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DStaal

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Everything posted by DStaal

  1. Ok, very interesting... I have several test saves as well as my main save in my install, and it works in about 50% of my saves. (This after re-upgrading to the latest version.)
  2. I was forgetting the correct name of them. But yes, that was my point: You should be able to build an NPU, with contents, using EL - provided you have Enriched Uranium (and MaterialKits and SpecializedParts) to build the pulse units. (I submitted the recipe to do this, so if something goes wrong I'd be happy to know.)
  3. Odd... I definitely have KolonyTools listed in my list: Konstruction v0.0.0.0 USILifeSupport v1.0.0.0 KolonyTools v1.0.0.0 Undockinator v0.2.1.0 / v0.2.1 MiniAVC v1.0.3.2 So then I start wondering if you've got other install issues. I've been under the impression that only top-level folders count for this (MM does search through them and read their contents, of course) - and I know I came to that conclusion after trying to write MM patches.
  4. It's implied in the way it's stated - not as clearly as could be, I'll admit. If you really want to double-check these things, MM lists all the mods it 'sees' in the KSP.log at startup.
  5. I'd still argue for the exact opposite: Only have the MKS drills activate a Karbonite mode if the user wants Karbonite, as it's always been a separate mod. Making it suddenly start showing up now seems a bit odd. I'm wondering how it worked. I do know all the options, however to deal with them in order: There's no 'MKS' dll. (There is a KolonyTools dll in the MKS mod, which is what I suggest.) There's no 'MKS' folder under 'GameData'. (It's under UmbraSpaceIndustries.) None of the MKS files defines a ':FOR[MKS]'. So 'MKS' shouldn't work - unless it's being defined for you someplace else. (Which is possible - a common beginner mistake is to use ':FOR' when you mean ':NEEDS', so it's not uncommon for mods to define other mods they don't mean to...) Note that I *haven't* been warning about 'Karbonite' in the same place - that's because the Karbonite files *do* include files with ':FOR[Karbonite]', so the fact that there's no dll or top-level folder with that name doesn't matter as much. (Not that it matters to much if this is going to get included in MKS - but it's decent learning experience on MM.)
  6. Yep, I saw - but I don't think 'MKS' will do what you want there - MM can't see there's an 'MKS' mod to include it. I'd use 'KolonyTools' instead of 'MKS'.
  7. Since I only use this intermittently (to prune my massive partlist...), I hadn't noticed - but I'm getting the same thing with the latest version. I reverted back a version, and things went back to normal.
  8. I was thinking of it as an add-on patch, in which case you'd want to double-check both of MKS and Karbonite. Personally, I'd check for the Karbonite mod even if added to MKS - While it's true that CRP defines it so the resource will be present, we can probably assume that if people haven't installed the Karbonite mod they don't have any *use* for it in their own playthrough, and it lets players choose whether to have both Karbonite and Ore available to them or not. (Hmm. It might be a good idea to put the Tundra ASM's Karbonite converter behind a NEEDS block as well - though that's just one mode in a switchable part.)
  9. MKS is moderately hard to target from MM, as it's not a top-level folder. I tend to target 'KolonyTools' when I want MKS - it's the DLL.
  10. Not sure if you can do it with Ground Construction, as I haven't tried - but I know you can make fuel canisters w/fuel using EL - as long as you have a lot of Enriched Uranium lying around...
  11. That keeps your Kerbals alive - but switch to a regolith drill and a sifter, add on a couple of Ranger parts, and you'll be able to make MaterialKits as well - which gets you Machinery for repairs, via maintenance, which will keep your base alive. If you're lucky you may even have overflow you can use for constructing new DIY kits to expand your base. (If not you'll be short something, and you can focus your efforts on that, in the near-term.)
  12. Take a look at some of the mini-cupolas, they'll get you some spare time. Or... Free-return plan. Schedule them to go on strike on the way back, and use an areobrake capture/descent. They should return to work just in time to deploy the parachutes.
  13. I tend to think of it as good for a starter base - you can send out *one* sifter and drill to a planet, and pretty much be sure you have everything you need to keep your colony alive until your bigger industry gets in place.
  14. Pretty much, yep. The only place I know of where it really makes any difference is in Extraplanetary Launchpads.
  15. Ok, the ISC-6K should be accessible externally as well. So if you're close enough with your Kerbal you should be able to right-click and find the Inventory button. If you can't, that's definitely an issue for the the KIS thread. And you can't put one part in several Kerbal's inventories - but you can manipulate a part that isn't in an inventory.
  16. Quick question: Which storage units are you using? I know that some are only accessible from internal. As for how to attach an item that's too heavy for 1 kerbal - bring more Kerbals. They'll help each other lift. I would recommend taking these questions over to the KIS thread however.
  17. Nose cone is a tank, otherwise I wouldn't have drug it all the way out to Minmus. It's from SpaceY. (As is the engine, and the probe core/battery/sas...) I don't think of harpoons much - I tried them for that once ages ago on Mun, and they didn't have the drag strength. Besides, in this particular case I was trying to get stuff into a pretty tight space between two bases (which had non-retractable solar panels sticking out around them...) and harpoon's tendency to 'wander' as you drag would have likely meant something broken. (And, as a last point: I then had to assemble this into place at the other end - and with the Konstruction parts I could do it with the one Kerbal, where I would have had to pull out three-four others and have them stand around to do the same without.)
  18. I've got nothing. If it's mostly a GC issue, I'd try over there. And because I just thought it was fun: (Trixy Kermin moving some base expansion parts into position from where they were landed ~50 meters away.)
  19. I stumbled across some interesting behavior recently... I hooked up a Bon Voyage-enabled rover to a base via KAS pipes, left the scene, and quit KSP. When I came back, only that base was listed in the Bon Voyage control panel, none of my other rovers were listed - even visiting them, restarting Bon Voyage, and leaving the scene/quitting wouldn't bring them back. However, they came back when I unlinked the KAS pipes, quit KSP and came back. I did have to visit each one before it would start moving again, but they appeared to remember where they were supposed to be moving to and that they were moving.
  20. The cupolas are pretty powerful, actually. You need to think about both hab space and multipliers - having a small habitation unit with a couple of multipliers can quickly get you months of habitation time. But as for your specific request: Those would be unbalanced by RoverDude's guidelines; habitation or bonuses both need to have space/volume. The pictures and potted plants are assumed to be already included in the calculation.
  21. I know RoverScience tracks how far you've gone on a planet - you might check with them on how they do it. (Though I suspect it's 'straight-line from first landed point'.)
  22. It's relatively easy: I'd start by creating a folder to keep your own patches in, and then create a text file for the ptach. Then it's basically copy over the values you modified, and format the file. There's a wiki on the MM github with examples and details.
  23. And hard to see at night. Basically: You're complaining about an issue with power transfer - It's best to let us see exactly what's going on so we can tell if there's some issue with how you've designed it that's preventing the transfer.
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