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Gilph

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Everything posted by Gilph

  1. Yes. The KSP 1.3.1 release is not stable when drills are used. Revert back to USI Tools 10.1 and it will fix the drill issues. Orbital logistics might work, depending on your group of mods
  2. Hi, thanks for the release. Been installing this morning and have some weirdness with the bases and KK: I set the Rooks Glory base to default, but when I start the game, it's at KSC If I then to to VAB, I get a message saying Rooks Glory is set to default Exit VAB, and I see I'm at Rooks Glory. If I try to quit to Main Menu, I am sent back to VAB and will be stuck in that cycle until I pick another building to enter and exit, like MC. Then I can exit. Logs only show me entering and exiting editor with no errors. This happens with GPP and KK only installed. Please let me know if you need anything.
  3. KSPTOT is a utility used outside of KSP, so it should not have affected anything. It has a KSPTOT Connect dll to allow for reading data from KSP which should not cause the issue you described.
  4. I started to get it, but I am still on 1.3, meaning that it was working on 1.3 for a while and then I got the same error. I did not update any USI components, USI core is still at 0.5.1. Did not report it because it's 1.3. The only mods that I updated after USI worked are: BetterBurnTime Near FutureLaunchVehicles Scansat NearFutureProps EVATransfer
  5. Wikis are helpful reference, but research, experimentation and critical thinking go a long way. There are several things in play here. First, there are two different mechanics referenced here: The MK needed to inflate something, and the MKs needed to change things. The Hab ring needs a whopping 46000 MK just to inflate. If you need to change a converter to another setting, some parts require you consume things like MK and/or SP and/or EC. The errors, on occasion, can be misleading. They do not always correctly identify the thing you need. If you have the 33002 MK and get the error, it might also be that you were short some SP or EC. You will have to look on your own to see why and where you are short. With respect to the disappearing MK, make sure you turn off local and planetary logistics on the cargo tanks, as you really dont need that functionality on an orbital vessel. Maybe even lock the containers until you arrive. This way, you can try to prevent things taking them and you turn off all of the sharing ability. Once they arrive safely, unlock them and carefully try doing what you need. Have you checked the Planetary logistics window to see whether they are there?
  6. Nice...am looking to try out OPM in 1.4.3 The install instructions show Kopernicus and Custom Barn Kit as dependencies. From a visual perspective, I assume it's scatterer, EVE, SVE, and Poods OPM Visual update?
  7. That was also reported in one of the other part mods, cant recall which one atm. They had to do a code update to fix, something to do with a change in 1.4.3
  8. Have surface bases on Iota, Ceti. Gave up on finding a base location on Eta as the surface is way too choppy. Just started business on Hephaestus: Leto, Argo, Minona, Loki bases are en route
  9. It used to be a bit worse In prior versions, Organics was also consumed as part of the conversion process. At some point, the formula changed and Organics are no longer an input. But, the requirement to have Organics in the AM is still there. In this case, you can think of the Organics functioning like Machinery. The AM requires both to be at max to run at 100%
  10. Hi, found an issue with prerelease5 and MA. Here are the steps. Open MA and put in normal steps to optimize a transfer burn Run simple optimization Optimizer finds a good solution and Final Spacecraft State in optimizer window shows a SOI result for your target Select the result from the optimizer The optimizer window closes, saying that it changed the DV_maneuver, but it looks like it does not. The original DV values are still there and the Final Spacecraft State in MA does not show the SOI change. It looks like nothing was updated after optimization. Save the mission Load the same mission Now, you will see the results of the optimization. DV numbers are changed, Final Spacecraft State shows the optimized result, and upload maneuver has the right values. It looks like something is interfering with refreshing the windows after optimization. Logs and mission are here and show a bunch of weird errors Thanks
  11. Remember when this happened with ExoricMinerals on Eta? It just happened to me with RareMetals. Don't want to change the seed and will probably ship it in from Iota, but Eta is turning out to be a real beoch when it comes to the expensive resources.
  12. @tseitsei89, I also did the same test of making a new test craft and could not replicate the issue under 1.3.1. I have one more thing to try, but I suspect that if I use a craft file before a certain version, it causes the issue. Both my hotels on two different moons have the issue, and the only thing they have in common so far is they were based on the same craft file.
  13. Generally speaking, mods are packaged in zip files. The contents of the zip file need to be copied into the GameData folder. There are a few ways that modders package their mods: Inside the zip file, the top level directory may be GameData, the second level will be the actual mod directory (ex. EVE). The EVE directory is the one to be copied into the GameData folder under your KSP install. If you are not careful and just unpack into your GameData folder, you will have a ..\Gamedata\Gamedata\EVE instead of ..\Gamedata\EVE. Sometimes, mods have optional components. You will need to be careful on where the optional components get copied. It may be at the GameData level, it may be in the mod root level, or at some other part of the mod dir tree. The OP of the mod thread or a README included in the package will explain where it should go. CKAN is great, but not supported for all mods. Over time, I know which mods are easily handled by CKAN and I use it for those mods. The ones where CKAN is not supported or does not work well, I install by hand (like GPP and USI). You can do both methods. Some mods like Kopernicus and Textures Unlimited are just frameworks that support other mods and have no native functions for users. The mods that require them will tell you how to install them correctly. Note that when these frameworks are updated, DO NOT update them until the mods that use them tell you it's OK. In short, read the install instructions carefully, check that you copied things into their proper place, and don't be afraid to delete everything you just did and start over. Make a backup of your GameData folder before you try anything complicated.
  14. The issue is: the SSPXr Coriolis hab ring could not inflate, said I needed 4800 MK to inflate. I have a USI tank with space for 4500 and it was about half full. There are a few tanks nearby with a lot of MK. I am able to inflate the MKS 4.25 hab inflatable on the same vessel because it scavenged the 8000 MK needed from the nearby tanks, but the SSPXr inflatable did not. I would like to add something to the SSPXr config file for MKS to allow the same behavior that the MKS inflatables have, to allow for scavenging to take MK from tanks in range. Are these modules my only two choices? I'm not certain that if I add those modules that they would cause issues, as SSPXr already seems to have those functions defined in their own code. I can test it out. If there was another way to add Consumers directly, that may be cleaner. Thanks to both of you.
  15. Hi, How can I make a part a Logistics Consumer? I am trying to inflate an SSPXr habition ring. I only have a 4500 tank of MK and it meeds 4800. It does not scavenge like the MKS inflatables, and I think it's because the SSPRx part is not a Logistics Consumer. I looked through the MKS configs and I did not see anything that was an obvious choice to add. Thanks
  16. I'll try to do the same this weekend. My vessel is part of a larger Hab base ( I call it my hotel). It's got recyclers, hab modules, inflatables, SSPRx pieces, etc. to allow for indefinite stay for as many as 7 kerbals. I had a version of this in a previous KSP version and reused the craft file. I can try to create from scratch as you did to see if it happens.
  17. I have to say that the hybrid controller for liftoff of Kerbin is much more stable for the ugly stuff I'm trying to get into orbit. It's much smoother in the first 25K and I have way less flips.
  18. Making a Github issue. @tseitsei89Can I ask how many stars your Kerbals have in that vessel? Mine are all 5 stars, which may be why my load % is a lot more than yours. Done - Issue 1404
  19. I just checked on my 1.3.1 save and I only have a single Kolonization module. the governor did not work. Interestingly, i had a 5 star engineer leave the vessel (leaving the pilot and another engineer), and the load went from 1917% to 1967%
  20. The issue isn't really the governor, the module really needs to be fixed. The governor slider may be from reuse of a UI object. I remember they did not work in many cases in older versions, but they do now work on the converters that I use. It might be that the part was never intended to be subject to being set by a governor (like a fixed function), which is why it doesn't work.
  21. Just checked my 1.3.1 save. My 2.5 Kolonization module runs at 1917.44%. There are three 5 star kerbals on that vessel and my bonuses are around 125%. I checked the CS consumption rate and they look correct in the part definition. It does appear to be a bug. I also agree. Not a fan of the high bonus levels.
  22. What are your Kolony Statistics bonus levels? I believe they can go as high as 500%. In addition your Kerbal level will also add to that.
  23. Sometimes, it's really dark in space and on the surface, and sometimes a Kerbal has to EVA into the darkness to do stuff. For about 18 months, I would squint and fumble about until I clicked the light button at the top of the screen and found that Kerbals have lights on top of their helmet.
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