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voicey99

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Posts posted by voicey99

  1. 9 minutes ago, Jamiroquai0 said:

    Hi,

    I’m a fresh forum user asking a question I couldn’t find on the MKS wiki or FAQ, it’s aboht homesickness and the Tundra Medical Bay. 

    I sent my kerbals to my expansive Duna base, but sent them in a tiny ship with no supplies or habitat features, with the assumption I could fix them up in the medbay once they land on duna. 

    Ive turned medbay ‘on’ but it hasn’t fixed their homesickness... does it take a while to undo their homesickness?

    thank you,

    J

    I'm not sure of the exact maths, but I believe the medbay takes time to bring your kerbals back, and that time is proportionally or otherwise linked to how long they have been out for.

  2. 1 hour ago, jzroth said:

    nope, just one head per drill. The problem seems to be caused by the reactor, because before I attached the reactor I had this design running on solar power and it worked fine even at full warp.

    I've had this issue with them as well, with the reactors being the only heat-generating parts on the ship. It seems to just be a consequence of KSP physics at high warps, in that it could be simply missing cooling ticks and the reactor blows up before it can access cooling again or automatically shut down. This issue has been around for years, at any rate. You might just need to turn the reactor off during high warp, do them from the tracking station or check "ignore max temp" in the cheat menu.

  3. I was looking for a mod that would let me write names on the sides of my ships, and couldn't find anything. So I decided to fix that and, with the tools of NEBULA, created a set of letter and number textures you can use to assemble names letter-by letter on the sides of your ships to grant them names they can bear proudly for all to see, and to label things like different sections of your bases.

    k3oEBUF.png   The current texture set.

    Download it here

    To install, download the folder and drag and drop it into GameData, and merge it with the existing NEBULA folder.

    The characters are text size 180, written in the font Arial Black, and the flat and curved letter decals are clones of the standard flat and letter decals.

    UPDATE 27/02/19 - Added some basic punctuation (dot, dash, slash, apostrophe, comma).
    UPDATE 21/03/19 - Added curved versions of the Letter Decal.

  4. 1 hour ago, tehllama said:

    Okay I have a problem that is driving me insane and I'm not sure if its some kind of mod conflict or I'm missing something.  Is there anything special other than having an equipped electric screwdriver and an engineer to link flexotubes together?  Literally the only option I get clicking on one is dissassemble part.

    FlexOTubes need KAS to work, not KIS.

  5. It changes every game. This time round I give all my probes a utilitarian name appended with the name of a famous criminal kingpin, so I have an "Eve Probe "Escobar"", a "Urlum Probe "Capone"" and a "Jool Probe "Putin"".

    As for manned vessels, if it's just a routine flight I don't bother naming them but proper interplanetary ships are always named after fictional characters from a particular source. This save they will be named after SWTOR characters e.g. in a year's time the Nadia Grell and its attached lander Sarkhai will depart for Duna. Unlike probes, they are usually major and infrequent enough for me to learn which is which.

    Booster subassemblies follow a similar pattern, with size 0, size 1 and size 2 series being named after characters from I, Robot, The Lost Fleet and Mass Effect respectively.

  6. 3 minutes ago, armegeddon said:

    I haven't seen this mentioned yet, so thought I would bring it up. None of the inflatable parts appear to be inflatable once launched. For example, the Tundra HabRing and Expandable Habitats do not have a Deploy option outside the editor. All they show is the option to start habitat/greenhouse. Looking at the ModuleManager.configcache, the module with the deploy option is there, but it just never becomes available to use for some reason.

    Assuming this hasn't changed in the last couple of versions, you need to deploy them from EVA with sufficient MaterialKits and EC on board or nearby.

  7. 15 hours ago, JadeOfMaar said:

    The existing USI configs already in Station Parts Redux .....no longer work? The USI updates lately have made them invalid?

    Yeah, it broke everything, and modders will have to update their configs unless someone uses some MM wizardry to automatically convert obsolete part modules. Someone in this thread wrote an updated SSPXR patch a while back here (not tested myself).

  8. 3 minutes ago, B-STRK said:

    Quick question, is the disassemble-into-Matkits function strictly MKS or is it also somehow integrated into USI-Core? (And is there a way of exposing it without MKS installed, or it really is a strict MKS function?) I mean, admittedly I might not yet be into running an MKS game, but for purposes of cleanup (and admittedly having Ground Construction installed independently) it would be nice to poof stray parts. But again, if the intent is to keep it exclusive in MKS, I understand.

    Sure it's an MKS thing, but all you need for it is the USITools DLL and the ScrapParts.cfg patch (found in UmbraSpaceIndustries/MKS/Patches).

  9. On 10/8/2018 at 1:30 PM, Blasty McBlastblast said:

    Is there a way to disable the "disassemble part" right click option, or add a second "are you sure?!" step?

    I've ruined several missions lately by accidentally disassembling critical parts :/

    Delete the UmbraSpaceIndustries/MKS/Patches/ScrapParts.cfg file to remove the option across all parts.

  10. 17 hours ago, strudo76 said:

    Is TAC-LS part of the RO install? Do you think I could I leave out TAC-LS and use USI-LS, or does RO have mods with TAC-LS hard dependencies? Not that I really have a preference for USI-LS, just that they seem to go together.

    TAC-LS is an optional RO mod, and it's recommended for use with RO since it's more realistic while not breaking things like Kerbalism. There's nothing stopping you from using USI-LS (which MKS is indeed designed to go with) though.

  11. On 9/30/2018 at 5:46 AM, strudo76 said:

    Can this just be added to a realism overhaul installation without any changes, or are other support miss required? Looking from a starting a new game perspective, not adding into an existing game.

    As far as I know, there are no mods in RO that conflict with MKS (unless you have Kerbalism) and it can be added just fine. It has support for TAC-LS as well.

  12. 8 hours ago, juanml82 said:

    So, huh, Medical bays. I sent a rescue mission to a ship running out of fuel and out of hab time. Two out of three crewmembers had turned into tourists. So I send a ship which includes a 2.5m Tundra Medical Bay and 4500 colony supplies, dock with the stranded ship and transfer the stranded crew into to Medical Bay. There is a scientist from the rescue ship in the Bay. I toggle the Medbay and Life support status windows show their hab times already over a year (they were also starving, the rescue ship has supplies as well), the Med Bay is consuming power and colony supplies, but the kerbals who had turned into tourists remain tourists. So far, the med bay has consumed about 600 colony supplies over several days. Does it just need to consume more colony supplies?

    IIRC the longer they have been tourists for due to expired habtime, the longer they will need to spend in the medbay to be brought back. I don't know the exact numbers, though. Also check your save file and search for the crew names to check their "oldTrait" and "trait" entries haven't changed to "tourist".

  13. 26 minutes ago, juanml82 said:

    Each drill head also reports a 1217% load. The same ship, tested at Kerbin, reports a 100% load and the reactor is perfectly capable of putting up with the electric consumption. Is the load difference due the geology bonus? That bonus is at about 350% at the Mun and Minmus. Is the extra electric consumption related to the far higher load? And is it intended behavior? I also have Near Future Electrics, if that makes any difference. The reactors are all the MKS ones, though.

    The production multiplier is the geology rating as a decimal squared (e.g. 350% gives a 3.5^2 = 12.25x multiplier), so yes. Electricity consumption scales with load, and if it's too high for you to keep up with you can reduce the governor slider to throttle back their production.

  14. 1 hour ago, juanml82 said:

    But is it a matter of electric storage capacity or fuel flow? If I read the stats correctly, each drill head consumes 85.81 Ec/sec and the thermal thing consumes 2.5, for a total of 259,93 ec/sec (for all three heads working at once). So if over 5 seconds the coupler doesn't deliver 1300 ec, then it will eventually run out of power anyway.

    Otoh, now that I'm checking the numbers, are the powercouplers designed to power those drills? They consume a lot of power

    Power couplers are just to transmit energy from ship to ship for whatever reason. The reason adding more storage increases the transfer rate is because whenever a transfer instance takes place up to 10% of the storage capacity of the smallest vessel can be transferred in one go, so if you needed 1.2kEC/s you would need a minimum of 1,200 * [however many seconds between transfers] worth of EC storage.

  15. 11 hours ago, juanml82 said:

    Can the seconds between each "recharge" of the powercouplers be shortened? In my Mun and Minmus bases I have just two miners around the base, each with just one MEU-500-A drill with all three heads operating and one Ranger thermal control system active and even with 4000 EC in their batteries, they end up running out of power and shutting down because they can't recharge quickly enough

    In lieu of a shorter interval, add more storage at both ends to transfer more power per operation.

    1 hour ago, KerbolExplorer said:

    It directed me to a Minecraft wiki:/

    Whoops, my bad with the wrong copypaste. Here's the page.

  16. 4 minutes ago, infinite_monkey said:

    Thanks, I'm now able to mine it, but I'm not quite sure what it does - the "lode" resource is getting reduced, but what happens with it? I'm within 250 m from my base, so I guess ressources are transferred directly to it? But what resources specifically?

    Like Dirt, the Sifter will process it into all the resources present on the planet, with the output proportions corresponding to the planetary average concentrations of the resources. I'm not sure about the exact I:O ratio.

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