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techgamer16

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Posts posted by techgamer16

  1. So here's my problem... I bought the breaking ground DLC recently but I discovered that in order to get the terrain features on the celestial bodies, I need a new save file. However this means loosing all my bases and stations that I spent hours building, as well as all my science and funds. 

     

    How can I upgrade the KSP world to generate these features as part of the DLC, but keep all my vessels and keep science and funds etc?

     

    Thanks.

  2. 5 hours ago, OhioBob said:

    Neither of those bodies have an atmosphere.

    Mun's atmosphere, if it had one, would be so thin that it wouldn't really do much of anything other than produce unwanted effects.  For instance, based on Mun's visual configs, I think its daytime sky would like lose its stars.  Furthermore, high speed time warp is disabled in an atmosphere, so a player would be relegated to physics time warp once entering the atmosphere.  Having an atmosphere would also create new conditions for science collection, and Mun already generates enough science as is.  So I think the cons far outweigh the pros in this case.

    Eeloo could certainly support a thin atmosphere, and I contemplated giving it one.  But I decided not to because of what I consider to be a bug in the way stock parachutes work.  If I gave Eeloo an atmosphere, I'd want it to be too thin for parachutes to work.  While parachute semi-deployment is a function of atmospheric pressure, full deployment is strictly a function of altitude.  So when a vehicle is within X distance from the ground (setting is adjustable, but default is 2500 m AGL for drogues and 1000 m AGL for mains), a parachute will full deploy even if the minimum pressure condition hasn't been met.  Since I don't want that, Eeloo doesn't get an atmosphere.
     

    Nicely answered and explained, thanks. Fully understand your decisions as well.

  3. 5 hours ago, jack gamer said:

    How do I disassemble parts without losing materials

    Make sure there is a material kits container available within 250m from the parts you are disassembling, and the material kits will flow into that container. 

    14 hours ago, Gurki said:

    The akademy allow kerbals to up one level lower than the highest available kerbal onboard. Not sure, but I think that they also need to have the same spec.

    Edit:

    From MKS wiki :

     

    Thanks, so thats why everyone is stuck on one star :)

  4. 20 minutes ago, DStaal said:

    Just a note: There appears to be some mod conflict with the included version of Firespitter and *something.*   I was having trouble where none of the resource-switching, in this or any other Firespitter-dependent mod was working.  It was if they didn't have any resource capacity at all.

    Grabbing the full version of Firespitter fixes it, and it doesn't occur with a clean install of just Squad and USI, so it's a mod interaction somehow.  Since an easy fix in the form of the full Firespitter download is available I'm not interested in doing more debugging on it, but wanted it listed in case others were seeing it and so they would know a fix.

    Is firespitter actually required to play MKS? as my mod folder is huge and id like to take unecessary mods out.

  5. 1 hour ago, TDplay said:

    Do you have multiple ModuleManager dlls in your GameData? If so, delete all but the newest.

    Also updating USICore won't fix issues (that's just reactors, kontainers and other USI bits and bobs), update USITools if an update is available.

    Ive just deleted all but the latest version of module manager so Ill have a look.

  6. 6 minutes ago, TDplay said:

    OK. I am not experiencing this issue myself on 1.4.1. Can you post the log (in a .zip file to make it faster to download to look through) as that's a useful file that KSP spits out for debugging purposes. It's KSP.txt, in the KSP folder (one folder up from gamedata)

    I have just updated USI Core so maybe that was the issue but here is the log file: http://www.mediafire.com/file/7i7thelktdx2hda/KSP.rar

  7. On 3/29/2018 at 7:22 PM, TDplay said:

    in GameData\UmbraSpaceIndustries\MKS\Parts, there are files called MKS_Drill_ and then either 01, 01A, 02, 02A, 03 or 03A, each corresponds to an MEU drill ingame (01 = 100, 01A = 100A, 02 = 500, 02A = 500A, 03 = Industrial Strip Miner, 03A = Automated Industrial Strip Miner. Go into each that won't appear ingame and add // in front of the lines from "MODEL" to the next "}" (NOT the "{" on the very next line) and that will change it to the stock one. Or write an MM patch for that drill (start it with @PART[MKS_Drill_(number for the drill you want, 01, 01A etc)]) containing "!MODEL".

    Thanks very much, all is sorted and working now. :D

    For some reason the Kolony dashboard icon is missing from my game. Any ideas?

  8. On 3/17/2018 at 11:50 PM, Jebs_SY said:

    For now one can work around this issue by commenting out / removing the texture line in the model section of the MKS drills CFG... it removes the MKS textures and they look like stock drills, tho... but work.

    Where specifically is that located in the game directory? And what line do it edit out?

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