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gamerscircle

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Everything posted by gamerscircle

  1. 1.) Go to mission control - accept contact 2.) Exit mission control, check at the Space Center - contract is still listed 3.) Enter VAB, check for contract - no longer available
  2. I didn't see any reply or query to this... I did go back and read through the last 4 pages of the forums and did not see anything similar.
  3. It is a brutal circle of life cycle , you need machinery for everything, but to make machiery, you need Mat Kits and Spec. Parts, when you also need machinery for .... [see where I am doing with this? So, having Mat. Kits waiting via an automated process seems okay to me.]
  4. Hey @DStaal - thank you for the assit, appreciate it very much.
  5. I understand how people though that; but it is hard enough to get a self sustaining USI base up with getting the path to machinery and supplies let alone material kits. Will the old MM patch still work or does a whole new one need to be written. [is a KSP gamer and not a mod author / hacker ] btw - thank you for taking the time for updating the mod and the reply.
  6. Thank you for the update.... As one that uses USI and was RolePlaying in the area of automated advance kolony placement, having the ISRU smelt and having material kits available to built some kits, was pretty cool vs hauling bunches. Am I assuming that I can add it manually and still maintain some of the automation?
  7. okay.. yes! That is what I have been doing as a work around. Thanks as, I thought I did something wrong. again.
  8. Just curious - [I did read back a few posts and I didn't read anything related] with dev release #747 , the autostage doesn't behave like it used to. Well, it will only stage the decouplers and doesn't seem to see that there is an engine that needs to be staged. Is there something that I should check. Thanks,
  9. I think this is a known issue - There are contracts "stock I believe" that when I accept them, I see them at the space center [after leaving mission control] but when I go to another scene, that contract disappears. I do have a couple of other contract mods. Is there something that I need to do, in order to retain that stock contract or? My apologies for not keeping up.
  10. Two questions. 1.) Since I am not using or have any of GC parts on bases or stations and I removed the mod, I would loose the smelting function? 2.) If I kept mod in a 1.3.1 build, can I build stuff with Material Kits?
  11. Oh.. no worries, I just always assume that I made a mistake and missed an important post or memo.
  12. Wha? Wow, never used them... Turns out the old TR still works.. thanks for the support.. I will just keep using what I have been using.
  13. If I remove the .PNG files [which are for the skybox] , the game just crashes.
  14. Here is a screen of the files that I have been using. The ones that are in a box, are for the skybox [which also isn't working] https://i.imgur.com/NGXFfZd.jpg
  15. I realize that I am way late to the ball here, but I need a little help please. Since 1.0.5 of KSP, I have been using the planet textures from KSPRC and a skybox, it would seem that these might not be compatible with TRR and was was curious where I can start to get some help?
  16. Hi all - It is me, a user of mods for KSP. [grin] - currently moving from 1.3 to 1.3.1 and it would seem that the 1.3 of Configurable Containers seems to not allow for LFO in the tanks in 1.3.1? What I mean, is that when I add a stock pod [mk1], a stock LFO tank [FL-T100] and a stock engine [LV-T45]. There are not sliders for the tank. When I remove the folder for Configurable Containers the sliders and contents return. Did I miss a conversion or a patch for this?
  17. Hi all - Before I ask this question, I went back a couple pages in this forms to see about an answer and I didn't see and I know this is bad manners on my part; however either I didn't go back far enough or I am need to glasses for reading. Currently I am moving a save from 1.3 to 1.3.1 and I don't see a KAS for 1.3.1, can I assume that I can use the 1.3 version? thank and again, my apologies.
  18. Hi all - I am slowly migrating my current 1.3 game to 1.3.1 and what would I be missing if I get all the parts, but in the editor [aka VAB & SPH] that isn't a Ground Construction category? I thought it would be the CCK, but I am wrong. I see that functionality in the parts, I just don't see the separate editor category is all.
  19. Alright... I gotta ask, I have been using MJ for a couple of years and I don't completely understand when or how to use the Launch to Rendezvous. For example, if I had something on the KSC Pad and a station in orbit, can I use the AG to get that rocket [having the correct dV, etc] from the pad to a intercept?
  20. I wanted to double check on this... if I have: 1 Industrial Refinery with only 1 bay configured for Refined Exotics [the other two would not be setup at all or turned] and another Industrial Refinery that has all three bays configured for Chemicals, will that ratio still work?
  21. Alright! That worked!! Thank you for the input.. Now, if I was to have the RE only using one bay, would a Chem with all 3 be the same ratio?
  22. I don't think it is the power, I think.. the chem production is keeping up. The reason for the MPU was that I wanted to create a medium range version over the top, since I am attempting to push towards Duna , then Jool [maybe] and I wanna get the mass that I take out lower. So.. about 3-4 Chem tundras per RE Tundra? I didn't consider any 'local' dedicated storage because I thought that the Inflatable storage module would be enough and if more was needed, it would do a pull. This was my logic, but it would seem that I need more 'local' storage to accommodate for the process.
  23. Hi there @Gilph , Thanks for the reply - 1.) The dill site for the minerals is on the other side of the planet, this is connect via a MPU and the raw are flowing from the planetary warehouse fine. 2.) At the base, I have 2 dedicated 2.5 MPU for chemical production with a Inflatable storage module connected and configuration for Minerals/Chemicals When I start to ramp up for the Specialized Parts and the Machinery side of things, I saw that the chemicals were not being produced quickly enough. 3.) My solution was to bring out an Industrial Refinery with all 3 bay set for chemicals. Opt.3 still didn't seem to be able to keep up with the chemical demand so my last ditch effort was to bring out a recycle module , but still when I had recyclables, the chemicals were not keeping up. I hope that helps, as I thought I had a okay understanding of MKS, but.. Yes.. that number does seem to be going up.... as the base expands?
  24. @RoverDude - I have added that information to the same album [link below] , can you point me to the wiki location for the Inventory usage? I ask, as I think it only shows local/active craft resources? Also, recently when I visit each drill site. [Occasionally, I go to drill's site to allow for the resources to 'catch up] , I have been getting a message that there is insufficient power and my drills stop running.; the reactor, it is operational and 100%, this has only just recently started to happen and only if I stay on the craft for a duration. https://imgur.com/a/8saDv
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