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voicey99
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Everything posted by voicey99
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Check your KIS install? A log might be nice. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Hm. Are you close enough to it (the disassemble option will appear from further than the link option)? If that's the case then put up a log. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Maybe. Still, as @DStaal said, it's probably on backwards. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The constellation install is simply all the USI mods rolled into one. I don't know about SETI compat but I don't think there are any special arrangements. You do not need a pilot/QM to push with an LM, only to pull. The autodrills are actually best for manned bases if the highest-skilled engineer/miner on your base has three stars or less. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Not all sorted, the TCS is still spewing nullrefs-it's a different error this time though. I've had to quarantine it in a KIS container. [EXC 22:16:43.506] NullReferenceException: Object reference not set to an instance of an object USITools.ModuleHeatPump.FixedUpdate () -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The flexotubes should work with any class. Are all your mods up to date (download the Constellation if not)? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I don't know what it is this time but MKS is nullrefing again. I'll post a log when I catch it quick. Yes, I am on 0.52.0-pre EDIT: Here's the log. I'm guessing it's the Orca again EDIT 2: It's actually the CommLab, for whatever reason. EDIT 3: It's the Akademy as well. The error refers to the MKSModule, and neither of them have a BonusEffect specified. Is this the cause? EDIT 4: Derp, didn't see the new release again. It doesn't help that GH marks all the pres as being from 20d ago. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
@strudo76 I'll do my best to explain MKS as fully as I can-USI-LS is simpler, and hab effects (which fall under USI-LS) are present only if both USI-LS and MKS are installed. Wall of Text time... To new players, MKS evokes a similar response to this OTTD cargo chart: It appears as a bewildering mess of parts and resources and transfers, so start basic. You need supplies, so (in the beginning) you mine gypsum to process into fertiliser in the ASM for making supplies in an agmodule or the various nom-o-matics. Great. Now you want MKTs for module inflation-for that, you need metals, polymers and chemicals in an assembly plant. And for them, you need to refine metallic ore, substrate and minerals in an industrial refinery. Take the rabbit hole one step at a time, and you can eventually tackle higher-efficiency farming and the complex stuff like colony supplies and machinery. Please note all the production and consumption figures on each drill and processing module are per product line/drill bit ('bay'), and their production is cumulative. The same part can process/produce multiple things at once if you set it up to do so. ...and that's just the resources and processing. MKS also introduces a slew of other mechanics like logistics, ratings and new kerbal types. Logistics is simple (famous last words). MKS processing modules can pull resources from kontainers on other vessels within 150m. A kontainer that fills up will dump half its contents into hammerspace if connected to a logistics-capable part (that is, an MPU or logistics module). An empty kontainer will, if connected to a logistics module manned by a pilot or quartermaster, pull stuff back out of said quantum location into itself. Ensure you have >12h of storage on a vessel to avoid losing stuff before it can get stuffed away, since vessel loading catchup works in 6h batches and each kotainer has a 50% reserve level when pushing to Planetary Logistics. Resource distributor modules simply extend local logistics range when manned by a pilot/qm). Kerbals do not need to be in the modules they are 'manning'. Ratings are a little more complex. Various kerbal types will contribute to these ratings (base is 100%) all the while they are on the ground (or possibly in orbit) around a body (see this wiki table for which spec does which, FundsBoost = Geology rating, ScienceBoost = Biology rating, RepBoost = Kolonisation rating). As these ratings increase, two things will happen: rewards in the relevant category (skills say it all) will accumulate in Pioneer modules for collection and certain things will be boosted-drills and converters will have their production multiplied by the geology rating as a decimal squared (so a 162% geology rating gives 1.622 = a 2.6244 multiplier-this mod is useful for load breakdowns), agmodules producing organics will have their production multiplied by geo rating*bio rating and hab modules will have their effectiveness (i.e. kermalmonths granted or hab multiplier) multiplied by the kolonisation rating. The kolonisation rating also has another trick-get it over 500% and the minimum habitation time for indefinite habtime is reduced from 50yrs to 1yr for kerbals on the surface (not sure about on-orbit). MKS adds a set of new kerbal types-the chart says which skills each one has (the new types are meant to be cheap, monoskilled seat-fillers you can pack off to kolonies while leaving your expensive P/E/Ss available for the high-profile missions). The formula is the same as that of vanilla, the production multiplier is 0.05+level of most skilled relevant kerbal*0.2 (Zero-=lvl 1): AgronomySkill is the required skill for working with organics (think engineers and ISRUs) production BotanySkill is the skill for working with supplies production. ConverterSkill is the skill for working with all other MKS converters and vanilla ISRUs DrillSkill is the skill for working with, wouldn't you know it, drills (both vanilla and MKS). ExplorerSkill means the kerbal has indefinite habtime when it's over a year to begin with Funds/Sci/Repboost mean they contribute to their respective ratings GeeForceTolerance means their KO threshold multiplier is fixed at 0.75 (like tourists) LogisticsSkill means they can operate resource distributor modules and enable the LogMod to pull from Planetary Logistics (aka hammerspace) MedicalSkill means they can operate the medbay, used to un-grumpify kerbal with colony supplies after their habtime has expired, if you are using a colonisation module to lengthen it RepairSkill means they can repack chutes, fix wheels etc. and refill machinery in parts (how full it is acts as a production governor, so if it's half full production is multiplied by half) on EVA or in a workshop ...don't forget to enable the ground tether on your bases, lest the Kraken eat them. It is a vanilla bug, but Tundra-series parts are especially vulnerable to what I call the Flopping Fish Kraken-you can guess what it makes bases (and stations too) do. Also note that the automated parts (autodrills and mobile processing units) do not use the specialist production formula, meaning they always operate at 100% relative specialist efficiency (slightly slower than that their manned counterparts with a 4 kerbal) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
...so you made a typo, made a typo in a post about a typo and then made a typo in your correction to a typo in a post about a typo? Priceless. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
If you feel confident doing most things in KSP, then go for it. Just ask if you need something explained. USI-LS is, naturally, a much better fit for MKS than TAC-LS, but both would work (since there is a semi-reliable TAC patch). Some of the modules (namely, the habitation-related ones (habring and kerbitats)) and attached supply chain (for colony supplies) have no use in TAC-LS, though. Also, is your L key sticky or something? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
MKS has a very steep learning curve and can be dauntingly complex to new players (such is KSP in general ), and it would probably be a good idea to be experienced in the vanilla game and mechanics before you Leeroy into something as huge as MKS. I'm at 2K hours of KSP time and even then there's things I still occasionally get wrong with it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The CTT patch places both workshops under the Nanolathing tech, not Adv. Construction. Have you researched that? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Stuff CKAN, install it manually. Just copy over the contents of the GameData folder you can install from GH/SD into your gamedata. It's perfectly harmless, no actual changes would be made to the file. It's just not loading the patch for want of OSE. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Well, it's not happening to me in your save. The chems stay very firmly put when switching vessels. I did run into a bug of my own though-the MKS applet has disappeared completely. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
No. It might with a save or vidclip, though. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It has already kinda been done, with antennas' Partial Transmit mode. Not sure how well it would translate to module inflation, though. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
While I get what @jd284 means, 'stupid' is indeed probably not the word you want to use. RD summed it up nicely a while back: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I think RD is more occupied with working on the new logistics system when it comes to coding time. Either that, or it's on the back burner until 1.3. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Unless this is a mod mechanic I'm not aware of, try downloading the USI Constellation (under /bobpalmer) to make sure all your USI mod versions are synced up. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
What version are you running? This is a new(ish) behaviour. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I remember hearing somewhere that the longer tourists have been grumped for, the longer they need to spend in the medbay before they return to normal. I've never used it so I can't tell you for sure. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It almost makes me want to get into offworld construction and KSPBS. Almost. I did notice the (presumptive) Tower of (solar) Power-it would probably work better with MFSUs the massive blanket panels from NFS, since the tiddlers probably just get in the way of each other. Also, what do you use to create and superimpose the labels onto each picture? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Oops, didn't see a new pre had been released, probably because they both say 'released 17 days ago'. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
1) The upcoming logistics overhaul is still probably months away-the more minor 0.51.0 prerelease is bundled with the Constellation under /bobpalmer, but RD hasn't released a fix for the nullref spam with the Orca from FTT which appeared up in that version yet. Here's the notes (from the bundled changelog): 2) EPL is no longer needed, but I don't think GC works on-orbit. EPL support has also been officially discontinued in light of the switchover and the integration patch is entirely dependent on PRs to maintain it, so its current effectiveness is unknown. I think it still works, though. 3) it has been said more than once that C/S ratings have no bearing whatsoever on MKS. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
*always* delete it.