RoverDude

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

Recommended Posts

2 hours ago, Poodmund said:

There is an issue with the new drag cube generation for that Light Globe part, likely to do with an animation within the .mu. An easy way to resolve this, @firda is to just rename the Light Globe config part extension temporarily to stop KSP from trying to compile the part on game load.

Thanks a lot, renaming GameData\UmbraSpaceIndustries\MKS\Assets\LightGlobe.mu (to *.remove - changing/adding extension) helped :)

1 hour ago, SkiRich said:

I'm wondering if there is any fallout/issues/bugs/gotchas from the new version today of the game v1.10

I was planning on installing MKS today, still am, but if there are showstopping issues related to the update I'd like to know.

Workarounds as well.

Thanks.

Looks like the above fix is all that is needed ... needs more testing.

Share this post


Link to post
Share on other sites
2 hours ago, firda said:

Thanks a lot, renaming GameData\UmbraSpaceIndustries\MKS\Assets\LightGlobe.mu (to *.remove - changing/adding extension) helped :)

Looks like the above fix is all that is needed ... needs more testing.

Thanks.  My heavily modded install just didnt like v1.10 anyway so I reverted back to 1.9.1

v1.10 also introduced som bugs in old parts, go figure, read the forums on steam for them.

Either way I suspect a hotfix shortly, so I might as well wait for all the mods to catch up.  Dont really care too much for the new content in v1.10 to make me remove my mods.

Share this post


Link to post
Share on other sites

Yeah, I have to run everything through 1.10 and make sure we have no surprises before holiday release-o-thon

 

Share this post


Link to post
Share on other sites
6 hours ago, Poodmund said:

There is an issue with the new drag cube generation for that Light Globe part, likely to do with an animation within the .mu. An easy way to resolve this, @firda is to just rename the Light Globe config part extension temporarily to stop KSP from trying to compile the part on game load.

First, thanks to you and @RoverDude for all the stuff you've provided us players.  We appreciate it.

This fix allows KSP 1.10 to boot up with the current version of MSK installed.  It still appears to kill those craft which happen to use the parts in your save though or at least it threw a few warnings for me for about a dozen craft.

Typically I fix that by sending Engineering Kerbals to those craft to remove the parts via KIS/KAS in the previous version of the game and after they've been removed can safely make the full switchover.  It's probably what I'll be doing here as well, but folks should know if they use the part extensively it might take a bit of time to visit all the locations to remove them.

Share this post


Link to post
Share on other sites
4 hours ago, pquade said:

First, thanks to you and @RoverDude for all the stuff you've provided us players.  We appreciate it.

This fix allows KSP 1.10 to boot up with the current version of MSK installed.  It still appears to kill those craft which happen to use the parts in your save though or at least it threw a few warnings for me for about a dozen craft.

Typically I fix that by sending Engineering Kerbals to those craft to remove the parts via KIS/KAS in the previous version of the game and after they've been removed can safely make the full switchover.  It's probably what I'll be doing here as well, but folks should know if they use the part extensively it might take a bit of time to visit all the locations to remove them.

Thats an interesting way to fix game saves for sure.

Well if my previous career game length is any indications I'm staying on 1.91 for a while and when I'm done with this career I'll try updating again.

Share this post


Link to post
Share on other sites

Hello All!

I quite fancy a break from Kerbalism and to try something new and more 'stockish'.  I have never tried MKS but I have used USI life support a few years back.

Can anyone link me to some good MKS tutorials and give me some info on how this plays with JNSQ? Thanks all!

Share this post


Link to post
Share on other sites
5 hours ago, TheEco said:

I'm having trouble loading this mod. I talked with someone about it on reddit.

https://www.reddit.com/r/KerbalSpaceProgram/comments/hjlwob/comment/fwn4f8v?context=3

Right now I'm trying to find out why putting the mod into the KSP data folder is not letting me run it properly. Does anyone know how to fix this issue? Thanks!

 

A screenshot of your gamedata folder would be a good start.

Share this post


Link to post
Share on other sites

Hi, I need some help for my various surface bases. They're using WAAAY more power than they're supposed to. the Ranger agriculture module is using 15000 EC/s in argoponics mode as well as other processes using more EC than they should. This is happening in multiple bases and it's making it impossible to keep my bases powered even with a nuclear reactor powering them.

Share this post


Link to post
Share on other sites
Posted (edited)

I'm going through the WIKIs on github for the collection of MKS related mods so I understand as much as possible before setting off and doing builds in my career save.

I'm loving this idea completely, it certainly changes the game to a much more survival strategy game ala Surviving Mars which I mod for, so this is coming naturally to me.  I just need to learn how the mechanics work.

One thing I noticed that does not square with the wiki is the config file discussion around life support.

On the wiki it says that the combination of the life support mod and mks results in the worse of the two possible items if one is set more difficult than the other.

So I was casually checking the cfg files to see what parameters I want to make sure are set the way  I want and noticed that the two files are not nearly identical.

The settings.cfg file in \GameData\UmbraSpaceIndustries\LifeSupport\Settings.cfg is complete with all the parameters.

The settings.cfg file in \GameData\UmbraSpaceIndustries\MKS\Settings.cfg is completely devoid of any life support parameters.

I assume thats not a problem since the products will just use the life support mod, and to be honest it makes changes to these parameters easier, but the wiki says otherwise.

I just wanted to point that out.

This is the page ... https://github.com/UmbraSpaceIndustries/USI-LS/wiki/Configuration

 

I also noticed that the homesick effect for both regular kerbals and vets has been turned off out of the box. Is this by design, and if so, what is the thought process around that?  Was it just too difficult to achieve?  I'm thinking about turning it on for regular but now not so sure.

Edited by SkiRich

Share this post


Link to post
Share on other sites
11 hours ago, Cruesoe said:

Hello All!

I quite fancy a break from Kerbalism and to try something new and more 'stockish'.  I have never tried MKS but I have used USI life support a few years back.

Can anyone link me to some good MKS tutorials and give me some info on how this plays with JNSQ? Thanks all!

Search out Mark Thrimm youtube videos.  A bit old but he covers all the modules in depth in separate episodes and then has a base building tutorial using these parts.  Granted its all a showcase for his glass dome mod but its still the most complete video series on this collectionI have watched and I have watched them all.  I watch Mark's videos a few time to pickup the nuances of each topic after I start playing around with modules.

Share this post


Link to post
Share on other sites
4 hours ago, SkiRich said:

I assume thats not a problem since the products will just use the life support mod, and to be honest it makes changes to these parameters easier, but the wiki says otherwise.

I just wanted to point that out.

This is the page ... https://github.com/UmbraSpaceIndustries/USI-LS/wiki/Configuration

I'm pretty sure RoverDude would accept a Pull Request should you wish to make a contribution to the wiki, provided it's correct, that is.

Share this post


Link to post
Share on other sites
2 minutes ago, Brigadier said:

I'm pretty sure RoverDude would accept a Pull Request should you wish to make a contribution to the wiki, provided it's correct, that is.

I keep forgetting its a github backend.  I just may do that.

I also have some Module Manager patches to share for stock-like items like the Gemini MOL science lab that is basically just like the stock science lab but prettier.

It was rather simple to add the missing modules.  I can make  section for things like that if appropriate.

I'm really looking forward to a long career with this mod.

Share this post


Link to post
Share on other sites
19 hours ago, Cruesoe said:

Hello All!

I quite fancy a break from Kerbalism and to try something new and more 'stockish'.  I have never tried MKS but I have used USI life support a few years back.

Can anyone link me to some good MKS tutorials and give me some info on how this plays with JNSQ? Thanks all!

It's patchy and could be better organized, but the official MKS wiki does have a lot of good information, though not up-to-date tutorials. https://github.com/UmbraSpaceIndustries/MKS/wiki

 

3 hours ago, Brigadier said:

I'm pretty sure RoverDude would accept a Pull Request should you wish to make a contribution to the wiki, provided it's correct, that is.

You don't need to make a pull request. If you have a github account, you can just edit it like a normal wiki. I've already made a few small edits, like fixing a few broken internal links.

Share this post


Link to post
Share on other sites
Posted (edited)

* I keep seeing some parts whose module feature list include "Performs daily maintenance on nearby vessels" but I haven't seen any mention of this in the wiki. Is this a deprecated feature, or something to work with another mod?

 

One other thing... I'd just like to make sure I am understanding correctly. I've been looking in the wiki and experimenting, but given that going from VAB to launching takes something like 30 seconds, so isolating every variable takes a _long_ time. And sometimes there are things I missed and didn't even think to try

* So here is my understanding: Specialist bonuses require a specialist of an appropriate type actually in the vessel in question, yes? And one specialist can only buff one bay. So if I have a resource converter with 2 bays, it needs to have crew habitation space on (or docked to) it, and I'd need to have 2 engineers to buff both bays.

Is this right? 

 

Thank you again for all of the help you guys have been giving me. It is very much appreciated. Phew, this mod has a lot to it.

Edited by Tokamak

Share this post


Link to post
Share on other sites
Posted (edited)

Im still wondering about this part if someone can confirm that would be great ...

... homesick effect for both regular kerbals and vets has been turned off out of the box in the cfg, or at least its set to zero, (I am making an assumption on the effect since I havent hit that timer yet) it will have zero impact on my kerbals. Is this by design, and if so, what is the thought process around that?  Was it just too difficult for new players or is it just a way to help ease this mechnic into a new players style?  I'm thinking about turning it on for regular but now not so sure.

Edited by SkiRich

Share this post


Link to post
Share on other sites
1 hour ago, SkiRich said:

Im still wondering about this part if someone can confirm that would be great ...

... homesick effect for both regular kerbals and vets has been turned off out of the box in the cfg, or at least its set to zero, (I am making an assumption on the effect since I havent hit that timer yet) it will have zero impact on my kerbals. Is this by design, and if so, what is the thought process around that?  Was it just too difficult for new players or is it just a way to help ease this mechnic into a new players style?  I'm thinking about turning it on for regular but now not so sure.

IIRC "out of the box" it should present you with a dialogue the first time you go into or create a save, asking you what settings you want. Is it possible that that happened and you accidentally skipped it somehow?

Share this post


Link to post
Share on other sites
Posted (edited)
58 minutes ago, Tokamak said:

IIRC "out of the box" it should present you with a dialogue the first time you go into or create a save, asking you what settings you want. Is it possible that that happened and you accidentally skipped it somehow?

I never saw a box asking.  I started a new test career and just took all the defaults on setup and it didnt ask either after starting the career.

v1.9.1 of the game.

I did get a dialog for Extraplanetary Launchpads though when starting a new career, so maybe the two step on each other?  Just thinking out loud here.

Edited by SkiRich

Share this post


Link to post
Share on other sites

Any way to config MKS and LS to use Blizzys toolbar?

Share this post


Link to post
Share on other sites

I need some assistance, as my game bugged. It says me colony's supplies is on the wrong planit. I'm in 1.7.4 and have after kerbin installed. 

Share this post


Link to post
Share on other sites

Game not loading with MKS. it stop loading at:

337c194fda75.jpg

when i delete MKS it start loading and ok

so.... waiting for normal update

Share this post


Link to post
Share on other sites
11 minutes ago, *MajorTom* said:

Game not loading with MKS. it stop loading at:

 

when i delete MKS it start loading and ok

so.... waiting for normal update

Known issue.  Remove that part for now.

Share this post


Link to post
Share on other sites
Posted (edited)

Still wondering if MKS and LS supports Blizzy Toolbar.  I cant find the options for it so I assume no.

Also what are these two cfg values for? No description in the cfg file.

What is PermaHab?

    ScoutHabTime = 9180000
    PermaHabTime = 459000000

Edited by SkiRich

Share this post


Link to post
Share on other sites
40 minutes ago, SkiRich said:

Still wondering if MKS and LS supports Blizzy Toolbar.  I cant find the options for it so I assume no.

It may have many years ago but not anymore.

Share this post


Link to post
Share on other sites
46 minutes ago, goldenpsp said:

It may have many years ago but not anymore.

Too bad, The buttons would be really nice sitting on their own toolbar in the corner of the screen.

The stock toolbar is pretty limited, even with Janitor installed.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.