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TauPhraim

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Everything posted by TauPhraim

  1. On my computer, this file exists and is not empty. Not sure this can directly cause MKS to fail to load. Check the file and reinstall all the mods if it's corrupt/missing.
  2. Yes, this definitely looks critical, and much more than the button won't work ! If there's no earlier error, I cannot make sense of this one. Did you try checking you have the latest version of MKS and co, and reinstalling them even if you have ?
  3. Search for errors in the KSP.log. Since the button should appear at the very beginning in the KSC, you can limit that to a short session.
  4. For those who are not afraid to compile is the code already almost completely there, or do we have to wait for the "unveil" release ?
  5. I'm excited by the upcoming new logistics, but also (a bit) worried how will this be balanced ? won't it be too easy to send any resource to any remote place ? If it's tweaked with just "taxes", you could overcome that by spamming more drills. Ideally (but hard to implement), to establish any logistics link between A and B (even just planetary), you'd need to unlock / "prove" you can make the connection, by for example driving a specific (big) part from point A to point B.
  6. I don't have the problem here (no KPBStoMKS). I'm not proficient enough with module manager to rule out KPBStoMKS causing the problem. You can check the MKS part file and see if it has the problem out of the box, or if it's some MM patch breaking it (GameData/UmbraSpaceIndustries/MKS/Parts/Duna_Agriculture.cfg).
  7. Here is the PR. Even at 600%, the output is not stellar, so no worries about balance, I think By the way I agree with people who suggested they should consume more Dirt, and can change that if you want. Shameless plug: I updated my MKS Explainer to account for the change. None of this is simple, and depends a lot on the receiving converter's type and configuration. I suggest you give a try at my mod linked above. Although it's in-game only, it should answer these questions if you build a particular case.
  8. Wow, packing 9 years of hab and supplies ... you're on another level Surviving in-situ once arrived must be a breeze, compared to the journey. Take pictures along the way and tell us the story !
  9. These have very high travel times. Do you plan to use DeepFreeze (or some other mod) ? I think it has a problem in that freezing a Kerbal resets their hab timer. (but it's relatively easy to resist abusing from that).
  10. Looks relatively big to me. And the error was very similar to the one visible in Crimeo's screenshot. Let me know if you need more details/comments (here or on github). By the way, something that could both satisfy an OCD, and make a release bigger : I think the project needs a little bit of cleanup (beyond code): there's a REPOSoftTechUtils folder in the repo, but if I remember correctly, compilation is using a REPOSoftTechKSPUtils that you have to find somehow in another repo and put in the right place ... or something like that. It definitely does not work out of the box.
  11. Is anyone actually against sifters benefiting from the geology bonus ? (reminder: drills now benefit from the bonus, so sifters would always be weaker than drills, either way). Unrelated: to people using Galileo Planet Pack: what planets have you kolonized ?
  12. I agreed with giving bonuses to sifter, and actually proposed to do it I just think they are a bit cheaty (from the very start): just land in a spot with water and either minerals or gypsum, and you can survive and (eventually) strive.
  13. It's true they are much slower than drills, but except for life support production chain, time is not critical. On the other hand, being able to acces every resource from a single point, without caring about biomes/scanning is a game-changer. (I play without hab so this is exacerbated in my view, but even with hab, the difference is not just speed).
  14. I think if anything should benefit from geology bonus it's the sifters (I volunteer myself for implementing it, if it's accepted). Although from a gameplay point of view, sifters are a bit of a cheat (they give you access to resources you wouldn't have in some locations).
  15. I think you can start by just inclunding the one I did. From there I'd be willing to have a look at crimeo's case (if it still occurs).
  16. Hum if it's exactly 4 vs 4, it might be a different bug (are you sure you don't have some derelict ship somewhere with < 4 ?). It would still be clearer if you could try with the fix (you'd need to wait for its integration for that, or be able to compile your own version), and spot the first error happening in the logs.
  17. @Crimeo This sounds like the same bug I had and fixed. Did you already have vessels in this save with freezer parts (even empty) ? If so, how many slots did they have compared to the new vessel ?
  18. I will have to check when I can access the game, but I don't think I have such a slider (maybe it' in-VAB only ?).
  19. Now we're progressing, after nitpicking uselessly on words. Now I finally know that someone else has the same problem I'm really sorry that my lack of walls of text failed to trigger recognizion by you that I was talking about the single feature of the cradle, which incidentally happen to fail on your end too.
  20. But I gave you information about cars, while you gave me only sarcasm. Still I guess I should have detailled (even if cradles "had one job"...): I click on "deploy" and nothing happens. It has been so forever for me, hence why I suspect a global or at least known problem.
  21. Nope but I can tell you mine starts, so you know cars in general aren't broken. I hope that helps ...
  22. Didn't you hit a bug where silicates were not scanned ? I got that one.
  23. The class is the eTag attribute in config files (both in ModuleEfficiencyPart and in MKSModule).
  24. My suggestions (no concept art for a change :)), for gameplay: a bigger Assembly Plant and Refinery, so that we can have one of each kind of bay in a single part a bigger multi-resource storage (more than 3 resources). This may be combined into a "Tundra logistics center" offering lots of storage + a planetary logistics module (no survey/kolony as opposed to the pioneer LC). Or just be a Tundra-shaped kontainer (like the flat circular ones, but not flat). Or even some other shape showing nicely it has several compartments bring back orbital logistics For aesthetics: a different kind of container: the square ones are nice but are too colorful, compared to the rest of the bases. The ISMs look great, but using a lot of them gives a "mushroom field" look more colors for the Tundra line: not bright blue/yellow a-la kontainers, but more metallic shades (kind of like the liquid kontainers have)
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