bounty123
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
bounty123 replied to RoverDude's topic in KSP1 Mod Releases
Hi, I installed the Constellation 2020-12-31 prerelease to try the KonFabricator, but the only function I can find is Legomatic to produce Mk from Ore - I still have to work on accepting this as non-OP as so far producing Mk in a Kolony was a really big achievement for me. Is the actual 3D printing function not implemented yet, or am I missing something? -
[1.9.x] OSE Workshop Reworked - KIS Addon
bounty123 replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi, I have a strange issue, the Workshop and Recycler options do not show up in the right click menu on the 3D printer modules. Edit: nvm, I found out that I just needed to add SpaceTuxLibrary. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
bounty123 replied to RoverDude's topic in KSP1 Mod Releases
Hi, I found that GC bundled with MKS has some issues with 1.8. Edit: Sorry I just found this issue reported earlier, I hope Allista solves it quickly, I just reached the point in my career to go out and drop DIY kits. -
(Edit: I can see on GitHub that this is already being worked on by Allista, many thanks for that) Hi, I can also confirm that it does not work. So far I have just tried with the GC bundled with the latest MKS (which was just updated to 1.8), and I realized FPS in VAB was dropping to 7, just there though, everywhere else it was fine, 60 FPS. It was obvious pretty quickly that GC is to blame, the log file was full with errors, like this one: GroundConstruction.GCEditorGUI.Update () (at <a26fea3135b742cca1079f8c33d56f9e>:0) [EXC 08:10:34.733] MissingFieldException: Field 'KSPWheelController.wheelCollider' not found. AT_Utils.Metric..ctor (IShipconstruct vessel, System.Boolean compute_hull, System.Boolean world_space) (at <bbe469d35c1343f6b99c4f5a80dc2620>:0) GroundConstruction.VesselKit..ctor (PartModule host, ShipConstruct ship, System.Boolean assembled, System.Boolean simulate) (at <a26fea3135b742cca1 079f8c33d56f9e>:0)
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[1.9.x] OSE Workshop Reworked - KIS Addon
bounty123 replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks, I'll probably delete/disable it with MM. Setting up Mk production chain is one of the main parts of an MKS colony, that's why it seems disturbing. Also thanks for enabling the option to make uncategorized parts, works perfectly. -
[1.9.x] OSE Workshop Reworked - KIS Addon
bounty123 replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks @linuxgurugamer, fantastic job. I have one concern, the point if EL, MKS is installed and Workshop Chemical, Advanced Science Tech, can print parts, can recycle parts, can convert ore to MaterialKits Material Extractor, Advanced Science Tech, can process ore into MaterialKits, Dirt into ExoticMinerals and RareMetals If these can produce Mk so easily, it makes almost the whole resource chain of MKS pointless, it would make it too easy to get Mk and lots of MKS drills, factories, refiners unneeded. Maybe there could be an option to disable this? Of course i can just not use them for this purpose, but still it seems not right. -
[1.4.X] OSE Workshop Continued - KIS Addon
bounty123 replied to Aelfhe1m's topic in KSP1 Mod Releases
Yeah, probably something to do with CCK (Community Category Kit) addon also created by Roverdude, but I'm not sure. I'm quite positive though that sometime long ago there was a misc category with all these non standard category stuff included in the Workshop. Thanks for taking a look. -
[1.4.X] OSE Workshop Continued - KIS Addon
bounty123 replied to Aelfhe1m's topic in KSP1 Mod Releases
Well they can all be accessed in VAB despite not having category (category=none in part cfg), for example Tundra Truss and Minitruss is under Kolonization, before mentioned tank is under Logistics. But there is no category for these in the Workshop. If I set category to Logistics for example in the cfg, it does not show up in the Workshop. If however I set category to Payload or Structural, they will show up in this category in the Workshop and also in VAB duplicated in these categories. -
[1.4.X] OSE Workshop Continued - KIS Addon
bounty123 replied to Aelfhe1m's topic in KSP1 Mod Releases
Hey, thanks for continuing this mod. I have a problem with several parts not being able to be printed. Like most of the MKS stuff, or really anything that doesn't have category specified. So even simple items like C3_FlatTank_01 from MKS doesn't appear in the workshop. Earlier if I remember correctly, there was a misc folder at the last tab, where everything else went. Can't something like this be done here? -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
bounty123 replied to RoverDude's topic in KSP1 Mod Releases
Hello, I submitted a github issue. First I thought GC is buggy, because it could not build a vessel. After some investigation I found that it's because Orion magazine has wrong tankCost values, so when it's empty, it has negative cost. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
bounty123 replied to RoverDude's topic in KSP1 Mod Releases
I have different experience, GC is very useful in late game for me. For example I tried building a nice base on Eve, it was much-much easier to land DIY kits. Also I can save millions by launching Interplanetary vessels from Minmus instead of Kerbin. Well, this with really hard settings, I can imagine that some aspects might become superfluous if there is practically unlimited money. I recommend installing Orion Nuclear Pulse Engine, there is no such thing as enough money with that -
Thanks a lot! I kept just the necessary addons, linked below the list of them and the save file for testing. That Orion magazine is really suspicious to me, but I have no clue what's happening there. I'd be really happy if it could be saved, I worked so hard to get this built save file addon list
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I have an issue with GC, using the MKS bundled version, but tried it with the full latest as well, with the same results. I'm trying to build a huge interplanetary rocket, spent most of my career money on it. But now I'm stuck on Minmus with the expanded DIY kit, as after completing the build, GC says not all parts could be built. Tried to check the process as the parts are being built, it seems to me that when it reaches the Orion Pulse unit magazine, it jumps to the next part and Materialkit requirement jumps from 76k to 18k instantly. Can you suggest a solution according to this, or should I provide some files? Thanks a lot.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
bounty123 replied to ObiVanDamme's topic in KSP1 Mod Releases
It's not working for me with 1.3, items are not visible in the editor. Anyone else experiencing this problem? -
Same here, always played with lack of EC/supplies causing death, being them just grouchy for months without food seemed silly to me. Didn't have kerbals die because of a bug yet.
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I also noticed this earlier, gave me bit of a shocker. But despite the expired warning, the 15d grace period must be active, as they kept on working (according to my settings they die without supplies).
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Hey, thanks for this, awesome stuff. One thing that drives me nuts though, is the separate + - buttons. I got so used to just left-right clicking for this function, that it's really painful to switch the buttons. Could you make right click as substraction, or at least an option for it?
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On page 149 a similar issue with a solution is mentioned, probably caused by conflicting mods. Check it here.
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@enjoystastycheeses This bug of the home timer is already reported on github as issue #211. I also think it's serious, as it makes habitation useless/unfollowable for kerbals you often do EVA with. I'll test the supplies reset issue also. Edit: made a quick test and supplies seem to work fine, don't reset.
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Pilots are immune to hab effects since a recent update.
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One addition to this, which might help pinpoint the bug. The release where the home timer got broken was 0.5.17.0, last working release was .16.
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Ok thanks, here is the logged issue with a simple clean save: home timer reset bug.
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I'm having issues with the home timer, latest USI mods as of now (0.5.20 LS). I recall that EVA should only reset the hab timer, however on my Minmus base it resets also home timer, on every EVA for any Kerbal, so its repeatable indefinitely. Hab and Home gets reset the moment they go on EVA and remain so on entering back the station. Should I open a GitHub ticket with this? before after
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I would like a way to nerf the MPL to only generate science for the time spent in realtime, and ignore warp. Could this be achieved by some magical module manager cfg?
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As far as I know, this sounds to work as intended. Home time is based on the largest ever hab value the kerbal has ever seen. When her mates left, Valentinas home value got multiplied as she had the whole huge ship for herself, and this will count down from this large value from now on.
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