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Everything posted by Tokamak
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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 >.< -
[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. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
I never turned the reactor on in the first place. I was trying to start from zero, with it having no fuel. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
I've been doing a lot of experimenting, and I can't get that to work. To test, I've set up two brand new vessels straight out of the SPH, sitting less than a metre apart. Craft 1: USI 1.25m nuclear reactor with no EnrU Craft 2: empty nuclear waste container, full nuclear fuel container (300 EnrU) Level 3 Engineer on EVA With the engineer active, I right-click on the empty reactor on craft 2, and the options are "disassemble part" and "repair reactor". No "perform maintenance" option. Clicking "repair reactor" gives the message "reactor core is too damaged to repair". But since I installed NFE, this option has been on ALL of my reactors, even ones that I know are working just fine, and selecting it always gives that exact message. I don't know why. Right clicking on craft 1's nuclear fuel and waste containers does show a "perform maintenance" option, but clicking it does not do anything that I can determine other than giving the message "you perform routine maintenance". No resource levels change in anything. So I still have no way to get nuclear fuel or waste onto or off of a vessel. So I still can't use GC to build any vessels that require reactors in the field. I have GOT to be missing something, but I cannot figure out what the game expects me to do. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
I do have NFE installed. With an engineer on EVA, I have the option to transfer fuel and waste between parts on a single craft, but there is no option that I can see to transfer it to a *different* craft. So that only helps me if a vessel already has the stuff onboard, and doesn't help me fuel up the reactor on a new vessel, or empty the waste from a full reactor. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Sorry if this has been answered, but google is being no help. How am I meant to transfer enriched uranium and depleted fuel between craft? I have a workshop craft. I need to build a craft kit that has a nuclear reactor, but the workshop is out of enriched uranium. So I either need to resupply the workshop with uranium, or build the new craft and fill its reactor with uranium. Likewise, I have reactors whose depleted fuel storage is full and they need to be emptied. How am I meant to do this? None of the methods to transfer resources between vessels allow you to move nuclear products. With an engineer on board, parts that can hold uranium or depleted fuel have a "transfer fuel" button in the right-click menu, (which I think is from NFE?) but that (unsurprisingly) only allows transfer within a craft. What am I missing? Since there is fuel reprocessing, there *must* be a way to move fuel and waste around. Until I figure it out, my Duna colony can't build anything requiring a nuclear reactor. -
I'm already using "Kerbal Joint Reinforcement Continued". However, going through all of the major parts and enabling Autostrut->heaviest part made it rigid enough to be functional. I'd still be curious as to what is up with it, though. Like I said, it's ONLY with a kit onboard. A test weight doesn't cause the behavior.
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To elaborate, when I say floppy, I mean REALLY floppy. So floppy the craft is totally unusable...which is making GC unusable because I can't sent big kits anywhere. It actually bent considerably more than that, but that was the best screenshot I could catch. It went as far as 90 degrees at one point...though didn't break, which is odd. This *only* happens when I have a kit as part of the vessel. If I launch the exact same craft with a test weight, it's fine. Any flexing is so slight as to not be visible. But just having the heavy kit *anywhere* on the vessel makes parts of it floppy like space noodles. Oddly, not necessarily at the spot where the kit is connected, like you can see above. Does anybody have any idea what's going on? Or how I might fix it?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
I confirmed that a USI ISRU part does work for unmanned planetary logistics push, whereas a a logistics module doesn't. Updated the wiki accordingly. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Oh...I suppose I could, couldn't I? I'm not used to thinking that way. >.< Specifically, at https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Logistics)#planetary-logistics-surface-wide it says "Resources can be 'pushed' to planetary storage without Crew provided a Logistics module or Material Processing Unit is present," But ifI'm understanding what I read here and found in my experimenting, the Logistics Module will *not* push resources to planetary storage without appropriate crew. Only the ISRU will do that. I can fix it, I just want to make sure I'm not mistaken. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Oh, I see. The wiki was unclear on that point, saying "Resources can be 'pushed' to planetary storage without Crew provided a Logistics module or Material Processing Unit is present, but require a 'Pilot' or 'QuarterMaster' and a Logistics module to pull resources back out." (emphasis mine) This mod is a wonderful piece of work, but the wiki is hit or miss. XD (not a criticism of RoverDude. This is a HUGE project that he has made for us for free, that adds basically a whole new complicated game to KSP! ) I'll make a new mining rig and try that. Thank you! -
Is it just me or are rockets with DIY kits in the stack REALLY floppy. Even when I load them down with struts, they are wobbly and bendy and hard to control, but if I keep the same rocket and swap out the kits for tanks or something, for testing, they are fairly rigid like you'd expect. Is this just a part of how the mod works, or am I likely doing something wrong?
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