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Deathninja

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Everything posted by Deathninja

  1. Sorry for going dark, been really sick the last couple of days. On a fresh save with the same mods I cheated up 100 rep for regular funds and left it on timewarp. Everything's working as expected. Haven't been able to replicate the issue of all construction in the queue freezing either. Thanks so much for fixing this; I hope I didn't come across as pushy (I have trouble gauging tone) I only posted in the first place becuase I didn't know if there was already a simple fix or workaraound at the time.
  2. Thanks for clarifying all that. I guess hydroponics might have some use to reduce the amount of T4 you have to pack when you go interplanetary, but not much else (also it’s unclear as to if hydro is per-body like the ground stuff is). On a related note are shinies just for sending back to Kerbin for funds? I mean it’s completely in-character but I’m mentally sketching out mission priorities. But the main thing is your point above: I’m guessing you’re talking about using EPL and shipping in rocketparts/materialkits/whatever, I get my resources mixed up :x I was looking at that, or possibly starting with OSE instead and dropping modules in the general area, building and mounting wheels and connecting that way, or alternatively have some Konstruction forklifts nearby and just KAS them in place.
  3. Just found this and it looks right up my alley; it’s easily the most Kerbal concept to resources I’ve seen, and I love those planetary base kits anyway. Just playing around in a 1.8.1 sandbox to get a feel for what mods play nice and how it works; struggling with the lack of information though. Looking over the tutorial I can’t really see the point in orbital greenhouses? Isn’t the tech independent of farming so you’d have to start again as soon as you landed on the same body? Also trying to copy the Mun base but on Minmus for reasons; is there a craft file available because I can’t see what half the modules are, and it’s kind of contradictory? (Talks about one drill, one fertiliser, one shinies when there’s three things on top and two drills, blues I can’t tell what those storages between the modules and hub are, fuel?) Can’t seem to store any of the mats in the base form factor modules, or the non-specific snack boxes (nothing for shinies?) either, is this intentional or am I missing a dependency? Also why is ore being stored when that’s not part of the chain? Then again I’ve got bigger issues down the line, like how I’m going to land that bugger in the first place; still huge even for a tiny base. Thanks. Edit: Also, is the stuff extraction rate constant or varies by biome? And are crush-ins like that or lode only + auto added once you’ve done the two runs?
  4. Thanks, been fiddling around a bit as well to try and understand it better. Part of the issue is stock feels useless because there's no bioe map and the narrow band is only helpful when it's exactly over the bit you want to look at. I've got "require narrow band scanner" disabled because I have a feeling that introduces that nonsense, and it looks like this so far: - M700 sweeps are wider and to the nearest integer. - Narrow-band (and by extension any custom mod scanners like karbonite?) are narrower but to 2 dp, so mousing across a sweep I can see it go lo-hi-lo precision. - This is persistently viewable on the big map (which is the critical thing for me) No idea what will happen if I lose the narrow-band vessel in this case; I like to deorbit probes once they're finished with but not sure if I'll lose the precision (likewise if the anomoly scanner gets decommisioned if I lose the ? marks) Haven't looked at the surface scanner yet; I have Biome lock off (no idea what that means) so not sure if it makes any difference to land one (or if I had it enabled if it would make the narrow-band pointless, unless that falls someway between the two).
  5. I'm still on 1.8.1 and trying to get my head around ScanSat and how it plays with resource scanning, but I'm having trouble understanding stuff on the wiki. Is it OK to ask here or not becuase it's an older version?
  6. Updated log: https://www.dropbox.com/s/7iu779c1s2k8ddn/KSP.log?dl=0 Can enter and leave scenes with no issues, can press the button and it gets added to the queue, but seems to halt all construction (I had a few others pending, set construction to 100% and ran through about 5 or six budget cycles with no progress). It's getting late here so can't really test any more tonight, sorry.
  7. OK, have a link now, spammed the button until I got some more related messages in there: https://www.dropbox.com/s/7iu779c1s2k8ddn/KSP.log?dl=0
  8. OK, got online. When clicking "Upgrade" I get "Can't find facility SpaceCenter/Observatory" I open the log but it's over 36K lines just from game start and that action. I manually searched for Bureaucracy and the only salient lines I found were: On load: [LOG 10:46:32.199] [KCL] malformed version string: 3.0 in directory FlightTracker/Changelog/KERBALCHANGELOG On action: [LOG 10:48:49.957] [Bureaucracy]: Trying to override upgrade button of menu for Observatory I did notice the Facility Manager routine doesn't have a setup call for the observatory like it does for the other buildings (e.g. [Bureaucracy]: Setup Facility Runway) so I suspect it's not patched in.
  9. Getting an error with what I presume is OPM (or Kopernicus as the dependency, whichever adds the observatory) where it won’t let me upgrade it when I click in the KSC scene. Can’t remember the exact error message, I’ll check whenever the broadband’s back up so I can get into Steam.
  10. Bit of a crosspost from MOLE here, but I'm trying to figure out if it's possible to MM patch out the docking nodes there as they overwrite the USI ones, and the weld sets the Kraken loose with them. Playing on 1.8.1, Konstruction 1.3 from CKAN and the latest WBI from Github. Edit: Sorted it, clean MM and Konstruction install, I'm an idiot.
  11. I'm not exaclty sure where to look with this, but struggling to make sense of the science mechanics here. It's part of a larger issue with trying to find a modset that works well for me (currenltly using the WBI and USI stuff mainly, but USI-LS even though most of the WBI parts don't allow supplies). At any rate I have a MOLE up in LKO loaded with the four experiments it has availible, but I'm not clear on the process: - Once finished can they be transferred to a pod/Tarsier SSD/science crate or do they need to go into a WBI part configured for science (have a Coach 500 on the downmass portion just in case). Edit: Using "Store experiments" on the SSD and bringing that and the physical experiment back gave me duplicate rewards for a single experiment - I'm running one now and sometimes I see a "Load: 150%" message, but I don't know what that means. Did have a DenEye active for some portion though although that seems independant of WBI/hijacked by TST. - How do the timers for research kit usage/Labtime accumulation work? I can never remember what mods use 6hr = 1 day and 24hr = one day. I've gone through the wiki but can't find an answer. Thanks, sorry if I'm being dense. Using 1.8.1 and the latest release here.
  12. Playing around with new mods on my 1.8.1 save but trying to keep part bloat down manually. Do the science drives work any diferently to the stock science container?
  13. Want to actually get into satellite and relay stuff in KSP but don't like the amount of abstraction in stock CommNet. Having trouble catching up with all the different threads and posts how does this mod play with RemoteTech in 1.8/1.9?
  14. Just installed 1.8.1 to get back in with some mods, only using CKAN for my sanity. Was OPM support for this mod lost at some point? Couldn't see the ribbons in either mod folder so copied them in from an old save I had. No idea if it'll work.
  15. Terrain makes it a nightmare on the Mun unless you want to go with PL, just trying to get comfortable with the resource chains.
  16. Thanks both, I foolishly assumed the KSPedia in game had parity with the wiki. Was the key bit, so looks like sifting is based on global, not local %, looks like I need to get a Tundra and some reactors over there soon, spare tools too, luckily this is only a testbed on the Mun. At least I know about the deployables bug/feature/issue now.
  17. Coming back to KSP (and the forums) after a long break, been reviewing my mod use. Pretty much slimmed it down to the USI suite, KIS/KAS and MechJeb (I don't have the motor skill to fly gravity turns). Part of the reason for sticking with USI is the coherence of it (helps a lot when you're autistic) but not sure how best to make drills? I've just stuck legs, a drill, power coupler and radiator on an MKS Kontainer and use that as a rig. Also having a couple of issues/questions with the MKS mod: - Kerbitrails sometimes disconnect on a load, splitting my base. - What do the Geology/Botany/Kolonization %'s mean? - I seem to be losing KIS tools when boarding, looks like it's on the deployed Ranger hab as I sometimes see it float for a bit outside afterwards. - How do the rates work for planning logistics? I know drills have a set amount based on thermal efficiency (listed in VAB), and the load on MKS modules is production rate (as in 136% means 36% extra per tick compared to VAB stats rather than not being able to keep up with supply) but I don't get regiolith mechanics. For example the sifter takes 9 dirt/tick, gives X stuff/tick. At load 150% that would be 14.5 dirt to 1.5X stuff (I think). How is the output calculated? Had a look through the forum and wiki but drawing a blank.
  18. Tried the mod out as shipping kontainers out to my base via rocket is becoming a real ballache. Am I right in thinking that it's pretty much useless as of 1.1.2 as the VTOLs can't cope? Also the lander legs I see in the OP only have a 15 or so crash tolerance so tend to explode under the weight of a Honey Badger?
  19. Sooo...I've been playing since about...0.12 or thereabouts? (at least 3 years anyway), exams/hospitalisation/work/more hospitalisation/other stuff/ohgodevenmorehospitalisationhowamIstillalive means I never really got too far into it. I love designing rockets and planning missions (ex-cyberneticist) but the actual control winds me up, so I'm stuck on sandbox as I need MechJeb to enjoy the game; I give MJ a rocket with enough dV, plot a few nodes and leave the flying/landing/exploding to him. Problem is I got bored quickly, until I found mods. The issue I'm having is it's shifted the balance from too few toys to drowning in them. To keep things simple I've stuck with KAS/KIS, Scansat (on EZ-mode, my playtime is pretty limited) and finally went for the USI ecosystem as it's well supported and has an LS system (also sexy kontainers). Now I've mapped a few moons and planets I'm aiming to establish a Mun/Minmus mining op (manned) to support an orbital LFO base for a later base on Duna, I'm just not sure how to build up to that. Anyone with a similar mod structure have any tips? The UKS wiki is painfully outdated because Roverdude codes like a cyborg on crack, and at the minute it feels like jumpung from toy soldiers to ASL.
  20. Working like a charm for the round hatches now, still having an issue with the box one (Ponderosa?) but tend to use the 4-way box instead (the light one w/ a little solar panel on top). Another thing I've noticed is that when trying to transfer crew selecting the base shows all of them in the bottom right HUD, but you can't transfer them ("home" module in orange, rest are blus, if that helps). Not a deal breaker though. Having a bit of trouble with resources; No processor in the Strip miner module (Habanero? Nah, whatever, I suck at Spanish ) but an engineer in there can make it extract ore via R-Click menu. No option to modify drill (does nothing) so I can't see how to get dirt. Appreciate that a lot of this might be 1.1 shenanigans (not played much for about...two years? It's all new) so just throwing anything out here I can't grok from the wiki, if there's a more appropriate thread then let me know.
  21. Finally got back into KSP, and this mod looked right up my alley. I can build modules OK, but can't get anyone to enter them (no "board" prompt") by going near a crew hatch. Is this a known bug? Running on sandbox, tried all 3 Pathfinder modes. Only have this, KIS and KAS installed, all latest.
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