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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Which size greenhouse? There are two
  2. Mulch is created by Kerbals. If Mulch is increasing, it means you have insufficient green houses, etc. to support the number of Kerbals on the vessel. And yep, make sure they are activated. How many Kerbals are on the station? Do the greenhouses have power? etc.
  3. Good question - normally people recycle it since this is supported in UKS, etc., though I expect one could also make a kind of waste dump by transferring it to a rocket, etc. and destroying it, etc. (we try to avoid having nuclear waste lying about).
  4. Not sure if I have it lying around as a separate asset, but feel free to lift it from the title image, license is CC 4.0 BY-SA-NC
  5. They can only pull from high concentration areas, and pull up less ore.
  6. If you have no engineer, and you are using mini drills, then yes you will have a ridiculously low ore harvest rate. Either use the larger drill, or add an engineer to the vessel to bump this up.
  7. Were there Kerbals inside of the ag and hab modules? It's only going to transfer supplies to a habitated module. Again, mixing lots of things here in your report above. Life support is pulled on-demad and only to habitated modules. Anything else is only pulled on demand to an active converter.
  8. Ok just understand that there are different rules, hence specificity. For supplies, do you have USI-LS installed? If so, it should have moved the bits over... but you're also on Kerbin, so it may have bypassed all of that code since supplies are not required on Kerbin. The Fertilizer transfer I covered above.
  9. Also.. do you have an engineer on board? And bear in mind those mini drills are not nearly as efficient as the larger ones.
  10. Dropbox storage has been deprecated, use KerbalStuff or GitHub The radial pack chute is designed to be inline by plunking it on one of the truss modules. Exploration Pack has a tiny radial decoupler. Not sure what you mean by shock absorber FAR or stock?
  11. Sorry, you're still not being specific as to what exactly it is you're expecting to happen. The Fertilizer will not transfer because there is too little of it, and I have no idea if you have crew in that other base part or not...
  12. [quote name='Jimbodiah']BTW: ART turns an asteroid into a Tardis; it gets infinite space when you mine the rock. [/QUOTE] See 'Full of bees!' ;)
  13. [quote name='Diddly Feelerino']I'd want the module to create food while drawing in a lot of waste, water, oxygen and some electric charge.[/QUOTE] As noted... you already have this :) [quote name='BrutalRIP']pilots and engineers in all base parts power couplers on all parts also still no logistics [URL]http://imgur.com/a/ej1nJ[/URL] oh and im using the 64x hack though it seems really stable to me ive crashed once since 1.0.5[/QUOTE] What precisely is not happening? Lets make sure we have the same expectations.
  14. [quote name='Wulfg4r']I have some difficulties with Inflatable Floats: I cannot manage to get a little lander (less than 1 t) to float upright into the water. I've tried to lower the center of mass to the line of floaties and below, but it's rolling on its side every time. I've also tried with inline and radial floats. The footprint of the lander is rather small (0.625); maybe i need to get a larger footprint? Here's some examples: [URL="http://imgur.com/xlQVXcn"][url]http://i.imgur.com/xlQVXcn.png[/url][/URL] [url]http://i.imgur.com/POOraar.png[/url] I've tested it on Kerbin and Eve. Thanks again! - W[/QUOTE] hrm.. will need to look, bear in mind these floaties are not for floatation collars ;) [quote name='DDE']Hello, just a quick two questions. Roverdude, this may sound stupid, but is my Github fork visible to you? And everyone, am I the only one to have no resources in the DrawBag?[/QUOTE] Don't know what you mean by drawbag, and Github forks for public repos are visible. [quote name='drpsacemonkey']Just tested my "buoyancy on deploy" code, and it seems to be working fine on 1.0.5. Didn't see anything in the changelog that should have any impact.[/QUOTE] Good deal - did you toss a PR yet?
  15. [quote name='spink00']I'd really love to use this, but my framerate becomes unbearably small when I do.[/QUOTE] Sounds like you're not using a current version then, or have some other install issue.
  16. [quote name='JeffreyCor']I wish there was something in between. The simplified resources of MKS-L with the parts of MKS[/QUOTE] Any simpler, and you might as well not install a life support mod ;) [quote name='BrutalRIP']Anyone got any idea why the rover logistics is not pulling in any resources it has me stumped i can get a disconnected base working with full mks but not mks-l [url]http://i.imgur.com/LIs16XB.jpg[/url][/QUOTE] Does the scout pod have a pilot in it? [quote name='Diddly Feelerino']I wish the modules could be released making them workable with vanilla KSP; that or running from TAC Life Support resources. Oh well, a man can dream aye[/QUOTE] See below, but as noted, there's a TAC-LS config already included, and not sure what you mean by vanilla... [quote name='goldenpsp']umm, this doesn't even make sense? There is a TAC-LS config already included and the whole thing is licensed [COLOR=#333333]CC 4.0 BY-SA-NC so you can do what you want with the modules basically.[/COLOR][/QUOTE] [quote name='BrutalRIP']No rover in MKS-L logistics is done through the scout pod according to the wiki im pulling in ore through the sifter its just not being pulled in by the AG module which has both the modules you said even the power distribution isnt working im going to reinstall all the usi mods and try again[/QUOTE] You need an engineer on the vessel for power distribution (the one making the power), couplers on all potential power receivers, and a pilot in the Rover. [quote name='Diddly Feelerino']Wait what? So I can use the modules without these new resources like "dirt" and such? The food module will run like the SETI Greenhouse or so?[/QUOTE] Ok now I see what you're asking. And you already have a non-closed loop built in for TAC, you just add the ag module and dirt if you want a 100% self sufficient base (conservation of mass and such). Again, if I made this any simpler, you really should not bother with life support ;)
  17. [quote name='Jimbodiah']Just captured a class E and will be sending up these things to test it :) I just love the idea of having a hollow asteroid as a fuel tank. Gonna make a interplanetary ship out of an asteroid and go to Duna with it ;)[/QUOTE] Glad you dig it :) This is actually the one I am working on right now. [quote name='Lego8_bit']is this pack up to date though ?[/QUOTE] Not really - full of bees. [quote name='Caithloki']It is not currently up to date, it will not function completely.[/QUOTE] [quote name='Jimbodiah']The only thing I needed to change was the nodes on the fuel-door thingies, the rest works. And also added Xenon/LF/Ox to the KA converter to match the fuel options to store in the asteroid. Only issue besides the nodes is that the jaws stop mining when you stop the game. [url]http://dasher.nl/kerbal/kerbal_03.jpg[/url][/QUOTE] Yup. Bees.
  18. Bingo. Known issue with NFE. And USI Core reactors work fine with the 1.0.5 stock mechanics :)
  19. [quote name='Generalstarwars333']Hey, I'm having a problem where the magazines don't work. I can't change the ammo, or even right click on them. I have the latest version of Interstellar Fuel Switch... [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] The reactors work fine though.[/QUOTE] This mod is designed to work with Firespitter not IFS [quote name='Mortico']Though this mod says it is compatible with KSP 1.0.5, the reactors don't seem to work. They show as offline and there's no way to online them.[/QUOTE] Usual deal, show me your gamedata folder, etc. as this will end up being an install issue
  20. The babby tank has been deprecated - so to run K+ engines you'll first need to find/harvest the stuff
  21. DV is pretty much irrelevant with this, as it's an entirely different mechanic. There are some tutorials on efficient use further up the thread
  22. Hover was removed, yes. And which engine do you see at 15kn?
  23. [quote name='ScootsMcGoots']Hey I just installed the latest update and I am getting a cannot find parts USI.Podcapsule and USI.Podengine. I tried uninstalling the mod and reinstalling it. Using CKAN. Currently my game is kinda broken. I have these parts on a spacestation with like half my Kerbals in it. If I let this go, they all go missing because of the invalid parts.[/QUOTE] Install it manually then. Sounds like CKAN is messed up. [quote name='Wulfg4r']Hi RoverDude, I just want to thank u for your outstanding work. I'm using the little D.E.R.P. for completing the rescue missions around Kerbin (plus Mun and Minmus), and it's just GREAT. Keep it up the good work, and thanks again :wink: - Wulfg4r[/QUOTE] You're welcome :)
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