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voicey99

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Posts posted by voicey99

  1. 1 hour ago, invultri said:

    So I finally managed to get to the bigger drills with multiple bays, however for the life of me I can not enable more than 2 of them without getting into cooling problems. It seems that it is not possible to extract the heat out of the drill quick enough. Is it possible to have all 3 bays running? (I am still on 1.4.3 btw, not sure if that matters)

    What radiators are you using? Pay attention to the "core heat transfer" stat that is the maximum heat the radiator can extract from a single part.

  2. 18 hours ago, The_Joe said:

    Also, what's the best way to stay up to date on constellation updates?

    The Constellation is only updated every so often when all the constituent mods are synchronised and updated, the purpose being that it is a stable modset. If you want to update the Constellation, you can swap out mods individually though this could lose stability or wait and replace it with the next one.

  3. 17 hours ago, tsaven said:

    Is there no more elegant way to accomplish this? 

    It might not require every resource, but I haven't tested this yet. You could also place the distributor-enabled parts on all your bases if you wanted to take that approach.

    48 minutes ago, adgriff2 said:

    That could explain moving the scientist around, but shouldn't turning off the [Greenhouse] in the hab ring affect agroponics load %?

    For an breakdown of what's currently influencing your load, you could try this MKS addon:

  4. 5 hours ago, tsaven said:

    Thanks.  Will this hub also need to have storage for all of the different resources that need to be transferred around?

    I believe it does, as it will act as a central distribution point for them.

    5 hours ago, tsaven said:

    I do have Kopernicus installed, as part of OPM.  I hadn't thought that was related to the performance problems, as the massive hits to framerates only really kick in once I'm within 150m.

    It was very unexpected to me as well. It creates massive lag problems that get especially bad when very close to bases, and when I removed Kopernicus as a test it ran orders of magnitude better. Still, I'd be inclined to put up with the lag for the sake of modded planets.

  5. 8 hours ago, tsaven said:

    What would be needed to spread it out more, but help keep all the local logistics working with transferring the stuff around from the warehouse that's recieving it from my unmanned drilling stations, to my manufacturing facility, to the assembly plant with the launchpad?

    You can add a part with the Resource Distributor module (Karibou and Malemute cabs, there may be more) to a central module (intended to be a rover, but it can be static) with storage for the various resources and a pilot, and it will form a resource distribution hub with a range of up to 2km. I think it transfers both ways.

    Side note: do you have Kopernicus installed? I found it causes horrible lag for Minmus bases.

  6. 2 hours ago, Theflyingfox said:

    Is there a stand-alone parts pack?

    If you're desperate to get just the parts for whatever reason, delete the USITools folder from gamedata and the KolonyTools DLL from the UmbraSpaceIndustries/MKS folder. This will brick all the parts and I am not responsible for any other damage it may do.

  7. 2 hours ago, crypsis45 said:

    Hello,

    I saw earlier were the DIY kits would not allow the vessel to be loaded, but I didn't see any resolution. I have the same problem and others relating to Ground Construction,:

    1. First the DIY kits do not allow vessels to be loaded, they have the button and it opens the dialog but does nothing when clicked so you just have to cancel. The same problem is on the GitHub bugs #1389.

    2. The workshops do not allow the creation of small parts like I saw on Justin Brights videos, like solar panels, etc.

    You should probably ask this in the Ground Construction thread. You might get an answer here, but over there they have a much higher chance of being able to help you.

  8. 1 hour ago, Smurfalot said:

    I got one of those rescue contracts that puts a kerbal in a sealed module with no hatch.  

    I managed to rendezvous, and I am trying to transfer the rescue kerbal using a FlexOtube, there is room in the destination module, but for whatever reason I cannot make the transfer.

    Any help troubleshooting this?  FlexOtubes are passable for CLS, right?  If not, how do I MAKE it passable?

    FlexOTubes are intended to be passable for crew, and are set as such in the MKS CLS patch. Maybe try clicking quite a lot of times from a variety of angles, as I have found the crew transfer process can be very stubborn.

    For future reference, you may wish to use this mod:

  9. 46 minutes ago, wile1411 said:

    I found that the collision mesh used by UsiExplorationRock  (Rock.mu) looks fine and is close to the model. However, the collision mesh used by part UsiExplorationRock2 (Rock2.mu) is only half there. This causes it to be sunken halfway into the ground when spawned after a resourcelode scan.

    I believe there are two types of resource lode, a small and a large, with the small one being spawned by pioneer module scanning and the large being found from orbit. If the large one is, well, large it would make sense for it to have a mesh that allows ground clipping so it doesn't balace in the air like a misplaced scatter and roll around.

  10. 19 hours ago, Baladain said:

    Have specialized parts been removed from the manufacturing chain?  It looks like the recipies are no longer in the manufacturing parts.

    Also, while I know EL is no longer officially supported with MKS, has someone written a module that adds it's functions to the MKS parts that used to have it?

    MKS' EPL parts were depreciated over a year ago - their functionality was removed and they were kept as inaccessible parts for compatibility. You can import the configs from MKS 0.50.16 and before and replace "Ex" with "El" in the module names to restore functionality, but be aware the parts may be removed completely one day and I am not responsible for any damages you may incur as a result of this.

    EPL is still unofficially supported and there are a couple of patches for integration, but for the parts see above.

    37 minutes ago, DuskFall said:

    I have a little question, may be you know, why nuclear reactors doesn't work? When I put reactor on vessel no electric charge and mj are generated as well. To prevent a stupid question: yes, radiators I put too. Game version 1.4.2

    Have you got any more context? A screenshot of the situation would help greatly.

  11. Got a very odd bug with Cyran's atmosphere. In between 42km and 77km, Cyran's atmosphere disappears. Poof. Gone. It's a vacuum. Either side of this "vacuum band", the atmosphere behaves normally - on entering the band, the pressure abruptly drops to zero and all drag ceases with the ship in freefall, though timewarp is not re-enabled. After reaching the other side, the atmosphere suddenly resumes as though nothing had happened. I've tested this on a clean Cyran-only install as well, and can't find any fault with how the atmosphere is set up. I am aware this section of the atmosphere wouldn't normally be reachable without cheats, but it's a bug regardless.

    As you can see, there's nothing here...

     SS_05-20-2018_22-08-39.png

    ...but go up 10km...

    SS_05-20-2018_22-09-13.png

    ...and it's all normal. I used HyperEdit here and had many other mods and drag disabled for other testing, but it showed up just the same without any of them.

  12. 2 hours ago, Baladain said:

    I'm just back from a long hiatus, I've unlocked long term habitation, but I still don't get any of the specialist kerbals on rescue contracts.  Can you point me to where this option exists?  Or has it been removed?

    In that particular message I was talking about editing a kerbal into another kerbal type. If you want to toggle getting MKS-brand kerbals, turn on Enable Kolonist Rescues in the Kolonisation tab of Difficulty Options.

  13. 15 hours ago, loverevolutionary said:

    Thanks voicey99, where can I find the right patches? This is my first time playing a modded game of Kerbal Space Program, I'm kind of new to all this. I poked around the NF and MKS github pages but I don't really know where to look. It sounds like what I'd like, engineers being able to transfer fuel and depleted fuel between reactors, containers, and processors with a click, if said reactors and processors are off and cool. I've now got a mishmash of MKS, K&K planetary bases, and NFE reactors, processors and containers scattered around a nice Urainite deposit on Minmus and I have been tearing my hair out this last week or so trying to figure out how to make any of it work.

    Before I removed the patch you suggested, my MKS parts had the transfer buttons you describe, just like the K&K parts and the NFE parts still do. But none of them were or are working. Does MKS put some sort of blanket prohibition on waste and fuel transfers?

    The patches all come with NFE. The way is just to click "transfer fuel" on any full radioactives container and then click on another to transfer it. As of 1.3 MKS does not interfere with that.

  14. 31 minutes ago, loverevolutionary said:

    Thanks voicey99, I will try that. Is there also maybe a patch that will make Nertea's reactors and fuel/waste storage work with the MKS mechanic?

    There's two NFE-MKS patches - one does the reactors, and the other does just that.

    20 minutes ago, loverevolutionary said:

    Quick question. I have a nuclear fuel processor. I have a ship with nuclear fuel tanks, for resupplying other nuclear reactors. It is docked with my processing base. I want to get my processed fuel from my processor into my nuclear fuel transfer ship. How do I do that? 

    NFE includes a mechanic on its containers and adds it to MKS' as well (via a separate patch) so you can transfer materials between containers via the rightclick menus (requires 1-star Engineer for EnrU, 3-star for DepF).

  15. 32 minutes ago, loverevolutionary said:

    Any ideas? I can't get rid of either mod at this point without losing a whole bunch of base building.

    Since the issues seem to be from NFE fighting with MKS over reactor mechanics, you can delete NearFutureElectrical/Patches/NFElectricalUSIReactors.cfg to stop NFE from trying to convert the MKS reactors and restore them to their MKS way of operating.

  16. 15 hours ago, Jimbodiah said:

    1.) What is the difference between the regular and the -A drills besides the description saying it is automated ?

    Normally, drills use a production multiplier of 0.05 + [stars of highest level engineer/miner on board + 1] * 0.2, e.g. a 3-star kerbal would give a multiplier of 0.85. The automated drills and MPUs do not use this multiplier and lock it at 1, making them slightly slower than if they had a 4-star kerbal on board.

    15 hours ago, Jimbodiah said:

    2.) How do I get power distribution going between vessels when I have a PDU with engineer and pilot on board and a transport lander with the microwave power thingy, or just between two MKS ships in general?

    You need a PDU (big range) *or* a microwave transmitter (2km range) *or* a cable box (500m range) at either end of the transfer, one as the transmitter and one as the receiver (and it will use the shorter of the two ranges). it will then transmit power between them automatically, and since it can only do it in chunks more storage on both ends will mean it can transfer it faster

    15 hours ago, Jimbodiah said:

    Yeah, nevermind. I've been at it for two days and can't get power to distribute, can't get anything out of planetary storage no matter how many pilots and egineers I have in every craft... then considering you have about a 20% chance of the parts on the ground being shot into the air and exploding when you focus in on them...  It's just not worth this much hassle to figure out how it all should work, with bugs and all.

    Pulling out of PL is simple, all you need is a pilot or quartermaster on the vessel, a logistics module and a container with planetary logistics enabled (plus resources to actually pull). I don't know about the drills, but parts being shot out is a stock bug, and you can install WorldStabiliser to fix it.

  17. 10 hours ago, strudo76 said:

    Couple of questions.

    1/ Is it possible for separate options for homesickness and habitation? I want to have habitation constraints, but I consider my astronauts to be professional and have strong fortitude, so I'd like to disable ill effects from homesickness. They signed up for the space program after all, I'd expect them to be excited to get out and see the system, not crying for mummy after 2 weeks. :D Maybe an option to keep homesickness effects if the kerbal is the only crew member.

    2/ Instead of the lowest ill effect (other than none) being making kerbals useless tourists, would it be possible to have an additional option where the kerbal keeps working, but lose their traits. For example, a Quartermaster loses their LogisticsSkill trait (or even all their traits). That would allow an additional level of configuration, leabing Kerbals still be able to control their craft and still do some stuff, but won't have the speciality skills that make them useful in their role.

    This is for USI-LS rather than MKS, but for the first one you can get around it by sending up a station with over 50yrs of habtime per kerbal and sending them to it to make home time infinite (hab time will become temporarily infinite as well), and then sending them all over.

  18. 10 hours ago, Gilph said:

    Hi,

    How can I make a part a Logistics Consumer?

    I am trying to inflate an SSPXr habition ring. I only have a 4500 tank of MK and it meeds 4800. It does not scavenge like the MKS inflatables, and I think it's because the SSPRx part is not a Logistics Consumer. I looked through the MKS configs and I did not see anything that was an obvious choice to add.

    Thanks

    What are you trying to do here? You can pay inflation costs incrementally, and iirc it was changed a few versions back so they can pull from non-MKS containers. I don't think the consumer module is relevant.

  19. 23 minutes ago, tseitsei89 said:

    Something like 150% IIRC definitely less than 200%. Plus it wouldnt even make any sense if having more bonuses would make kolonizatiom harder(since modules use more CS)

    The bonuses go up to 500%, but the multiplier applied is the the product of two of multipliers. For processing parts it is geology2, for growing-related parts it's geology * botany and for habitation modules it is kolonisation2. Install the MKS Explainer mod to see a breakdown of where your load % is coming from.

  20. 1 minute ago, LatiMacciato said:

    the assembly is called Launchpad but if it works, it works

    The assembly tag is called Launchpad, but the NEEDS tag will target both loaded DLLs and the names of GameData folders. So, for example, if you wanted to target TweakScale you could use either NEEDS[TweakScale] or NEEDS[Scale]. it just happens that for EPL the DLL and folder had the same names, but now you can target either NEEDS[ExtraplanetaryLaunchpads] or NEEDS[Launchpad] for either the folder or DLL respectively. Either one will target the mod just the same as the other.

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