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dboi88

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Everything posted by dboi88

  1. In your save folder you will have a ships folder, then two folders VAB & SPH that's where your craft files are saved. So just save the file in one of them.
  2. Oh ok, that set up works fine for me. It'd need two wheels in the middle for it to start jittering. I've been playing around and it's something to do with the outer hinge, i can reliable stop and start the jittering, although with this design it's still minimal by moving the outer hing from 0 to negative figures. Never happens with the inner hinge. The coliders might not be staying perfectly upright? when moving. @Kobymaru i notice your jittering examples all have the outer hing in negative values, try putting it to 0 and make it jitter while there.
  3. Don't put wheels so close together. Keep them at the corners. Don't build 6/8 wheels craft unless they're really long.
  4. So it's a bug then because he's showing that they aren't in the correct place. No it's not. He's showing that they aren't in Hydroponics or Enhanced Survivability.
  5. Yeah i managed to use the RCS thursters to pop it back onto it's feet. The funniest part about all this is i have no idea how it happened. I set Mechjeb to autoland and went to the loo, came back to this . . .
  6. Further addition: Looks like the botany skill is a part of MKS not, USITools so probably a design constraint otherwise someone with USI-LS on it's own wouldn't have any botany skills to use.
  7. No the USI-LS parts don't have specialist bonuses. Looks like the module they use allows it (same as MKS convertors) So i'd be up to @RoverDude to confirm if this was a design intention or an oversight.
  8. Cranes and magnets are wild enough on a planet, i'd love to watch someone try and construct a station with one I do the same as @WuphonsReach and send new modules with their own tug. Then use the Konstruction docking ports to collapse the ports and finally tidy up with an engineer, remove RCS ports ect.
  9. Cheers @DStaal So we've now got our example/template page, we've got a repo and concept for images and craft files. So now we need to agree on a craft list for the main page. Anyone feel they've got a solid idea they can jot down to get started with?
  10. Hmm I don't think, so but as the magnet doesn't move it wouldn't suffer the same restrictions as the claw/crane/forklift anyway.
  11. No that wouldn't be possible without Infernal Robotics or something similar that can manipulate nodes.
  12. Yes there is something already telling the IRSU and all converters to initiate pull requests into available storage. But the module USI_ModuleResourceWarehouse is what allows something with storage to engage in logistics and so without resources in the part you'd need to add some storage. But then you'd need at least 6 hours worth of storage onboard the IRSU to be able to keep up with the catch up mechanics and that would be an unrealistic amount to pretend to fit inside the machine. No it doesn't work like that for logistics. But to be clear it absolutely would work to add ore storage and USI_ModuleResourceWarehouse to an IRSU and then not need any other ore tanks onboard. But it wouldn't work effectively. Nor would i, just a bit of light ribbing based on your early comments. My pc only has 8 gig of ram and is about 6 years old so i've no idea what might cause your issues but it's certainly something specific to your pc and setup and not KSP or any mods.
  13. @voicey99 looks like you're the one with the potato eva is buttery smooth even while smashing through those solar panels. frame rate never drops below 25.
  14. It's alright @notthebobo just forgets how good of a job he's done on the wiki sometimes @Parmenio That's a pretty big ask but i'll see what i can do
  15. I believe it's managed by USIAnimation and not stock. What is your vessel productivity? If it's below 0 then it won't build. As others have pointed out it is by design. You can also have your modules auto fill without going eva and performing maintance by having a crewed inflatable workshop around. You could add in the module MODULE { name = USI_ModuleResourceWarehouse } using MM to add the warehouse function to any storage container. You can still transfer by normal means if the bases are connected.
  16. Yes you are correct, it's one way and won't be picked up, unless you've got a 'logistics consumer' for mulch. So if you stick and agro module using Mulch. It will pull the mulch back. Yes this is also correct behaviour. It's a limitation due to there being no background processing. The planner has no way of knowing if someone else will come and grab those supplies in the meantime so the planner only accounts for supplies on board.
  17. No, they should follow the scavenging mechanics. Check that your base follows all these rules and make sure you don't have warehouse turned off on the supplies storage.
  18. p.s. it'd be nice to keep a consistent art style across the board, and on that note i'd be happy to fire off all the screenshots for the main page and for anyone else that wants them doing for their own page. I've found a really nice workflow for the screenshots and i'll be able to get images done within 24 hours in most cases. By the way all these images actually have no background so will look just as good on any colour not just white This is the way i was doing my base examples. These were all heavily optimised for the KSPedia entry so any i do for the Wiki will be higher quality. On that point i took a look at my screenshots folder for the KSPedia entry. The images alone were 650mb!! It still shocks me that i managed to get that 138 page KSPedia entry down to 3mb!!
  19. He explained that fully to you already, using the resource tower trick. I really do get the feeling you are failing to properly read what people are telling you. You've had a good few really solid explanations from me and others, ignoring them and responding to the weakest argument isn't impressing anyone. Even then you've not taken into account terrain, oceans ect. It's still a daft analogy because Transfers are NEVER sent between bases. There is nothing wrong with making suggestions but no need to bang on and on when the consensus is clearly that it's not a good idea, and people have taken time to explain exactly why it's not. Great work! i'll try and get this changed to confirmed this evening for you. Cheers
  20. Ok I've added @DStaal, @Merkov & @notthebobo as collaborators on the MKSKspedia Wiki. So you can now all upload and merge new images and craft files where you wish. Please just try not to change anything outside of the MKSWiki folder. I'd also suggest adding a new craft file's folder as well. I'll add the folder later if someone doesn't get to it before. I'll keep a backup of the KSPedia project on my PC so if someone does something they shouldn't and we can't fix it with Github reverts i can always reupload the KSPedia files to fix. We should add into FAQ and where ever else appropriate that anyone can add their own pages and they can contact me for access if they need to upload to the repo, i'm happy to link to my profile ect. I can always remove anyone who doesn't cooperate or just starts screwing things up.
  21. @TyroneAlfonso Damn that's a lot of mods! Have you checked the corners of your station for any stowaways? First thing you should do is recreate the issue with a clean KSP install with only USI installed.So you'd stick a station in orbit(obviously might need to be a little different) then go rendezvous as normal, if the issue is still present then the subsequent save file will be a great help to RD and can be added to the github issue, if it is not present then you'll know it's being caused by something else and then you can have a really fun time taking those mods out one by one to see what is causing it.
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