Jump to content

voicey99

Members
  • Posts

    1,347
  • Joined

  • Last visited

Posts posted by voicey99

  1. 1 minute ago, LatiMacciato said:

    btw I did fix the correct dependency ("Launchpad" instead "ExtraplanetaryLaunchpads" in :NEEDS sections etc). Furthermore FTT is included in my configs.

    please someone PR to update the support.

    The GameData folder is still called ExtraplanetaryLaunchpads, so it still targets the correct folder. The DLL is just an alternative target.

    I'll PR in the fix for FTT.

  2. 36 minutes ago, juanml82 said:

    The what?

    It's the asteroid harvester from USI ART. It's a high-volume asteroid harvester.

    In answer to your earlier question, MKS drills cannot drill asteroids. The stock drills and Jaw can though, and any asteroid drill will output whatever mix of resources the asteroid has regardless of what drill it is.

  3. 6 hours ago, Kaa253 said:

    I bodged together a rough edit of the existing EL MM patches for MKS to suit the just released version 6.0.0 of EL. It seems to be working as far as I have tested just quickly. Probably someone with greater scripting skills can do better/cleaner but its a start I guess. Thanks again to RoverDude/MKS community/whoever actually wrote these scripts in the first place.

    If you've fixed them, are you going to submit them as a PR or would you like me to do it?

  4. 1 hour ago, juanml82 said:

    Just in case, the amount of scientists and engineers in a base don't count towards the specialists bonus, right? It takes the most skilled kerbal and the location only matters regarding power distribution units, logistics, medical and colonization modules, right?

    But the amount of engineers does matter regarding EPL and GC productivity and speed, though.

    That is correct. What number of crew also affects though is the speed at which the colony ratings increase, with rate increase being dependent on how many kerbals of the relevant specialisations are kept on the body.

  5. 1 minute ago, techgamer16 said:

    Is firespitter actually required to play MKS? as my mod folder is huge and id like to take unecessary mods out.

    It is needed for loadout switching, so it is very much required.

    Just now, Terwin said:

    USI-LS needs a way to make fertilizer if MKS is not installed and the 1.25m ISRU is not really useful for ISRU at bases sizes where you have habitation, so it makes a reasonable 'add this for this one function' piece.

    The rate is also pretty awful(both raw speed and fertilizer per unit of ore), so it is not unbalanced to leave it as-is.

    (A convert-o-tron 125 weighs 1.25 tons while a crush-o-matic weighs 0.08 tons and has an output that is not less than 1/15 of the small ISRU but does take a lot less raw resources)

    It would be easy to add a :NEEDS[!KolonyTools]

  6. (KAC is still up on Curse, just here instead of the linked page)

    Here's how Curse does it. Arriving at the mod page, you will see the below tabs under the mod title. Click the "Files" tab:

    V2DrQOh.png

    That will take you to the page containing all past versions of the mod for download. Scroll down for the one you want:

    qHxkL29.png

  7. Just now, techgamer16 said:

    I may have posted this before but for some reason the Kolony dashboard is missing from my game so I cant access logistics etc. Is this an update issue or is it something I havent done right as it was working before I updated to 1.4.1.

    I've had this issue before in that one of the versions had a mismatch between the files and filepathing. Make a UI folder in UmbraSpaceIndustries\MKS\Assets if there isn't one and transfer all the UI icons into it.

  8. 27 minutes ago, juanml82 said:

    The Tundra Mobile Workshop reports "Material Kits: 20.45% load". What produces that value and how can I increase it?

    Calculations are detailed here. They're also capped by the raw material input. Install MKS Explainer to get a live breakdown of where your load % is coming from.

    5 minutes ago, juanml82 said:

    The stock extendable ones.

    They really don't play nice with MKS drills, which have a huge cooling cap to give them the headroom they need for load increases. The drills seem to suck up all the cooling and take priority, depriving everything else of cooling. Either use the MKS Thermal Control System (which is designed for situations like this) or use radiator panels on non-drill parts that need cooling, since they can only cool the parent part and any parts attached to that, so as long as a drill isn't attached to the part it is attached to it will reserve its cooling for all the parts within its "reach".

  9. 1 minute ago, ksp_colin said:

    I checked again 9 hours later and the steam options are the same :( 1.3.0 is not an available Beta for me to revert to anymore. Does anyone else have this issue? Is there a known way to revert? I have made two posts about this is the ksp subreddit and no one else has commented or upvoted, so I suspect it is not an issue with everyone. I was debating writing to Steam Support next. The removal of 1.3.0 is completely game breaking for me, as my MKS campaign has been my favorite game for over a year.

    It's not to do with MKS, but 1.3.0 was removed as an available beta everywhere, presumably because it was an intermediate version that served no purpose. 99.9% of 1.3.0 mods either work anyway on 1.3.1 or have updated versions out so it shouldn't be an issue.

  10. 13 minutes ago, LatiMacciato said:

    I'm amazed all of the professions can get lost in space! I just can't use scouts, and just wish there would be any good use for them, except pressing buttons to skip the AVC messages on loading screen! hehe, jokes aside .. as a current workaround there is still the option to edit the savefile.

    Yeah, you can edit their KERBAL listing in the persistent.sfs and use the option in Difficulty Options to stop getting them in future.

  11. Just now, LatiMacciato said:

    so an logistics module and a distributor is needed, then if crewed it can pull otherwise just push to planetary warehouse. does that sound right now?

    A distributor is not needed, but otherwise yes. A logistics module can push to planetary logistics, but to pull back out requires a manned logistics module. A distributor extends the range of the local logistic functions.

  12. Just now, Gilph said:

    A vessel needs to have a Logistics module to be eligible to push to PL (ignoring MPLs for the moment). There needs to be a pilot in range of the vessel (usually 150M), there is no requirement that the pilot actually be onboard a Logistics vessel. Say you have 4 vessels: 3 have Logistics modules and one that does not, and all within 150m of each other. If the pilot in in the non Logistics vessel, the other three can still push to PL.

    A Pilot is only required to pull, so an unpiloted ship can still push.

  13. 2 minutes ago, ObiVanDamme said:

    @RoverDude did you assist haemimont games in making surviving mars? The buildings except for the domes sound very familiar and the complete economy system with metal, rare metal, machine parts, polymere etc is more or less a copy of what you invented for MKS.

    The parts in SM are presumably based off the same IRL concepts MKS takes its inspiration from.

  14. 4 hours ago, EnDSchultz said:

    Are there any known issues with 1.4? Right now I'm running 1.4 (x64) and the Habitat function on modules defaults to Off when reloading a craft. So my Kerbals instantly go on strike and there's no way to re-enable the habitat and restore functionality.

    There's still some gremlins being worked out. Same for the final 1.3.1 editions (0.53.0.0 is the last stable version).

  15. 2 minutes ago, Xilexio said:

    Thanks! It seems I confused Greenhouse with Agroponics. Everything works now.

    The only other issue I found is disappearing items when putting crew into inflatable habitation modules, but I saw a bug report on github that it has to be fixed on KIS side. I assume this bug is still open, right?

    Yeah. Uninflated parts have no seat space and thus no crew inventory, and when they are inflated the crew seat inventory doesn't get created so it thinks it has a space of zero and deletes anything crewmembers have on them when you go in.

  16. 15 minutes ago, Xilexio said:

    I have a problem with MKS 'Ranger' Agriculture Module in KSP 1.3.1, USI Kolonization 0.53.2.0.

    The module deploys correctly, can change it's type to greenhouse and other types, but even when deployed, greenhouse bay is chosen, greenhouse is started, and it is shown to have almost 100% load, it still does not produce any supplies or use up the fertilizer. I tried manning it with scientist and engineer too. You can see that it does not use up fertilizer at all in this screenshot: https://pasteboard.co/HdxUyst.png.

    Am I doing something wrong or is it a bug?

    The Greenhouse setting makes the module into an efficiency part, meaning it does not actively produce anything but rather acts to boost the productivity of other Supplies/Organics-producing parts. There are other varieties of efficiency part available as well on and for other parts.

  17. 1 hour ago, TDplay said:

    You can't drain from other sources because Machinery is programmed to be part-specific, meaning you cannot transfer it or use it from a Kontainer.

    Machinery is transferrable by manual pumping.

    10 minutes ago, TDplay said:

    For some reason, when I try to put a craft into a DIY kit, it isn't doing anything. It's really annoying because I really need to put a rover in one.

    That's to do with Ground Construction so if you don't get an answer here, re-ask in the GC thread.

×
×
  • Create New...