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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
In this case the issue was that, with the greenhouse disabled, a scientist, and all the raw materials, the efficiency of the agroponics unit was exactly 45.0%, and with the greenhouse enabled, it was exactly 45.0%, so it was literally doing nothing. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
One, I believe, but I could be misremembering. (I don't have it open right now.) Does the level of the scientist affect whether greenhouses work or not? -
Noted. I vaguely remember there being a way to use steam to update to a specific version. I'm sure I can find it. Have they improved the stability at all in more recent versions? XD
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Nope. I made sure to bring a full container with hundreds of units of both mulch and fertilizer, and room for supplies to go. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Coming back to KSP after a long time. I'm running an old version of KSP and MKS (1.8.1 and 1.3 respectively) so I'm not asking for technical support, just a reminder about the mechanics of the mod. MKS is one of the core mods that I love to use (thank you RD!) but I can't quite remember some of the details. Specifically it has to do with part efficiency. I have a test base with a scientist on board, an inflatable agricultural module set to agroponics, machinery, a bunch of mulch, and fertilizer. The agricultural modifier's load is 45%. When I add a second agricultural module configured as a geenhouse, and activate it, my ageoponics module's load is still 45%. From the documentation (and my memory) I thought that a greenhouse was an efficiency part that increased the rate at which related parts work. Am I forgetting something key ? (Yes, I did try to google an answer, but everything I find says the geenhouse should make the agroponic work faster, unless I'm misunderstanding something) -
I'm currently running an old copy of: KSP. 1.8.1. The reason is because all of the mods that I like work in that version, and it was the latest version when I stopped playing a while ago. Is it worth updating to the latest version? The downside is that it looks like a lot of mods haven't been updated. Is there enough improvement in jank and stability to make it worth the trouble and loss of mods, or is it more of the same, just with more features?
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I've pulled out KSP for the first time in a while, and I'm having that crazy spinning problem. Basically, sometimes, and only sometimes, when a craft changes SOI, it starts spinning like crazy. Going into and out of time warp doesn't fix it, and both mechjeb and remotetech's controls are helpless against it. I've searched for solutions and found nothing that works. Yes I've checked for part collision. Here's the weird thing: it only happens on SOI change. A given craft will be fine, but every time I change SOI it is a crapshoot as to whether or not the craft will be controllable. Sometimes switching back to the KSC and back to the craft fixes it, sometimes not. I'm running 1.8.1. It's the same install I had a few years ago, with no changes or updates (because some of the mods I like haven't been updated). I can post mod lists and other stuff if needed, but at least initially this is a general question: Has anybody found a solution to the spinning problem? I can find few references to it being actually solved, and the solutions I've found are either not apropos or don't work.
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[1.11] Ship Manifest (Adopted) 6.0.2.0 (2020-12-30)
Tokamak replied to micha's topic in KSP1 Mod Releases
No worries. Nobody gets to expect free work out of you. If you get to it, you get to it. Stay sane. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
That seems like a really handy system, that will get rid of a lot of headache. Especially the fun thing that happens to me sometimes where I go to a base I haven't loaded in a while, supplies drop to zero, all the kerbals die, and then the supplies fill back up again. I turned of kerbal death after that happened a couple times. XD -
I believe that the kit has to be resting directly on the ground, not raised up on landing gear. Though those ought to have popped off when you deployed the kit.
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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've heard some references to W.O.L.F. What actually is it? -
I'm still trying to get MechJeb and TCA to play nicely with each other, and still having a few issues. Or rather, one issue. I don't know if there is workaround, or if this would have to be added, or if I'm just doing something wrong. TCA is an awesome enough mod (Thank you!) that I'm willing to get fiddly if needed. TCA prevents MechJeb from changing the craft's orientation. Most of the time I can solve this by turning off all of the navigation options (Level, Stop, Anchor, etc) and turning off "Stabilizer" and "VTOL Assist" in "Advanced Settings" does the trick, but sometimes MechJeb just rotate the craft. I know it's TCA because disabling TCA instantly fixes the problem. But in some instances TCA still totally prevents other mods from rotating the craft, even with all of those functions disabled.. What I'm trying to accomplish is some way to have TCA _only_ balance engine thrust and gimbaling and not craft orientation. Is this possible? I figure I might be missing something, or there might be some technical reason why this isn't feasible. (Additionally, I just checked and it also interferes with RemoteTech's Flight Computer, meaning I can't use TCA if I want to do a burn on an unbalanced craft with a non-negligible time delay.) The short version is: Can I tell TCA to *totally* let other mods manage actual rotation, and have TCA only deal with balancing thrust. At which job it is *amazing*. -- Completely skippable aside: Just because someone is likely to ask, the reason why I use MechJeb even though TCA has some functionality overlap is that TCA's advanced functions like landing seem to work very well on VTOL aircraft, but appear to be really not optimized for my use-cases. An example being that its landing function does nice careful soft landings like you'd want for a VTOL aircraft, that drink up fuel like crazy with rockets, but usually I need a fuel-efficient hoverslam/suicide burn, which seems not to be what TCA was designed for. Hence using MechJeb. TCA is *AMAZING* at balancing an unbalanced craft. It's also good with functions like hovering, slow gentle landings, and other things that drink up rocket fuel like crazy but are great with jets, or when you have a lot of extra fuel.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
PBS has support for MKS. I've been using them together. Most of the PBS parts aren't as good for MKS functions as MKS parts, but they do work. The greenhouses grow supplies, the habitats have habitation values, and so on. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
I have a small feature request/suggestion, if that's not too presumptuous. I sometimes get in a bad situation by accidentally clicking the "disassemble part" button in the action menu, because it's often right next to the button I want, like "grab connector". Obviously a confirmation prompt or something like that would get really irritating for the user, but would there be any way to do something like put a bit of space between it and the other buttons? Just so you're less likely to move too quickly and derp and click it. Maybe it's just me. If it is, then I guess there would be no point in the change. Either way, again thanks for the cool mod package. You've given me endless hours of entertainment. -
Oh yeah, I've got that part. What I mean is that if the workshop vessel is not currently loaded, no manufacturing progress seems to take place, and when I return to it, construction is always paused. I guess I'll try making sure there is more EV, and watch it from the KSC panel.
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[1.11] Ship Manifest (Adopted) 6.0.2.0 (2020-12-30)
Tokamak replied to micha's topic in KSP1 Mod Releases
If the glitch is to much of a pain to fix, a workaround would be displaying the maximum capacity of a given module when you are actually in the transfer window, so you can avoid doing that. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Regarding distributing machinery: I've gotten the workaround working, where you use a rover with a container of machinery and a grabber claw to move machinery around. It's cool that there is a workaround, but I'm still trying to determine what I am *supposed* to do. Is MKS just bugged, or is there some other mechanism I haven't found? Again, I know you can work around it, but I am still hoping to find out how the mod was designed for you to deal with machinery, since the "maintenance" option is not present. -
[1.11] Ship Manifest (Adopted) 6.0.2.0 (2020-12-30)
Tokamak replied to micha's topic in KSP1 Mod Releases
This mod is on my essential mod list, because it is so useful. One thing though... when I try to transfer a kerbal to a module that is already full, they tend to disappear and are marked as dead. Is this a known glitch? -
Random overheating
Tokamak replied to Tokamak's topic in KSP1 Technical Support (PC, modded installs)
Yeah, that's basically what I've been doing. Thank goodness for the cheat menu. And yet here we are, still playing it anyway, because it's fun enough to justify dealing with the jank. I am looking forward to KSP 2 though, which hopefully will have better physics. Though what with the shenanigans from the new owners, I have mixed feelings about buying it. -
Question: Construction doesn't seem to happen in the background, like when you are in the KSC, as opposed to, say, mining. Is this by design, or am I doing something wrong? If it's by design, that's fine, obviously.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
No worries. You don't owe us anything. We're just lucky to have the cool stuff that you make. -
Random overheating
Tokamak replied to Tokamak's topic in KSP1 Technical Support (PC, modded installs)
I figured that might be the case, but oh well, it was worth asking. I love Kerbal, but most of the physics (kinematics and otherwise) is... let's say not as polished as it could be. -
I'm having a devil of a time with anything that generates heat. Usually things are fine, but I get weird behavior. Time-warping often makes things overheat and explode, even when they are more than adequately cooled. I get how that can happen, mumble something floating point rounding mumble. But the weirder thing is that sometimes it'll happen when I switch to a craft that I haven't controlled for a little bit. Like just now I took control of a craft on the Mun that has an MPU making liquid fuel. It has more than enough radiators, and hasn't been focused for some time. Immediately on load, the MSRU's temperature was over 200,000K. Yes, that is the right number of zeros. This sort of thing happens to me a lot. The only mods that I have installed that (as far as I know) even have anything to do with heat are MKS (which has some heat generating parts) and Heat Control, which adds new heat radiators. Is this just a case of "yeah, that'll happen" or is there some measure I can take to help with 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
Yeah, that's more or less the route I'm taking at the moment.