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goldenpsp

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Everything posted by goldenpsp

  1. And on that note hopefully we can retire this topic and get back to the fun MKS questions.
  2. Gotcha, I misunderstood the nature of the post above.
  3. Yes but in the above reference if you have 2 of the same named resource with different definitions that would make them not compatible wouldn't it? That is what brought the CRP to life way back in the day, namely 3 different but very popular mods defining "water" with different properties.
  4. Kerbalism isn't old enough to predate CRP. Those resources have been there for quite awhile and were well established before Kerbalism came on the scene.
  5. It would likely require @ShotgunNinja to reconfigure all of his overlapping resources to match up with CRP definitions. Just guessing that would be a non-trivial undertaking.
  6. @Lancezh Yes the MKS mod is big and complex. Keep in mind the documentation is 100% a community driven project. Since the beginnings of this mod the only way "I" have figured it out, is by testing. Every time I come back to KSP after an extended absence I setup the various parts on the KSC to test how everything works. I use Hyperedit to fill tanks to simulate drilling (since resources are so small in kerbin) and between that testing, the documentation, and a little time I can wrap my head around the mechanics again.
  7. It is a mod with lots of cool features. It is unfortunate that he decided to not factor in interoperability with it. Not that I think he was wrong but its a shame. That being said, IIRC @RoverDude has mentioned maybe radiation type features as a future item.
  8. Keep in mind you are likely to run into compatibility issues between Kerbalism and MKS due to the different ways they handle background processing as well.
  9. You have the correct mod. @RoverDude created a "Community Category" mod that doesn't look like it bundles with Karbonite, but I'm not sure if it is needed. It is used heavily by other USI mods.
  10. Well no. It was implemented exactly the way Kospy envisioned it. So it is working as he intended it (he discussed it plenty in the early days of KIS). It was just a poor implementation in my opinion. What would have been better would have been a way to specify and track a kerbal's backpack inventory so that would persist whether they were seated somewhere or on IVA. But maybe that wasn't possible.
  11. To be accurate, I wouldn't really classify it as a "bug". "seat inventory" isn't actually defined storage space. You can also lose tools for example if you try to put them into a seat inventory slot that is not occupied by a kerbal. You will also lose the contents if you fill an empty "seat" in the VAB and launch. If you read way back in the original KIS thread, the only reason "seat inventory" was created was to give a way to fill a kerbal's backpack in the VAB, since there was no way to select a kerbal specifically in the VAB. At the same time Kospy did not want to add built in KIS space to every capsule, which is why it was never implemented as actual storage. Kind of a hack job and has been the source of frustration since it was implemented.
  12. For your MKS questions, the wiki is a great resource and should have the answers to a bunch of your questions. https://github.com/UmbraSpaceIndustries/MKS/wiki For KIS, KIS "seat" inventory only works for modules that have seats in the VAB. SInce inflatable parts have no seats when deflated they have no KIS "seat inventory" your best bet is to stow your tools in a container before boarding. Seat inventory is a touchy function of KIS and not something I like to rely on.
  13. I've got nothing either based off the information at hand. But I wish you luck getting to the bottom of it.
  14. Looks like you got the wobblies. Beyond that there isn't nearly enough information to help. It could be a part or collider clipping issue. Or fighting SAS modules. I've had stock ships rip themselves apart so this isn't necessarily an MKS issue as it can happen in stock KSP. But seriously a 16 second video from your phone of your computer screen with zero context isn't giving anyone much to go on.
  15. Yea so as I said one page back, the answer/fix is all over this thread. Take a minute and read back a page and you'll find it.
  16. Read the modulemanager thread (especially the OP) and look at some cfg files. It's really not terribly complex and worth learning. @RoverDude didn't make large drills for balance reasons etc so it is unlikely you will get officially larger drills.
  17. Yep, KIS "seat" inventory has always been a mess like this. At one point there was talk of KIS removing it altogether for this sort of reason.
  18. Yes I know, you've played the "I don't know much" card for most of your posting on the forums. Back before the new "tundra" modules in MKS came out there were 2 workshops. The inflatable one and the "bigger" one. I haven't looked in awhile but I Imagine that is still the case. At that time the smaller workshops had a mass limit to what they could build via OSE. So go in game. find all the modules that function as an OSE workshop. If the description mentions a mass limit then great. If not set them up on the KSC and play around to see which ones can build what you want. It's not rocket science (well I guess it sort of is, but not really).
  19. I have built inflatables in the past but it has been awhile. At one point there were mass limits on the workshops (the inflatable workshop not being able to build larger things). I'd browse through the configs.
  20. in general if it fits inside a KIS container you can make it
  21. all the tools necessary to make a mod are free. No better way to learn to mod than to try and solve a problem you are interested in.
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