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Everything posted by tsaven
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
tsaven replied to Nils277's topic in KSP1 Mod Releases
For what it's worth, as soon as RD releases some Mod Compatibility guidelines I plan on sorting out the configs for all of the Hab and life-support related KPBS parts. -
Thank you! Yeah, turned out I hadn't done a scan of Minmus yet. Silicates was added to MKS with the latest release. Appreciate you adding it, is it a simple change that I could paste in to the appropriate file or is it more involved? I'm plenty comfortable tweaking MM configs, but if it's more advanced I'll wait on an update.
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Bummer. I wonder if there's any log files record this kind of information? I can imagine it would be really difficult to troubleshoot from the developers end without some solid data.
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Ah. Well then. Is the RO team aware of this and it's on the back burner? I'm leery of being "that guy" who goes around poking people incessantly for CKAN compatibility.
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Actually, it strikes me that because the original Real Plume is still listed in CKAN as only being compatible with KSP 1.1, it's not going to show RealPlume Stock as an option because of it. Would Real Plume need its .netkan file updated as well, or if you're bundling it with your download, maybe it shouldn't be listed as a dependency?
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This is a question I first asked in the UKS thread, but apparently it's more of a SCANsat question. I apologize if this bug or problem has been reported already. But I seem to have no Silicates anywhere in the Kerbol system, it doesn't even show up as an option for the scanners. I have the latest Community Resource Pack from RD/s UKS package. Additionally, at least on Minmus (haven't yet gotten to other bodies in this save), a bunch of the resources show up as "No data". I would understand 0.0%, but does "No Data" indicate that something might be wrong? Especially for Dirt, I was under the assumption that Dirt should be everywhere. These are my settings: Thank you for any help that can be given!
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I'm curious as to the plans for the wear mechanic. It's disabled currently, is there an anticipated return or is it gone for good? Nevermind, wrong thread.
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Hey, I'm sorry to be a pest but I'm still not seeing it in CKAN for 1.2.1. Is this a bug I should ask in that thread about?
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RD, I'm unfortunately not able to offer a save file for this as it's in a career game that's pretty heavily modded. I've got a Mun base with 4 kerbals and very few supplies, but a greenhouse with tons of fertilizer that can easily keep up with the mulch produced. When I've got the base in focus, it typically showed ~45 days of Supplies remaining. When I came back to the base after about 60 days, it's showing the Supply timer as "Expired", although the Kerbals are not tourists and can still work and EVA just fine. They've got plenty of Supplies on the vessel still, as well. Is this a known issue?
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Here's a screenshot of what I see, after going back to KSC and waiting the appropriate amount of time. Nothing shows up, docked or in the vicinity, although it has taken away the appropriate funds. It's an unmanned mission, just a probe core and a bunch of LF tanks.
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Does swapping back to KSC work, or does it have to be another ship? I tried two missions, both of which deducted the cost and then never showed up. Although I was switching back to KSC, waiting the appropriate time, and then re-visiting the destination only to still find no ship had appeared.
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I'm going to assume English isn't your first language, because holy crap. Anyway, there's no single file you can edit. Habitation is calculated based off of many different factors from your ship, included how many crew seats there are and how many hab multipliers you have. It's not an easy thing to change, if you tried to edit the configs for each part you might be able to fake it but then you're going to completely screw up the balance for ALL of the ships. If you really are against simply bringing your guys home and re-launching them in a ship designed for 1.2, just disable the Habitation mechanic (or set the Habitation timer to have No Effect in the USI-LS settings menu at KSC).
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Hey guys, I'm hoping I can get a little guidance here as I'm a bit fuzzy on what parts are required to do what. For reference, I'm also using UKS and want to scan for those resources as well. I have "Resource Biome Lock" and "Disable Stock Scanning" ticked, with the other options in the settings menu un-ticked. What does this mean I now need to do to be able to get highly accurate data on resource concentrations in my maps so I can figure out where to put my bases? Do I need to do a scan with the Wide-band scanner first, then a scan from orbit with the Narrow-Band, then landed with the surface sampler? Or does the narrow band now work as a surface sampler too? What will give me the ability to see a high-res map of resources from orbit, as well as being able to drive along and see a readout of the concentrations? As it currently seams, when I drive along with both the Narrow-Band Scanner and the stock Surface Scanner on a rover, I can run an analysis per biome but even when I drive along it doesn't seem like the concentrations vary at all. Thank you for the help, I've been trying to wrap my head around this for a bit and want to make sure I have a clear understanding.
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Best bet is to just complete the mission in 1.1.3, get all the Kerbals back home and safe and then do the upgrade to 1.2.1. A LOT of stuff changed with the new versions of MKS.
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It's not just you, I'm seeing the same behavior. I think it's less game breaking than the prior problems with habitation though, so we should probably just log a GitHub issue so RD can address it in the next update. I have a feeling he might be a little burned out on USI-LS right now with all the work he's been putting in to hunt down those other bugs.
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This was the case, but it wasn't a bug. I just didn't realize that you needed a pilot to build, and not just engineers.
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Hey guys, is there a dependency that we're waiting on an update for before this can get re-indexed for CKAN? It's not showing up as available for me with 1.2.1
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[1.8.x] JoolBiomes v1.1: Add biomes (and Great Green Spot) to Jool
tsaven replied to Snark's topic in KSP1 Mod Releases
HA! Sweet man, us who like attempting the impossible do appreciate it. I'm still in the planning stages of my Vall/Laythe colonies that will eventually be used to support a flight into and out of Jool, so no worries on time. I can only image what the blubs for EVAs and crew reports will be, given that something will have either gone terribly wrong or terribly right to be in that situation! -
I have a problem with a build that's seemingly stuck in limbo. I think it paused/broke after my station ran out of EC, but now I can't cancel it or complete it. The job shows up in the UI just fine, but trying to either tear it down or resume the build has no effect. It's a few tenths of a percentage into the build. Is there a way to manually kick this thing out so I can start it over? I'm using UKS as well, if that matters. Edit I think I've found the part of the save file that has the EL Build info, and changed "Canceling" to "Idle". That Un-stuck it and allowed me to select a new craft, but now it won't build with both the Percentage and Time sitting at 0 (0%, 0s).
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[1.8.x] JoolBiomes v1.1: Add biomes (and Great Green Spot) to Jool
tsaven replied to Snark's topic in KSP1 Mod Releases
Ah, damn. Yes, that's the mod I was referring to. Shame that it doesn't work visually, but that makes sense. I think I'll probably use your mod anyway though, because the shear challenge of getting to and returning from Jool's atmosphere is something I've wanted for a while. And really, the end reward of all of that is getting to read funny science blurbs. BTW, are there EVA report burbs just in case I manage to figure out a way to make that happen? -
People have already noted that USI-LS doesn't have requirements when in Kerbin. But also keep in mind that KPBS hasn't been updated with support for the newest version of USI-LS and MKS yet. It functions fine, but some of the balences are off with some parts being really over powered, and some under-powered. When RD releases a compatibility guide after the dust settles from this latest update, I'll be working through the KPBS parts to get them in line with the rest of the USI parts.
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I don't mean to be condescending, but you know that you need to individually activate Habitation on each part, right? When it's on the launchpad, right-click on part > start habitation (it takes continual EC).
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Man, RD's got better support than most companies!
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While RD is continually making balance tweaks and I can't speak to the exact number, this behavior is intentional. I'd suggest looking at UKS for some small nuclear reactors that are useful for these situations.
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