Baladain
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
First pass at a self sufficiency calculator. Yes, it's ugly. So far it only covers refining and manufacturing and only from the largest available modules, no attempt at integrating bonuses yet. May develop further depending on where my head is. Got the values from the wiki, but I'm pretty certain a few of them are incorrect. Will update the wiki if I confirm errors. Usage: Update column B with the numbers of bays you're planning for each function, row 2 will show your status. + is good, - is bad all values are per hour https://docs.google.com/spreadsheets/d/1VNjzKn8w9q7PJMy0fHE91Q_XF-xBQ0BxziR8lk-o-J0/edit?usp=sharing -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Has anyone done a breakdown of how many of each refining bay are necessary for self sufficiency? *edited* the remainder of the original comment has been deleted due to math fail. That being said, if anyone has created a calc to solve this, I would appreciate a link before I spend hours making one on my own. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
How did you set up your attach nodes for the hab/greenhouse modules? My mind is blown that you got them packed in there so tightly. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Crap, so many mods had been merged, I thought konstruction got merged into MKS main. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Has anyone else noticed an increase in PAL wheel jitter? Vessel used to be fine, but now it tries to do backflips whenever the inner hinge is set between -25 and -50 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
You must have a planetary logistics unit attached directly to the storage unit that you want pushed into PL. Duna Logistics unit, Tundra pioneer unit, or the new unmanned processing units. more info here: https://github.com/BobPalmer/MKS/wiki/Functions-(Logistics) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
You should change ht greenhouse to the "greenhouse" setting. This increases the efficiency of the Duna module. Star ratings of engineer and scientist? Post up a screenshot of your setup with the efficiency and your available resources and supplies storage. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
https://github.com/BobPalmer/MKS/issues/1183 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude If I want to take enriched uranium from a nuclear processor, put it on a vessel, and then transport it to a distant base, is there no way to do that? Do I have to KAS move a full canister onto my transport vessel? Same goes for bringing depleted fuel back from said remote base for reprocessing? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Nuclear fuel and nuclear waste containers: I can't seem to transfer the contents of these items anymore. Vessel selected, engineer on board, cant' transfer through right click menu like normal fuel. engineer on eva gets no right click options on the tanks. What am I missing? I have not updated to the release from a few days ago, in case that's relevant. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Before you trash everything, just launch any vehicle, do an f9 to load your last quick save and you should be fine. If not, in your save, hit escape, click load save, and load something from a day or two ago. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
If it is, please don't fix it. It's not game breaking, since your converters still consume the resources, they just consume it from storage instead of from the supply on the converter itself. This also has the added benefit of being able to lock machinery at a specific level on each converter, thus allowing it to function as a governor. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
If you fill up the organics on your converter, and then hit the lock button next to the resource, other functions will not be able to take away that resource, allowing you to keep organic production at 100% Same thing goes for machinery. Keep them locked, and then the usage drain will pull from storage instead of from your converters. Just make sure you have enough in storage to keep things going. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Alternately, just cheat yourself enough cash to unlock unlimited kerbals at the astronaut complex -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
You can't really disable them at this point, but you can always dismiss the kerbals you don't need. There will always be more rescue missions. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
@jd284and @Rarenth were correct. I deselected "Rendezvous" from the KER window and the problem has not occurred since. -
[1.12.x] Near Future Technologies (September 6)
Baladain replied to Nertea's topic in KSP1 Mod Releases
I have experienced this same issue, also since the MKS/GC update. And a question: NFE + USI reactors How would I go about configuring NFE nuclear functions to work like USI? Is that doable? would it break the NFE reactors? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Probably not the right forum for this, but I ask because this occurred after the last upgrade (not saying it's a causal link) and because this community is awesome. When I attempt to target a landed object, I have about a 60% chance that the game will hard freeze. I'm not sure how to even begin troubleshooting this. "Hey dummy" links to instructions will be appreciated. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Requests: 1. re-enable machinery across both local and planetary logistics. Now that we have the independent on/off switches for both local and planetary, resource logistics management is very easy, and the problem with machinery disappearing from places it is needed can be avoided. However, currently, if you want to fill a kontainer with machinery to ship up to your orbital station, you need to use a port/klaw/KAS pipe, since you can't completely fill a kontainer from PL. 2. change the default logistics settings on kontainers to off. Prevents having resources and mass shift on physics load. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Further testing reveals: The convert-o-tron issue only affects parts that were already in play before the upgrade. Newly launched work fine. Not being able to EVA convert drills is still broken @Liquid5n0w Could not find any common elements between our mods. Does anyone know how to edit in-flight vessels back to the fuel setup they had prior to this update? my probes on NERV just got their TWRs wrecked by carrying the wrong fuel now. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
in ckan you can go to file, export installed mods and it will generate a txt file -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
I am also experiencing this issue. Can you post or PM me your mod list for comparison? Installing USI kolonization system shows these dependencies. Ground Construction AT Utils Configurable Containers Core. Is that as expected after this change? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Updated to current as of today, these problems still exist. Will start pulling mods tomorrow to see if it's a conflict. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Since the update, my convert-o-tron 250 is no longer functional. smelt ore, mono-prop and LF produce no resources, thermal efficiency says N/A and core temperature doesn't move. Also, pulse drill 100 can't change separators. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
So, I made a total noob move and updated without a backup. Is there a link to the last full version of the constellation? My game has gone sideways since the update.