Jump to content

Kobymaru

Members
  • Posts

    1,121
  • Joined

  • Last visited

Everything posted by Kobymaru

  1. Thanks. If you run into trouble, I have a quicksave with the situation in the pictures (it has a lot of KIS/KAS parts, but I can remove them if it's necessary).
  2. Plz halp with Konstruction ports So I am very very confused about the whole angle/rotation/snap business of construction ports. Here is how I want to align them: As you see, both have the bar on top. So they are aligned to each other at 0°, right? I turn on Angle snap, increase the torque/roll a bit, set the angle on both to 0° and push them together. The result: They force-rotated the left part on its head!!! How and why, if both are at the same angle and the angle is set to 0°?? Alright, so the next logical would be to set one of the ports to 180°. In this case, however they don't acquire: No acquire, no docking, no snapping. Even if I use my crane to align them perfectly ("making them kiss"), they won't dock. If I set the other port to 180 as well, or if I set both back to 0°, they start acquiring again but turn the left piece upside down. I really really don't understand how Konstruction ports work, even with the great explanation in the KSPedia. How am I supposed to create this connection right here? edit.: Problem "solved" in the sense that I used KIS to turn one port upside down. Problem very much not solved in the sense of actually understanding the axes, reference points, rotation directions, conditions for acquire and conditions for docking.
  3. Hi. quick question: How does the Magno-Pad targeting work? I was under the impression that I only have to stick such a pad on the target vessel, click "Enable Targeting" on my magnet and that's that. However, when enabling targeting and the magnet, the target wouldn't budge: no reaction to the magnet. Only when I turned targeting off did the target instantly snap back to the magnet. Did I do something wrong, or might that be a bug?
  4. Exactly. But please note that CKAN installation of MKS is broken, because the GroundConstruction-core dependency is not yet accepted into CKAN. You can track the progress here: https://github.com/KSP-CKAN/NetKAN/pull/5282 This needs to merged by a human, so I'm afraid we'll have to wait until the CKAN folk gets around to that.
  5. That's because RoverDude's MKS changed to depend on GroundConstruction-core, but GroundConstruction-core is not yet available because it has not been accepted yet: https://github.com/KSP-CKAN/NetKAN/pull/5282 @politas would be nice if you guys could take a look at that.
  6. No, he doesn't. MKS doesn't directly depend on ConfigurableContainers (or -core), but instead dependED on Ground Construction (which pulled in ConfigurableContainers). However, two things happened in the meantime: GroundConstruction doesn't have a dependency on ConfigurableContainers anymore (instead ConfigurableContainers -core), and also RoverDude changed MKS to depend on GroundConstruction-core instead of GroundConstruction. So just sitting and waiting for the next MKS release (and then maybe uninstalling and reinstalling) should fix most of the CKAN troubles.
  7. Since it says "$kref": "#/ckan/spacedock/789", you are right. It checks SpaceDock for new releases and it will get bumped in CKAN when there is a new release. I feel like this should be switched to whatever Boris-Barboris feels is the "main release channel" but that's just a matter of opinion and not relevant if the mods get uploaded to both SpaceDock and GitHub. Ok, I see. So it's separate from CKAN. However, CKAN uses the .version file inside a packaged release to determine compatible versions, if they are not explicitly specified in the .netkan file.
  8. Damn, I remembered now: CKAN fairy bots only pick up releases - not random changes on the master branch. So you'll have to wait until Boris-Barboris releases a new version. This is what my PR did, I bumped the version to 1.2.99. After a new release, CKAN should pick it up automatically because the Metadata in NetKAN is already there. What exactly does that do? How does this work?
  9. It should be that simple. After this PR is merged, the CKAN fairy bots should pick it up in a night or two, and you should be able to see it. In fact, depending on how impatient you are, you can already install it. In CKAN, go to Settings -> Compatible KSP versions -> READ THE RED TEXT. UNDERSTAND THE RED TEXT. -> Select 1.2 -> Click Save Then it should be visible under the "Compatible" filter.
  10. Why not make your own from drills and an ISRU?
  11. This "here is my info, plz figure it out" approach might work for paid support by a company, and even some modders - but the majority of modders (and especially RoverDude) is strapped for time. If you have an issue, and you want it to be solved effectively, you need to: Make a backup of your save Make a backup of your mods Exactly note the steps that you need to do, in order to get the the NullRefs. Is it just one condition or is it multiple? (From your logs, it looks like 2 cases) Try to minimize the number of steps that you need to do to get the NullRef. Note the simplest reproduction steps Now remove Mods one by one, until the problem no longer occurs. Find the minimum amount of mods where the the problem still occurs (If you are reasonably sure that it's one particular mods fault, you can shortcut this by deleting all other mods leaving only that mod installed) Prepare a savefile that reproduces this issue and has no parts from mods other than the one that causes the problem Post the savefile, your minimal reproduction steps, the list of mods and your logs on the forum and/or on GitHub If this seems like a lot of work - that's because it is. It is work that a modder would have to do themselves, which would take time away from their modding (and we wanna keep our modders modding, don't we? ). The less work they have to do, and the easier it is to reproduce your issue, the more likely it is that it gets fixed soon. This is especially true for RoverDude's mods. Trust me on this one
  12. I do know what a joke is, but have you heard of Poe's Law?
  13. This has been asked about 100 times now. Please read back in the thread. To reiterate: You can still use EPL, it still works, and it's gonna be working for a while. After some time the MKS parts for EL will be deprecated, then after more time the parts will be removed. You can continue to use the EPL (non-MKS) parts, but the recipies are off and imbalanced, because cooperation between RoverDude and taniwha has been bumpy.
  14. This is a NearFutureElectrical bug, I believe it will be fixed in their next version.
  15. Maybe it's just my memory that's playing tricks on me, i don't know. However, I believe that the whole Konstruction business with the Trusses and the Konstruction ports were meant to replace the KAS tubes. I believe RoverDude was unhappy with KAS for some reason. And I don't know if the KAS pipes will even work in KAS 1.0, somebody should check that out. What I do know is that they NullRef all over the place when attaching, linking, delinking, and even quicksaving. They're not my favorite parts anymore - I have since switched to bolted-together Mini-Truss-based Vessels. But I might be wrong. Best to ask the maker. @RoverDude, are the KAS pipes here to stay or did you think of deprecating them?
  16. Oh, you are absolutely right. Silly that I didn't think of it. Thanks for pointing it out!
  17. Hi guys, silly question: how do you connect Duna-Style modules with 3.75m Tundra modules on the ground? Do you use a ranger ball hub and a 3.75m cradle like this? I ask because I find the Tundra module awkwardly high in the air (you can see me having filled the space from the ground with a KIS container). Also, the ball hub looks awkward because it is not "flush" against the Tundra module (Round ball vs flat tundra surface) and there is a visual gap at the top of the Duna module. All in all, it doesn't look like a hermetically sealed pathway where Kerbals can crawl through. I would use the KAS tubes, but I'm getting a vibe from RoverDude that they are soon to be deprecated. Is there a nicer way of attaching them? How do you guys incorporate your 3.75m modules?
  18. Not quite sure if I got it right, but I believe you mean the Orca module from Freight Transfer Technologies (FTT), which is separate from MKS.
  19. Do you mean "seat storage" as an implementation detail? If yes, then I don't care. However, I think there should definitely be some sort of small "personal" storage for Kerbals, and it should obviously not be emptied when entering a craft.
  20. Yes, this is a known issue. Every time you put your Kerbal in an inflatable part with crew space, your KIS items go poof. I think that's because KIS adds storage only to those parts that have Crew capacity, but the inflatables don't have any capacity by default. Not sure what the real technical solution is, but we should probably create a GitHub Issue for this.
  21. OK, so maybe someone can help me out planetary logistics/scavenging I have: one vessel that produces supplies and fertilizer and consumes mulch. It has a supplies container with Warehousing enabled one vessel with a kerbal in it, and a supplies/mulch container with warehousing enabled I want: To feed my Kerbals To have a net production of Fertilizer Now if all Kerbals are in the first vessel and I fill up my Supplies and disable warehousing, I have a net production of Fertilizer. If I put one kerbal in the second vessel, I have to enable warehousing - because the scavenging mechanic needs enabled warehousing if I got it right.' However: if warehousing is enabled, the Supplies can't *ever* be full, because they get pushed out to the infinite planetary storage! But as long as Supply production is at full speed, all of my precious Fertilizer is munched up and I can't save it up. There is no way to "throttle" the speed of the agriculture/cultivation, is there? tl; dr: Is it possible to turn off Planetary logistics but enable scavenging?
  22. It's a bit hard to tell due to lack of comparable parts, but I believe your NFC is better balanced to Stock than FTT is. So I am going with your Mod for now (Ok, also because it looks amazing!)
  23. Hey guys, do you know what "Enable Weight Transfer" actually does? I have noticed it on a few parts now (for example FTT parts, the Ranger Anchor Hub, ...). It does something to the CoM, seemingly taking the masses of the attached parts and adding it to the current part. But what exactly does this affect? All attached parts? All surface-attached parts? All surface-attached parts and their children? All ships parts? Does it matter at which parts I activate it?
×
×
  • Create New...