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Everything posted by Merkov
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[1.12.x] Freight Transport Technologies [v0.6.0]
Merkov replied to RoverDude's topic in KSP1 Mod Releases
I'm new enough to all things USI that all Kontainers are old to me, but are you referring to the flat bottomed Kontainers that are roughly the same form factor as the UKS Mk-III parts (I think they're called Mk-II Kontainers)? -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Merkov replied to Angelo Kerman's topic in KSP1 Mod Releases
For what it's worth, base USI-LS actually has a precedent for this. The most recent USI-LS added the ability for the stock 1.25m ISRU to create fertilizer directly from Ore, though at a very poor conversion rate.- 3,523 replies
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Different resources require different scanners to see them. When you are looking at the parts in the VAB, they will tell you which resources they can see. By default, the stock M700 will give you a rough representation of where all resources are. For higher detail, most resources require their own scanners. Some DMagic OS and SCANSat scanners will show you some resources (If I remember right, the Multispectral Scanner has the option to do a minerals scan if you have CRP installed, and likewise the DMOS Soil Moisture part has a water scanner feature with CRP installed). For Ore, you still use the stock Narrow Band scanner, if just now uses the SCANSat functionality instead of the stock interface.
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I realize this is an older post of yours, but I just wanted to thank you for making it. I more or less stumbled upon it by accident, but something about the way that you very simply yet systematically explained what MM is doing as you go along the patch just helped make everything click in my code-illiterate brain. The syntax guide in the MM wiki is really good, but this post gave me the foundation to understand the language used in that guide. I'm currently playing with making MM patches to allow mods to work with each other, and keep coming back to a copy of this tutorial you made as a sort of "checklist" as I write my patches. Again, thanks a lot for taking the time to write it. +1 rep didn't really do a proper job of describing how good of a post this is.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Merkov replied to nightingale's topic in KSP1 Mod Releases
I'll just be moving along then...- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Merkov replied to nightingale's topic in KSP1 Mod Releases
I don't know if this helps or not, but @DMagic's Orbital Science add-on creates a few new contract types that involve putting a vessel with a certain part into orbit for x amount of days. The contract keeps track of (and displays) the number of days remaining. Time counts down whether you are focusing on the target vessel, another vessel, or at the KSC or Tracking Station. The contracts can even complete while timewarping at the KSC. I don't think his mod uses CC, so I don't know what magic he uses to make this happen, but maybe looking at what he's done can help you figure out how to do what you are trying to do?- 5,225 replies
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Hello, I think I ran into a small bug this morning. I had a I had two resupply contracts ongoing. One was to resupply my space station in orbit around Kerbin, the other to resupply my station in orbit around the Mun. I'm using USI-LS, so the contracts each want me to dock a new ship with some supplies to their respective stations. I flew a small mission from Kerbin to my Kerbin Station with some supplies and docked with said station. When I did this, I immediately completed my Kerbin resupply mission (as expected) but also immediately failed my Mun station resupply mission (not expected). I've never tried sharing a file with Google Docs before, so hopefully my output_log is here. If there is anything I can give you to help figure this out, let me know. - EDIT - Also, let me know if this is something I ought to raise on the Contract Configurator page.
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Read this, and follow the instructions to the letter. Also, since most of us are using EPL just fine and you seem to be the only one who says it doesn't work, it sure seems likely that you ARE the one doing something wrong. That's okay. People make mistakes. It happens. We can help you fix that. Acting like an entitled toddler throwing a tantrum is NOT the way to get support. So again, I would strongly advise you check your attitude before making another post.
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I MAY be guilty of having stacked this with the probes II strategy. Bonus local science plus bonus probe recovery science? I'll take it! By far my favorite strategy has to be the large scale launches II. Now I am rewarded for being impatient when building space stations. I expect I'll upgrade to the third tier once I unlock more SpaceY colossal rockets. Basically, I love the ability that this mod gives you to chose your own playstyle. Fantastic job.
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Another little thing, if I remember correctly, the SAR (high resolution) scanner does not require a RADAR (low resolution) scan as a prerequisite. That is, if you have access to both, you get everything you would need from the high res one. The disadvantage of the high res scanner is that it works best in a high altitude and has a narrow field of view, so it takes a lot longer to scan the entire planet. However, if you have time and are planning on doing both, you can skip the low res RADAR scan.
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When you say "it still says crp is 1.1.2" do you mean KSP-AVC is telling you it is out of date? Can you confirm you have CRP version 0.5.4? The latest release of CRP is here and the associated .version file should properly flag it as for KSP 1.1.3.
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@Garsgrim welcome to the forums! That looks a whole lot better. As an aside, I tend to make a separate folder for (and rename) readmes, licenses, change logs, etc.. They won't do any in your GameData folder, but it helps reduce clutter and makes troubleshooting problems easier. Again, it isn't wrong to keep them in GameData, but it may be harder to find which one you are looking for when you have several files just called "readme". Alternatively, you don't have to keep readmes, licenses, and change logs at all if you don't want to. You'll pick it up in no time. Install mistakes are easy to fix, and once you've learned to do it properly, you'll never have a problem with it again. Lots of mods are very picky about the exact install path they need, and it's even more important when you have one mod that is dependent on another.
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It will perform regular maintenance on all parts that use the wear mechanic on that vessel, or on vessels within 150m of it. That way, all you have to do is make sure you have a supply of MaterialKits and an engineer on board the Workshop. If you have any other questions, I suggest we take this conversation to the UKS/MKS thread, since wear is a UKS mechanic and is disabled on USI-LS-only installs.
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Not that I know of... I THINK TriggerAu's Alternate Resource Panel mod actually displays ReplacementParts for the whole vessel (although that MIGHT be because I have been messing with configs a lot in my install...) but even that doesn't really help you much, since it wouldn't tell you if one part was more worn than another. The only real way is to right click individual parts and check them. Remember, you don't have to check every single part on board a vessel. No engines or fuel tanks or anything like that have them. Only crewed parts and then some USK/USI-LS parts. Not too many to have to check. Another thing to remember is that you don't need to worry too much about wear. Parts can last for a long time (years) before they need maintenance. That "0.000001" you found is how many ReplacementParts get consumed each second. If I remember right, that works out to ~10 ReplacementParts being consumed on a module per kerbal year. Since most parts have 100+ ReplacementParts when you launch them, you have a long time before you need to worry about them. Another little option: The MK-V Inflatable Workshop and the UKS Orbital Workshop will automatically do maintenance on parts that need it as long as it is manned by an engineer (and there are MaterialKits available). That way, you don't even need to worry about EVAing and looking for parts with wear.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Merkov replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ, I would agree with @LatiMacciato. Pipe is probably the better choice, if only because it can be used fairly interchangeably with any other word that has a similar meaning. When I hear tube, I tend to think of something plastic, temporary, possibly improvised. A pipe could be something like that, or it could be different. Another thing to think about is that there are lots of words that are synonymous with "pipe", but pipe is probably the most generic of them: Fuel flows from a car's gas tank to its engine through fuel lines. You can water your garden with water from your house with a water hose. Water flows under the streets of cities in water mains. A person in hospital who can't eat may be fed by a feeding tube. The thing is, you could replace any of the italicized words with "pipe" and you would get your point across. If you mix the italicized words around in those sentences, they don't make much sense. Tube is probably better than all of the other ones I mentioned, but I think pipe is the best. Pipes can be metal, plastic, or even rubberized. They can be rigid or flexible. Hope this helps! -
I think you're over-thinking it a bit (or I did a bad job of explaining). ReplacementParts aren't only for crewed parts, but I know that all crewed parts use them. Some other parts use them, too. (Recyclers, like you mentioned). When you are looking at a part in-game (on a vessel, not in the VAB) any part that has ReplacementParts as a resource will show a little "Wear xx.x%" message when right-clicked. All parts that have this little message are maintained by having an engineer EVA and perform maintenance. You need to have MaterialKits either on board a part on that vessel or in a nearby vessel (I believe the range is 150m). The game will take MaterialKits from storage, magically turn them into ReplacementParts, then put those into the part you are repairing. The "Wear" percentage when the part is right-clicked will then be reset. As you mentioned, you will have two USI-LS setting files if you have both UKS and USI-LS. The game will give the UKS ones preference. Basically, it's set up that, if you only have USI-LS, you don't have to worry about wear (since USI-LS doesn't give you any way to store MaterialKits) but with UKS plus USI-LS, wear is enabled, since you have all of the tools necessary to deal with it. You shouldn't need to edit configs to remove ReplacementParts from any parts since any part that has them can be maintained by the method described above.
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In the wiki's defense, wear, replacement parts, etc. are on the wiki to-do list. A few of us have been going through and updating/expanding the wiki, but I know that I, personally, have been slowing down on the wiki updating lately given that RoverDude is going to be doing a fairly large update to UKS soon, so some of the mechanics you mentioned may be changing. Once KSP 1.2 arrives and RoverDude releases the updates for his mods, I (and hopefully others ) will have a bunch of wiki work to do.
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