Jump to content

Tokamak

Members
  • Posts

    605
  • Joined

  • Last visited

Everything posted by Tokamak

  1. I'm coming back to KSP after a few years of not playing it, so I'm behind the times. Here's my problem Whenever I dock a new module to my orbital station, the whole vessel's name and identity changes to become that of the new module I docked. So if I have "Station", and I launch and dock "Station Hab Section", the whole resulting craft is now identified as "Station Hab Section". This breaks contracts I've already entered into, because now the old station effectively doesn't exist, so contracts don't acknowledge that I have done whatever the task is with the original station. I just found out about prioritized vessel naming, which seems like a solution to this problem *IF* you used it when you started. Now that my station is in orbit, is there any way to set the naming priority of a command part, to stop this problem? Or is the only solution to make sure that everything I ever dock with it has a lower priority manually set? Or to scrap and redo the station. Neither of these options is great. :I As an aside, when two vessels do have the same naming priority, how does it actually determine which vessel gets priority when you dock? I never had this problem before, so clearly something about the new modules and the station is causing it to behave counter-intuitively. I'd appreciate some help, if anyone is able to give it.
  2. Derp! I somehow got the specialties wrong in my head. Thanks for the info. Also, I'll do a search for Justin Bright's videos. Thanks! Unrelated: Is this the appropriate place for a bug report? There is a problem with the normal map on the "Tundra 2.5M hub (short)", so the lighting is inverted and otherwise wonky.
  3. To be clear, just in case, I'm not being entitled and complaining about RoverDude not giving us enough free stuff. Just commenting on the fact that a lack of documentation exists. So, I have another question. I'm a bit confused about the Kolonization Dashboard. I have one ship on its way to Duna. It has 6105 fertilizer, out of a capacity of 6700. The Kolonization Dashboard lists "Inventory" for Fertilizer as 6%. I feel like I'm missing something...
  4. I appear to have missed that detail. I thought it just needed the machinery in your craft's inventory, not specifically in the module. That seems to have done it. There are still some issues that I'm unsure about, but I can fiddle with them now that the thing works at all. Thanks! MKS is a wonderful mod, but the documentation... could be better. To be fair, there is a LOT to document.
  5. Yeah, I tried that. No luck. The whole thing is an issue of it not _making_ resources, rather than whether or not it is using them, but I did try it in space anyway, and got the same result. The setup I screenshotted was just my attempt to take out as few variables as possible.
  6. Sorry to be yet another person coming here and asking for help, but I'm stumped, even after going through the documentation. I'm just doing a basic test setup on the runway, to make sure I understand the mechanics, and I obviously don't, because nothing is working as I thought it was meant to. I'd really appreciate it if someone could clue me in on what I'm missing, because there is clearly some concept I'm not understanding correctly. My test craft has a Ranger series Agricultural Module, which is deployed, and "agroponics" is enabled. It is staffed by one level 1 farmer. They are the only crew. There are mulch, fertilizer, and machinery available. As far as I can tell, nothing is happening. To be more specific, the Kolonization Dashboard shows there is an incredibly tiny draw on my fertilizer reserves, which will take over a thousand years to use up 2500 units. No supplies appear to be being created. There is no load on my machinery supplies.The agroponics module says "Load: 0.05%" Maybe some tiny amount of supplies are being made and immediately consumed, because if I watch the Life Support Status window, the supply status occasionally flashes "00h:00m:00s" before returning to saying my kerbal is starving. If I'm reading it correctly, the MKS wiki says that a single kerbal consumes 1.8 supplies/hour. The Duna Agricultural module in Agroponics mode should produce 5.15 supplies per hour, consuming .040 fertilizer, 4.68 mulch, .0067 machinery, and 10,296 electricity. That would leave me with a net gain of 3.35 supplies after an hour. Obviously this isn't happening. The other thing that seems amiss are that the Kolonization Dashboard does not reflect my actual inventory. It says my mulch inventory is at 0%, when I have 500 units out of an 1800 unit capacity. As hope you can tell, I've spent quite a lot of time trying to figure this out, and am coming up with nothing. I'd appreciate any ideas. Oh, I'm running KSP 1.8.1.2694 64-bit in windows, and MKS 1.3.0.0 Here is a screenshot that ought to have most of the relevant information.
  7. Ah, gotcha. I thought that was just a high level better way to train them, not the main mechanism. Derp. Thanks!
  8. I'm sure that I'm overlooking an obvious answer, but hunting around in the wiki has not helped me. So sorry if this is a silly question: I know that specialties like farmer or miner give various bonuses to activities in MKS. What do I actually do to train my kerbals in those specialties?
  9. Any idea why? Also, shirts seem the obvious thing, and thier absence in particular seems odd.
  10. I bought KSP back in beta. I honestly cannot even count the hours of enjoyment (and frustration) I have gotten out of it. Well more than the $30 or so I paid for it. Also I like shirts and plastic tat to put on my shelves. So... At the risk of complaining about the most first-world problem ever... Where is the merch? I'd like to support future development and whatnot by buying so.e stuff, but the game itself is literally the only thing in the KSP store. Are there plans to give me an outlet for excess disposable income any time soon? Maybe through welovefine.com or even caffeepress or something?
  11. @linuxgurugamerWhoops, sorry for dropping the ball with this. How would you prefer me to share the files with you?
  12. I think this mod already has what you are looking for:
  13. As I said, I'm still learning what I'm doing with texturing, but here is an attempt. The textures are 2k, so obviously I can scale them down if needed, and I need to fix the weird normal artifacts on the chassis. Sketchfab
  14. Sketchfab Something like this? I'll deal with texturing tomorrow. Is there a style/theme I should stick to? I don't see any other Engine Igniter parts to match to.
  15. Can do. I wasn't sure how large you were thinking of it being, and the very small parts tend to have flat backs. I should ask what size I should aim for. As for the colours: yeah, I'm just showing it with a matcap material now. I'll colour/texture once the model itself is done.
  16. Any thoughts on this direction? It'd be too high poly for game use as it is, but obviously I'd bake normals onto a simpler mesh. Sketchfab
  17. I'll see if I can come up with something small and greebly. I imagine there isn't really any real-world equivalent of that.
  18. If I'm not getting back to people quickly, because because this has shown me that my texturing sucks, so I'm learning substance painter
  19. To be fair, 3d modelling is fairly involved to learn. But yeah, I'm not a fan of Unity either. The application I mean, not the engine.
  20. Thanks! I'll keep working on it then. As far as tutorials... the thing is that the KSP end of things is where I'm fuzzy myself. I did make some parts a while ago, but I've forgotten the procedure for getting them to work in KSP, and would have to look it up again myself. I'm just a mildly obsessive 3d modeller
  21. The only really good references for faring bases that I could find that didn't look like existing KSP mod parts were of that SpaceX PAF. Super rough, but any thoughts? (there are meant to be clamps on the hoses but they didn't transfer to sketchfab and I don't want to reupload now) Sketchfab
×
×
  • Create New...