

jd284
Members-
Posts
341 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by jd284
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Is it a warehouse container with the local warehouse option enabled? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
MKS doesn't even have an RCSSounds config so you'll have to take this to the RCSSounds support thread. -
Good point, but even if you have no available nodes, you can still detach a part and insert the probe core before re-attaching. As long as it's not the Stayputnik.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
You kept him up there for 15 days? Because that should be the grace period he'll be fine without supplies... Still, depending on your science progress, there's several ways to rescue him: Launch another ship, and use it to just bump Jeb's pod retrograde until it reenters. He should come back to his senses in time to deploy the parachutes. Hope the pod design doesn't rely on good reentry orientation though... or that it's aerodynamically stable at least. Bring an engineer with a wrench (and KIS) to attach a docking port, dock and transfer supplies. Or attach a probe core this way and deorbit him using remote control. Or another pod with second pilot. Grab it with a klaw and deorbit (or transfer supplies).
- 5,673 replies
-
- 1
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
I discussed this some pages back, but it's a lot more powerful than it seems. I've never needed more than one even on my largest bases, easily replacing a dozen of the medium radiators. Can't say I've noticed a difference with day or night. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
For landed bases you really shouldn't be using radiators much, the USI heat pump (ranger TCS) is much superior at lower weight. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Even without USI-LS it shouldn't cause a stack overflow though. Seems like this is a bug in USITools where a configurable bay with only one valid configuration causes infinite recursion. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Well that's what I concluded from looking at the CFG. I don't actually play with it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
MKS intentionally doesn't make biologists and such "full" scientists that can crew a lab. On the one hand they're too cheap, and on the other too specialized I guess. However you could probably make an MM patch to apply when both mods are active, which changes the "requiredTrait = Scientist" for the labs to "Biologist". But then regular scientists wouldn't be able to work in it anymore. The better solution would be to get tomf to change the mod so that it can accept multiple professions or traits. Also it would ideally go by experience traits (skills, i.e. BotanySkill for MKS biologists and ScienceSkill for stock scientists), and not professions directly. This only really made a difference since MKS invented the new professions, so the distinction isn't very widely appreciated yet. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
It's probably intentional, since you have the stock drills for ore, but they require an engineer just like the MEU-100 and the MEU-500. For the automated version there's no stock equivalent though. However the ISM could use an ore separator, although I can't imagine when you'd ever need that much ore... -
The best way of doing that is making a ModuleManager patch of your own and put it in a separate folder. Then this will apply the changes you want whenever you replace the entire mod. Making a patch is no more difficult than editing the CFG on your own, and saves a lot of time in the long run.
- 5,673 replies
-
- 1
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[1.12.x] Alcubierre Warp Drive (Stand-alone)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Still planning to add some pictures and/or animations to explain the maneuvers... But in the meantime, I found a bug in the code. After building my second warp ship, I boosted it to high enough apoapsis, and when I got there I tried to enable the warp drive. But no bubble appeared (this may be the same as issue #38). The 1kN thrusters were working but the info popup said "Warp Drive: inactive". Then I noticed an exception spamming the log: [LOG 12:13:40.022] [WARP] Error in OnFixedUpdate - Object reference not set to an instance of an object Adding some debug statements to the code, I found that FixedUpdate was called with eModule == null, which was because for some reason OnAwake was called with vessel == null, which in turn was presumably the reason the code couldn't find the engine module. I was able to fix it by adding the following to FixedUpdate: if (eModule == null) OnAwake(); @RoverDude: Do you want a PR for that fix? Or should OnAwake not be called there and just use eModule = part.FindModuleImplementing<ModuleEngines>() directly to set the module? Maybe it would be best to completely move that to FixedUpdate instead then. It's kinda weird though that it worked fine for my first warp ship but now broke for the second. Could it be because the warp drive is the root part on this ship and in OnAwake the vessel isn't set until after the root part is processed? Let me know if you want the craft file to test this. By the way, on a whim I tried calling base.OnAwake() before searching the module but it didn't help. By the way two, my compiler complained that StartState _state was never set to any value so all the code checking _state == StartState.Editor would be useless. I removed all references to _state and it didn't seem to break anything so I guess that's a leftover which is no longer needed.- 1,694 replies
-
- 1
-
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Agreed, being able to lock Machinery levels is extremely useful. All my bases have machinery production capabilities, so if I don't lock it the production will fill up all parts which messes up their carefully balanced loads. Honestly I'd consider this a breaking change and would stop updating MKS if this changed without having governors for each part. And yeah, it isn't a cheat or anything either. They still consume the same amount of machinery. Basically it just means that as soon as some machinery breaks, the engineer takes a replacement part from the stores and install it right away instead of waiting for the daily maintenance. What's the big deal? -
Most recent bugs have had to do with habitation, and those you notice right away when it's wrong. So I set lack of habitation to just make them tourists. But I've been playing with lack of supplies set to kill them since I started this save when 1.2 came out, and nobody has died so far. In my opinion if you install a life support mod, it's a bit pointless if you can starve your kerbals all the way from Duna to Kerbin and all that happens is they become tourists.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
jd284 replied to sarbian's topic in KSP1 Mod Releases
Thanks, that worked. Seems obvious in hindsight... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
I created #1175. Maybe @Gilph can add a savegame? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
I had that problem several version ago with a Duna PDU. For some reason it fixed itself after I retracted the legs and then extended them again. Maybe it's worth a try. No idea why that would help, but it did for me. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Maybe I missed it, but is there a workaround yet for using MaterialKits from PL for expanding the large hab ring? Do I really still need another 5k MaterialKits + hundreds of SpecializedParts just to build a 3.75m container for them that I will never ever need again afterwards? -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
jd284 replied to sarbian's topic in KSP1 Mod Releases
Is there a way to copy a MODULE config from another part? Basically a functionality to "make this module like the module of that other part". For instance, copy a FSfuelSwitch config from one part to another. Without either having to manually copy-paste the rest of the part, or copy-paste the module. I've only managed to copy a module from the same part with the "+MODULE[blah]" syntax. Basically I want something like this (which I couldn't make work in any variation): +PART[foo] { +MODULE[$../PART[bar]/MODULE[FSfuelSwitch]$] { // do something interesting here } } Would save a lot of manual copy paste, and then manual re-copy-paste whenever the other part changes. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
I realized that I don't even need what you call "fresh production" unless I need a large surplus of supplies to resupply other bases[1]. So I have no need for the ASM or Cultivators/Agriculture on most bases. Basically, your supplies pool will keep increasing with just Agroponics on its own, by exactly the amount of fertilizer that you use up. 10 supplies -> 10 mulch; add 1 fertilizer -> 11 supplies So for each cycle you get 10% more supplies, as long as the Agroponics and fertilizer production can keep up. The downside is that you can't get more supplies without having more Kerbals to produce mulch. [1] And even then I nowadays just ship the mulch back. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
My Moon base looks like what you describe... maybe it all comes down to how you add new stuff. When you can launch your next expansion and land it within a few days, it tends to look like a grid. For this base I only launched a Tundra Pioneer/LC with sufficient material kits and specialized parts to bootstrap first material kits production (using EL and OSE Workshop to build parts), later machinery and now specialized parts. So it's all organic growth, and looks it. Also I guess the choice of moon or planet matters, it's easier to build like this on low-gravity moons where gravity won't try to pull it apart. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
I recently discovered the "silo" style of base design. It works pretty well, at least on low-gravity moons like Phobos. Also it almost seems like this is the intended orientation of Tundra modules, since when you turn on the inside view the kerbals are upright this way, whereas they're hanging sideways when the module is horizontal. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Yes, the screen is only showing supplies and EC "assuming there's no background production". The same thing happens when you have fertilizer based supplies production, the screen doesn't take that into account and may say that you've run out when in fact there are enough supplies because of background production. There's just no way to know what's really going on with a ship's resources until you focus it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
If you like micromanagement you can do that by adjusting machinery levels, or by adjusting the "governor" of the efficiency parts. Although I haven't been doing that since it affects too many other modules at once and is harder to manage. But you'll need to adjust it again every once in a while as the bonuses go up so it does get a bit tedious. For the most part the "natural" depletion of machinery keeps that less of a problem than it would be otherwise. Unless you have a large number of kerbals increasing kolonization stats... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Do you have a machinery warehouse container? It works for me with an ISM. Unrelated: Does anyone actually use the Tundra Recycling module? I can't think of a use case for it. If you have the resources locally, an extra drill plus an efficiency smelter easily beats the recycling module, at a fraction of the cost and mass. You'll already have a refinery anyway. And if you don't have the resources locally, the recycling throughput is so pitiful that it won't help. (And why would you even set up a manufacturing outpost where there's no resources...) It'd be different if it could put those recyclables back together with some SpecializedParts directly into machinery. Then it would remove the need to ship in Machinery and you only need SpecializedParts shipments, without a full fledged assembly plant.