voicey99
Members-
Posts
1,347 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by voicey99
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
You don't have any of the dependencies (USI Core, GC etc.) or any of the ancillary mods. All the mods that come bundled with MKS are there for a reason-just move the entire USI folder into GameData. Never mind, what you have in the folder is actually the master folder MKS is downloaded in. Move all the folders (not MM files) from the GameData folder (that is, 000_AT_Utils, 000_USITools, CommunityResourcePack, CommunityCategoryKit, Firespitter, GroundConstruction and UmbraSpaceIndustries) in the master MKS folder into your GameData -
parts [1.12.x] Asteroid Recycling Technologies
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It demands you give your real name to make the account it demands you use to be able to see reports. ...only for me to realise I'd already done it months ago -
parts [1.12.x] Asteroid Recycling Technologies
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
What does the report say? I refuse to give my real name to create an account which you need to even see it for some reason. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Not sure if it is the cause of your missing parts but something else that I did notice is that a mod (I believe Janitor's Closet) hides parts in VAB/SPH unless you have (presuming it is enabled) paid the entry fee for them first (to avoid clutter), which you have to do from R&D or by searching for them in the list. This could cause parts to be seemingly missing from the list if you use it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I have no regard whatsoever for aesthetics-I like the challenge of shipping everything in from the big K. I tell myself that I don't want to add building spaceship parts out of cogs and circuit boards to the (thankfully relatively short) list of teeth-grinding things about KSP . I hope you can chuck stuff on the ground and come and pick it up later if you want to get back in. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
To me those bases look (by my definitions), relatively large and sprawling. Essentially, what I meant is that bases are supposed to be more than just a mini hab, airlock and commlab bolted onto a ballhub. Tundra modules are easier to use when vertical if there is only one of them to avert major balance issues when launching-of course, if you are willing to rearrange everything later or assemble your modules onsite to make them look better or easier to access it's not a problem, but for single launches it's better to stack them vertically for ease of transportation. YMMV. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Maybe try landing a slightly larger module? MKS is designed for large, sprawling bases and one tiny ballhub, airlock, commlab and most basic of habitation modules just won't cut it. Look at some of the other pictures people have posted in this thread for an idea on how it's supposed to be set up. MKS has does have some dodgy physics so extremely small or overly large bases (avoiding this is why you linking local modules via LL was introduced) are kraken bait. Take this example starting module: It has starting habitation, onboard gypsum->fertiliser->supplies production, logistics capability, an LS recycler, a power source, a lab, an airlock, spare machinery and a connection point all in one (assuming you are using USI-LS, which a good portion of the mod revolves around). As for heavier modules, you can maneuvre them around and dock them with construction ports (and later compress the ports to join them) or just keep each module self-contained. The KIS inventory loss bug is a known and unfixable bug as the inflatable modules have 0 crew capacity when undeployed, so KIS grants each one 0L of storage and deletes any items that go in them. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Not sure if this is a prerelease thing, but the R-TCS now seems to work in space. Could somebody else check this? -
Ship Resource Error
voicey99 replied to voicey99's topic in KSP1 Technical Support (PC, modded installs)
It did indeed crash when saving, this is probably the culprit. This would also probably be related to the >500GB of NREs it had spewed out in the preceding minutes (this bug in USI FTT has since been fixed). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Are the other USI repos (USI_Constellation, Konstruction, Karbonite etc.) scheduled to be moved over to /umbraspaceindustries as some point or will they remain under /bobpalmer? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Damn, I was looking in USI Core for that. Now, what I was looking for in the first place. The ModuleAutoRepairer seems to refer to ModuleFieldRepair in general, so I don't see why it can't refuel reactors as well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Where can I find the source for USITools? It recently stopped working with DotPeek and I can't figure out Visual Studio, so I don't currently have a way to inspect it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
You could also give them standard long habtimes, since anything >50yrs counts as infinite (>5yrs? if kolonisation rating >500%). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
They're used to make Colony Supplies which are used to extend hab timers in the Kolonisation Module-which is only useful for USI-LS. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I think automaintenance refuels reactors as well, but don't quote me on it. I've done everything manually so far since base lag, budget pressures and Captain Distracto put paid to my plans for a workshop module. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
DepFuel is also blacklisted from PL, but you can certainly make a circumnavigable rover without even adding radial tanks. As I calculated, the integrated store in a reactor can last you years, and that's at full output-and accounting for lack of full usage I think a reactor will last you long enough to go decades without having to worry about that sort of stuff. Feel free to add a couple of tanks, but reactors can go for so long I've never needed them-just note that you will have to refuel the reactor by coming within local logistics range (300m?) of another container (or on the craft itself) with EnrichedU in it and EVA, pressing the button 'perform maintenence' on the reactor. Another thing to note would be that MKS drills hog enormous amounts of cooling capacity and if you want to keep your reactors from melting you should use a Thermal Cooling System or five or static radiators-the TCS because it has so high a cooling stat it just doesn't care (but only works when landed) and the panels since they don't try and cool everything. The 'core heat transfer' stat is how much cooling it can apply to one single part. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Push only, with or without a pilot. You will have to either import fuel for fuel cells via PL or import uraninite and refine it onboard. In both situations you will have to lug around a logistics module and a pilot, but with the latter you also have to bring a very expensive 3.75m processor too. Not that you really need to refine uranium onboard-these are some numbers I did a while back (I think the reactors are still the same, and you won't be using them at full all the time). You can cart around years and years worth of spare uranium with you as well. Nope, they can't. They are configured to be PushOnly = true. I don't recall actually having my pilot in the designated logistics module itself either. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I'm going to simplify it. Bases that have a (unmanned/manned) logistics module or MPU will shove stuff from full kontainers (or anything else that has ModuleResourceWarehouse) into hammerspace. Bases elsewhere that have a manned logistics module will pull stuff back out into empty kontainers on requirement. Simple! A bit more-EC can be pushed in by (still buggy?) Karibou cargo modules but not retrieved, and machinery and EnrichedU cannot be transferred at all. -
Ship Resource Error
voicey99 replied to voicey99's topic in KSP1 Technical Support (PC, modded installs)
By the craft being corrupted I mean it doesn't show up in the list of vessels available to launch from the pad and the list of vessels to load in the VAB was broken (i.e. blank) until I deleted it-which is a hallmark of a corrupted file. I know where to find the log (ignore all the CC errors, that's just sigmabinary). What I'm basically asking here is what broke it so I don't have to make my other vessels from scratch in the future. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
This has been mentioned a number of times, Tundra parts do have an irritating tendency to experience phantom forces capable of ripping bases and stations apart. @RoverDude I remade the PR, you might want to merge it soonish as atm all other new PRs will show up as conflicting. -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
voicey99 replied to Gameslinx's topic in KSP1 Mod Releases
Dropping by, I noticed in the OP that CustomAsteroids support has been discontinued. Now CA is out for 1.2, do you want me to have a go at writing some CA cfgs for the pack (with a few 'I want this here' pointers)-assuming CA support wasn't intentionally removed?- 2,452 replies
-
- 1
-
- kopernicus
- gpo
-
(and 3 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
You can add them to the AG manually in the VAB. It's probably designed to add them automatically based on their part modules. -
Ship Resource Error
voicey99 replied to voicey99's topic in KSP1 Technical Support (PC, modded installs)
I guess I deserve to be patronised on that one, here they are. There is a modlist at 08:36:52.459. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
This was mentioned a few pages back, but placing FTT's Orca pod would spew nullrefs until the log neared a gigabyte and the game slowed to a crawl. It is a pre-release after all, so bees are to be expected (and squashed). Scratch up another one . Get well soon @TheRagingIrishman. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
@TheRagingIrishman Any progress on the nullrefs? I managed to track the source of the errors down to the (FTT) Orca Cmd Mod, whatever problem it is with it. @Wiseman What's your geology rating? Ignoring efficiency parts (get the latest release of MKS in the Constellation bundle, it will tell you what sort of parts boost the efficiency of each part), the production multiplier is (usually) your geology rating as a decimal squared (e.g. 150%=1.52=2.25x). Take a look this mod.