflates the KAS attached module on the surface of another planet :-(

Thanks for your help!

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