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Everything posted by Tarheel1999
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
Also note, that the config is only referenced for new saves. Once the save is created, changing the config should not affect that save. You need to use the GUI in game or edit the save file. -
@Kuldaralagh Were the drills deployed in the VAB? If so why not just retract them and make a new diy kit?
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@MadJock probably this one
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@NermNermNerm my understanding is that it takes time to "heal" your kerbals. The amount of time is proportionate to how long they have been homesick.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
What RD is saying is that the converters serve no purpose if you don't have USI-LS installed. In other words, don't mess with the bays. Problem solved. Rover is aware of the problem and there is/was a github issue on this. It's just not a high priority. He will get to it in his own time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
From your description, both mods are working both as intended and as you have instructed them to. I don't see the compatibility issue. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Tarheel1999 replied to IgorZ's topic in KSP1 Mod Releases
Use the orbit editor in the cheats menu. Launch a small vessel, use the cheat to orbit Kerbin, again to orbit the Mun. It might even land the vessel for you but not sure about that. Should be pretty cheap. -
You are using an old version of TCA. Current version is 3.4.1 which you need to find on Spaceport (github is behind one version). I would suggest taking a hard look at your install as AVC should have alerted you that you were out of date.
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[old thread] Trajectories : atmospheric predictions
Tarheel1999 replied to Youen's topic in KSP1 Mod Releases
Totally understandable @Youen. Thanks for everything you've done. -
Works fine for me. My best guess is that you are having problems with conflicting versions of AT Utils which is a helper dLL for Allista's mods (present in both TCA and MKS). Try installing KSP-AVC to make sure you are using the most current version of all mods and their helper DLLs. Next compare the folder structure in the downloaded zips to the folder structure in your KSP GameData directory. Be on the look out for duplicate folders-- you shouldn't have any. If this doesn't work I would start by doing a clean install. Clean version of KSP, no mods. Then add whatever USI mods you are using and then add TCA.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Tarheel1999 replied to TriggerAu's topic in KSP1 Mod Releases
I seriously doubt it. The fix will vary by mod. -
Ummm, that is what happens with the setting you chose. The default is grouchy.
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Assuming you are referring to the life support screen when focused on a vessel, in my game, the windows does take recyclers into account and shows +15 days. The +15 days refers to the grace period your kerbals have once they run out of supplies. Possible reasons you are seeing +1 instead of +15: a) you changed the defaults; b) you changed the defaults and are using earth days; c) your install is borked; and d) you have a mod conflict. Possible reasons it does not take recyclers into account: a) you haven't turned them on; b) your install is borked; and c) you have a mod conflict.
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@Merkov. Yes he prefers PRs in the DEVELOP branch.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
Are you sure the material kits weren't used to expand the hab module? First, those parts don't contain oxygen by themselves. So something else is adding them. My guess would be a MM patch for TAC-LS. I can't speak to whether the TAC-LS patch works properly and RoverDude does not officially support TAC-LS. He relies on the community to provide that patch. Second, you need another way to get specialized parts as that is part of the design. You can add a SP storage container to your vessel by KIS/KAS, docking ports, or stock grappler/claw. Another possibility is to put a logistics enabled container within scavenging range which contains SP. However I'm not 100% is scavenging will work for this. -
[1.12.x] Near Future Technologies (September 6)
Tarheel1999 replied to Nertea's topic in KSP1 Mod Releases
When you consider cost (fuel and engine) they already seem pretty balanced. For the designs I've built trying both mono and LFO, LFO is always cheaper and has slightly more DV. Regardless, I usually go with mono anyways for the great models and a change of pace. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
Except for the part where they are/should be/will be less efficient and may receive less bonuses. Sure. You also seem to have completely ignored my earlier post. In practice, scavenging and logistics happen auto-magically. In theory, they are simulating your kolonists doing using things like transferring resources between your bases. Why is it unrealistic to assume this would also include increasing the efficiency of parts (manned or unmanned)? If you don't like the parts or mechanics don't use them, use less of them, or modify them. Bonuses to unmanned drills make no less sense than scavenging or logistics. They are simply abstractions to increase playability. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
It makes no less sense than applying those bonuses to mannned activities. Planetary and scavenging logistics are an abstraction that assumes your kolonists are doing something useful when you are off doing other things and a playability concession to reduce excessive micro and reduce parts. Just because they are unmanned it doesn't mean your kolonists are periodically visiting them when you aren't looking. Why wouldn't the kolonists' activities include increasing the efficiency of the automated drills in addition to manned drills? Yes, the kolonization bonus could be reduced but it should not be eliminated. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Tarheel1999 replied to IgorZ's topic in KSP1 Mod Releases
Keep reading. The OP mentions KAS as a useful mod. KAS provides parts that are useful but not completely necessary. Most people will install both. PS There used to be just KAS and then the orignal author split the functionality into two mods (KIS and KAS). -
Very cool @JadeOfMaar
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
RD used to have a much more complicated efficiency formula involving the number of kerbals, number of workspaces, and the number of living spaces. It was dropped for a simpler approach which is better for playability and predictability. Think of the Kolony bonuses as abstractions of this concept. Dont forget that this whole line of posts started with you wanting to know how to precisely calculate efficiency. That was difficult, if not impossible under the old approach. -
They seem to happen everytime the vessel is loaded or updated, e.g., staging. I don't know if they are debug spam or true error spam. It looks like allista is just looping through all parts that could have the GC module attached to it. The error throws when that part is not on the vessel. I'm not sure why the loop isn't just looking for parts with the GC module on the vessel but I'm also not a programmer so what do I know. Regardless, it doesn't appear to be having a performance impact. I disabled showing errors on screen (but left null refs) so it wouldn't be a constant source of irritation.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Tarheel1999 replied to TriggerAu's topic in KSP1 Mod Releases
Nope. You need to add the folder to TWP. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Tarheel1999 replied to TriggerAu's topic in KSP1 Mod Releases
Are you using Linux or Windows? The only thing I can think of is there is a misspelling in the directory or file name or the check for the file is case sensitive. -
The OP hasn't been updated yet but the production chain changed when allista and Rover Dude started collaborating. It now uses Materialkits instead of metals as RD mentions above.
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