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voicey99

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Everything posted by voicey99

  1. No, it doesn't. You want Bases and Stations for that. E: Well, it doesn't specifically support MKS per se-it actually supports USI-LS and generic base contracts.
  2. Not there. There's no option for that under Board Preferences. EDIT: Derp, I expected it to be a subcategory, not a dropdown. It was there after all.
  3. Where? I used the TT forums quite a bit, and never did (and still can't as of today) find a colour scheme option.
  4. The mass drivers are stupidly overpowered. IMO if you install MKS with all its new ways to get rock then it would nerf the ISP for balance. I've mentioned the infinite rock exploit several times and opened a bug report, but RD never has fixed it.
  5. You can just click a button on the counterweight to fill and empty it, even in space. You can use it a Rock container (since it's earlier in the tech tree than the ART ones), if you wish.
  6. I saw you have G-Effects in your modlist, which is is known to cause this (only manned craft lagging is a red flag). Try removing that. E: @Kerbal101 could this be the root of your person's problem? Gominax had G-Effects as well.
  7. Ok, changes are in a PR. Come next update you shouldn't see Rock outputs any more unless you have ART.
  8. The NFP outputs large quantities of Rock as a waste product from refining the uraninite, as only a tiny fraction of the ore is actually uranium. I don't know about asteroids, as I didn't specifically set up a cfg for that (use the jaw for roid rock mining). Rock is indeed useless unless you use ART, in which case it is used as fuel (reaction mass) for mass drivers and low-efficiency refining into Ka, water, minerals and a couple of other bits. I thought it was a little silly that you had to go and grab roids going on a megatonne to get rock, when the space program is literally built on top of the stuff.
  9. That's odd. [ART] is a valid MM title for the mod, so the option to mine Rock directly shouldn't be there if the module is followed by :NEEDS[ART]. I'll try shifting it out of the main cfg and into a patch.
  10. No, it's not as far as I know. I just had a look and when I submitted the PR to add Rock outputs I forgot to add the :NEEDS[ART] MM clause (oops, my bad). I'll get round to it one day. Also, that feature was released in April. I'm surprised it's not been mentioned more. To check if MM recognises [ART], do the drills have an option to mine Rock directly when you're not using ART (since I added the clause there)?
  11. The problem with USI drills is that they have a massive max cooling stat to allow for rating bonuses, and they reserve this cooling from the radiator even if they're not using it which leads to a great many problems. The MEU-100 reserves 1GW of cooling, the MEU-500 2GW and the ISM a whopping 6GW. This is a huge draw on the radiators and means they don't have enough cooling capacity (note: 'core heat transfer' is the max amount of cooling that can be applied to one single part, 'max cooling' is the max amount of total cooling that one radiator can perform) for everything else.
  12. Drills in MKS are massive coolant hogs thanks to how they have to be configured to dispel excess heat produced by huge kolony bonuses raising the production. Try putting fixed radiators on reactors, processors etc. (as they only cool their parent and grandparent part so as long as they have no drills on the parent part their cooling is reserved for the part they are on and the parts attached to it) or using a Ranger Thermal Control System, which is specially designed to handle MKS drills. Note the 'core heat transfer' stat is the max heat it can draw from a single part.
  13. If you don't like hammering a calculator to work out load, there's a great little mod that crunches the numbers for you with regards to how ratings and more affect converter load n' stuff:
  14. .All bodies start at 100% by default, since USI parts use them as a multiplier-check this wikipage. I do believe the bonuses will only be gained by having a kerbal in an MKS part (all kolony parts and the Salamander). If you've landed on the Mun with vanilla or other mod parts but gone into Minmus' SOI in a crewed MKS module, that would explain it.
  15. I might also not be, because I don't see RP filling in the 2nd SS.
  16. USI reactors will only fill to 95% battery capacity, if that's what you're seeing.
  17. This is a weird one. In one of my saves so far, two mods have spontaneously stopped functioning, namely Stock Visual Enhancements and Janitor's Closet (SVE broke several months ago, JC yesterday). SVE has stopped displaying clouds and aurorae on any of the planets (those provided by other mods are unaffected), while JC has spewed all of its previously hidden cluttering icons back onto the toolbar, and alt-rightclicking on them either brings up the menu to hide them for the top five icons only (and then does nothing on clicking 'hide') or does not bring up the menu at all, in both cases rendering them unhideable. What is different about this is that it only seems to apply to that save-if I make a new save, the clouds will reappear on the planets while JC (after a reinstall) will hide icons like normal but breaks permanently again on loading the breaking save. I can't seem to make either mod work again for the life of me. I've reinstalled both manually, hard reinstalled KSP and stripped out every single unnecessary mod, but they both stubbornly refuse to work on that particular save only. What is also odd is that nothing changed in the save between them working and not-no mods were added or removed, no vessels were launched and no configs were changed. All it took to trigger this was a restart of KSP. Offending save Log from during my attempts to fix JC, if it helps. Mods:
  18. Shouldn't this be in the OP given just how many people ask the same question and make the same tickets again and again?
  19. Back in ye olde nooby days, I was flicking through the contracts and noticed one Na zie Kerman up for rescuing. I accepted it on the spot. Maybe I shouldn't have. E: Ah, the old Scu/nthorpe Problem.
  20. How I read that-ermagherd u suck n00b Looks like I pressed some buttons here. My point is that a limiter would make it easier to turn at high speeds. That is all. No need for rants.
  21. I think you're missing the point of this request here. It's to let you turn safely at highs speeds by widening the turning circle.
  22. User error? Are you saying I drive too fast?
  23. Which version? There's quite a few for 1.2. Quite a lot of people (me included) are still on 1.2, so this would be the only option. They don't seem particularly big isses, though.
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