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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Presumably because they are on a slight slope, (I can't find anywhere on Duna that is totally flat) the various buildings in my colony keep slowly drifting until they are one big tangled pile of stuff, even with "ground anchor" enabled on every one of them. Not that they are moving while I watch. It's just much of the time when I go back to them, they are a bit closer together, until eventually they are touching. Is there something I should be doing to avoid this, or is that just something that will happen no matter what I do? (also, I tried using a winch to pull the buildings into more useful positions, but they are big enough that the winch cable just breaks) -
I just had the weirdest thing happen. Not so much asking for help as sharing the absurdity. But if someone DOES know what happened, I'd be curious. I was building a somewhat big vessel in orbit, but when deployed the kit while attached to my construction station, it got big. I mean really big. Kilometers on a side. It took like 20 days to deploy. Other than taking weeks to deploy, everything mostly worked fine, though when the ship finally spawned, it was about 10km away from the station, which was a nuisance. The ship wasn't even all that big... It fit in the VAB Like I said, not asking for support, though I would be curious if anybody knows what happened. (also odd was the fact that for this specific vessel, there was no "docked nodes" section of the GC info panel in the VAB, and no option for docking nodes in the workshop window either)
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Oh! I get it. I had wondered what the purpose was of making an empty kit. Thank you!
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I have another question. I tried googling it but got zero hits. I have a ground assembly line set up, and I've used it to make kits on site. (which is an amazing tool, by the way. I love this mod!) But for a craft I'm trying to make a kit of, whenever I use the "add vessel" button, I get the message "no suitable assembly space was found". My guess is that it's just because the craft is huge, so the kit would probably be bigger than the physical space inside the ground assembly line. But, in a case like this, what am I meant to do? Does it mean I just can't build it on site and need to deliver the kit? Or am I missing something? I see that there is a option for "builtin assembly space" in the workshop window, which suggests I can use an other assembly space somehow? I'm unclear. Any pointers in the right direction would be appreciated!
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tokamak replied to IgorZ's topic in KSP1 Mod Releases
Ah, I see! That is counter-intuitive. Why is it that both craft seem to be able to move and rotate relative to each other when in docked mode, if they're one physics object? As for the other things, I'll try those and see how they work. Thanks for the response! (and thanks for making and maintaining an epically useful and fun mod!) -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tokamak replied to IgorZ's topic in KSP1 Mod Releases
That's the weird thing. The physics isn't treating it as one vessel, which is how I thought it was supposed to work. The two parts freely move relative to each other. I will dock a rover to a base, and the base will stay still while the rover lifts into the air and whips around on the end of its hose, or just slides farther and farther away until KIS decides the hose is too long and severs it. Basically, any time I hook a small rover to a base, at the very BEST it thrashes enough to break one or more of the wheels. It happens no matter where I connect them. Using pylons as intermediaries doesn't help either. Sometimes just the act of putting the connection into docked mode makes the pylon explode from physics freakout. -
[1.12.x] Near Future Technologies (September 6)
Tokamak replied to Nertea's topic in KSP1 Mod Releases
Oh! I get it. I thought the gear brought up a panel with 9 different buttons that did unknown things. I didn't realize it was just selecting an icon for the reactor. >.< Thank you for pointing me in the right direction. -
[1.12.x] Near Future Technologies (September 6)
Tokamak replied to Nertea's topic in KSP1 Mod Releases
Is there a guide somewhere that would tell me what the advanced reactor controls do? The "advance controls" UI element and the gear icon next to the on/off button both show a bunch of controls...that are inscrutable icons with no tooltops, and I cannot for the life of me figure out what any of them do. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Deleted post, because I'm dumb >.< -
Tokamak started following [Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tokamak replied to IgorZ's topic in KSP1 Mod Releases
Unfortunately, that doesn't help. Since the connection between the rover and the base is flexible, it means that the rover is free to flip out and wobble all over the place, usually flipping it over. That's when in docked mode. A ground anchor makes it worse, causing it to almost immediately flip, clip through my base, and destroy it. And if I reload a save with it connected, the ground anchor immediately explodes. Basically, I can't use "docked" mode to connect any vessels without an immediate kraken attack. I'm not sure what to do, because this seems to be the only way to move around MKS machinery or nuclear fuel and waste. Apparently docking is how you're supposed to do it. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tokamak replied to IgorZ's topic in KSP1 Mod Releases
This mod is amazing, and adds what really should have been core functionality all along. I am however having weird behavior. When I connect my lander to my base (on Duna) with the resource transfer station and socket, things work fine until I activate "docked" mode. (I'm doing this so I can transfer kerbals within one craft, instead of having to eva 24 kerbals one by one as I rotate the 12-person crew) Once "docked" mode is enabled, the lander, which was fine before, starts drifting, rather quickly, away from the base. I wouldn't have thought this possible since as far as I understood it the two craft were supposed to be one, when docked. Since I have MKS installed, I tried using the "ground anchor" feature on the landing legs, but that just causes the lander to start moving around wildly and tip over, so that's even worse. This whole time, the base is fine, and motionless. Is there something else I should be doing to stop this happening? I have problems like this a lot with KAS in docked mode. -
I have a weird thing that sometimes happens. Not often, but occasionally, when I am using SM to transfer crew from one part to another, they will just disappear. Like, 5 crew on the ship, move one kerbal from part a to part b, and suddenly there are only 4 crew on the ship. Is there something I might be doing wrong to cause this?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Yup! That's what I'm toying with now. I did not know that guide existed. I had just been using the wiki -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Uranium and waste aren't included in that mechanic. Oh! Well...I thought that was crazy hack I might have to resort to, not the approved way to do it. I guess I'll do that then! Thank you. Also, that post seems useful! I've been getting my info from the wiki.