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voicey99

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Posts posted by voicey99

  1. Just now, AtilaElari said:

    Got that, thanks. One more (hopefuly final) thing - life-support window doesn't show the actual time the supplies will last while being recycled by Nom-O-Matics, and the only way to see that is in VAB or to calculate it manually?

    This is in the 1.4 release of USI-LS, which counts each unit of Fertiliser as 11 Supplies. You can also get it in the final 1.3.1 Constellation release, but there are serious bugginess issues with it so get the third release down and replace MKS with the last fully working 1.3.1 version, 0.53.0.0, if you're willing to put in a bit of effort to get it.

  2. 23 minutes ago, AtilaElari said:

    Since we are doing newbie questions here let me add another: how do you do stuff with Lodes? Do I need to build a rover-miner with horizontally oriented drills to be able to stick said drills into the lode? Or how do I even determine what kind of a resource a lode contains? It just says ResourceLode as a resource.

    You grab them with a claw or attach them with a KAS connector, and use a sifter to process it. Like Dirt sifting, it will give you resources dependent on the planetary average of resources, except resource lodes are much richer than Dirt.

  3. 5 minutes ago, DStaal said:

    It's hard to say exactly what's going on from what you've posted above, but my guess is rounding errors due to small storage.  Physics catch-up is done in 6-hour blocks, and if you don't have the 6 hours of storage for every resource output/input, then things will overflow/shutdown (as appropriate) on the rest.  The fix is to add more storage - preferably in large containers, to help prevent rounding errors.

    Addendum: if you're using Planetary Logistics then bring 12h of storage as kontainers fill/empty to 50% capacity and if you're using local logistics then 60h since LL transfers are limited to 10% of capacity per transfer.

  4. 3 minutes ago, halx said:

    so are there any workarounds for building in-SITU besides having to ship in the actual DIY kits from Kerbin? (besides patching EL - don't really want to mess with that since its going to be depreciated)

    does Orbital Construction yard still work or is that being depreciated as well?

    The EL patch that sets it up to use MKS resources won't be depreciated, just the parts. You can still use EL's facilities to make things with MaterialKits etc., so MKS is switching to "support" rather than "integration".

    The Orbital Construction yard will also be depreciated and its functionality was removed at the same time as the platform. You can still grab them from an older version where they were still intact and copy them over manually to no ill effect if you want to keep using them.

  5. 14 minutes ago, juanml82 said:

    Question, is it possible (or better said, what do I need to delete?) so I can have MKS and EPL but let EPL use rocket parts for building, as it's the original way, instead of material kits and specialized parts?

    If you want to go EPL Easy Mode delete UmbraSpaceIndustries\MKS\Patches\PatchManager\ActiveMMPatches\MKS_EL_Resources.cfg.

    15 minutes ago, juanml82 said:

    Also, is there a point in using the new kerbal jobs MKS adds? It looks like the default 3 jobs can do what the new jobs can do, but the new jobs can't do what the default jobs can. For instance, a scientist can replace a medic (I think) but a medic can't reset the goo and science jr (I think)

    The chief attraction is the fact they are cheap. The more the merrier with MKS, since your colony ratings increase faster and generate more rewards, so in Career they function as cheap seat-fillers who are still useful when you have several so you can save your more expensive kerbonauts for actual missions. In Sandbox or Science, they don't serve a special purpose.

  6. 1 hour ago, AtilaElari said:

    My first destination is Minmus. It has no places that have all 3 resources in one spot. So I will need to establish at least 2 mining location. Am I correct in assuming that I can establish a drill+container-only mining outpost, enable Planetary Warehouse on the container and then use Logistics module on the main base to transport mined ores for refinement across unlimited distance?

    Yes. You can use either an unmanned logistics module or an MPU as a push-only module, or a manned logistics module if you need to pull as well. Keep storage for at least 12h of production, since containers will empty/fill to 50%, and backlogged resource catchup is done in 6h chunks.

  7. 7 hours ago, AtilaElari said:

    A question - will Loads be generated on an old save if I install the game mid-play, or would I need to start anew?

    Also, does this mod add some Kolonization-focused Contracts for career mode?

    Everything will be generated anew, so your planetary ratings will start from 100%. There are no contracts in this mod, but the Contract Configurator pack Bases and Stations has MKS/USI-LS integration.

    56 minutes ago, techgamer16 said:

    It seems that after updating to 1.4.x, all my bases don't load anymore, and instead come up with an error saying "Cannot load vessel" as they contain a "MKS.drill part" - is this still being updated to 1.4 or am I missing something? 

    I don't ever remember there being a part by that name, even in the pre-0.50 versions.

  8. 18 hours ago, Sturm_Krahe said:

    One thing I'm having trouble finding is a good list of what different materials can be stored in and how that works. I'm trying to put together a space station with the torus rings but I'm not sure how to get the Material Kits needed to deploy the rings. I see some tanks where the description says it can hold them but then there's no option to actually chose the payload. Is there such a list somewhere on the wiki?

    Or am I missing something when the description says 'FSFuelSwitch'?

    Edit: I've spent the last couple hours trying to fix this, watched tutorials, downloaded various versions of the Interstellar Fuel Switch mod but it's not helping. I simply can't put anything in the cargo containers added by this mod, so I can't really use a lot of the content here. Am I just really missing something?

    FSFuelSwitch is the Firespitter DLL that allows for switching the contents tanks. It is bundled with MKS.

  9. 2 minutes ago, Capt. Kirk said:

    lets start with warp drive.  I pulled the folder that says warp dive out and placed it in the game date folder and the warp drive is not in the parts list in the game unless I am missing it somewhere.  

    So I understand this each mod has a game data folder with to read files. opening it there are the USI tools, community resource pack, firespitter, USI, and a modular manager file.  Which do I pull over to get the new mod or do I have to pull them all over? I already have the MKS mod installed and working but some of these other mods I thought would add more to the fun if they are already part of the MKS mod then I dont need them of course.

    The Alcubierre Drive mod is completely standalone and has no dependencies apart from the usual MM. All USI mods go in the USI folder in GameData, not straight in GD.

  10. 2 minutes ago, Capt. Kirk said:

    I downloaded several mods from USI catalog. I noticed that several have some of the same folders as the MKS mod. I dont was to pull over and make doubles of things so what out of each of these new mods do I need to pull out and put into the game data folder?

    If you want the mod, you only need one of each (if you only want MKS, you don't need any of those), and it doesn't matter which folder you get them from. USI Core isn't needed, since its components are distributed with all USI mods that need them. 

  11. 1 hour ago, Snark said:

    Hello, and welcome to the forums!  :)

    There's no way to host an image directly in the forum.  (It pretty much has to be that way, because image files are large, and if they allowed you to host the files here, multiplied by thousands of posts across thousands of users, they'd have to spend too much on server storage.)

    However, it's very easy to "embed" an image in a post in the sense that it shows up directly in-line rather than as a hyperlink.  Just paste a link to the image and it will get automagically converted to an in-line image.

    Step-by-step instructions in spoiler section.

    Imgur album embedding is still broken, right?

  12. 5 minutes ago, Chilkoot said:

    Question:  Is there a small KIS-sized container to carry around some MK and SP for EVA maintenance/swap operations?

    I have some automated (unmanned) drilling platforms scattered in a radius around my main base.  From time to time, I want to change what materials are being mined/processed/stored, and that means sending over a Kerbal on EVA.  As these swap operations require Material Kits and Specialized Parts, I'm trying to find a small "maintenance kit" container that holds some of each (maybe 100/25), which the Kerbal engineer can carry around on EVA.

    Does anyone know if something like this exists?  I guess something like the Karry Kan, but which would hold MK+SP in a 4:1 ratio, or even separate containers would work.  Thanks in advance for any leads.

    The MKS-V Supply Redi-Pak can be carried around by the kerbal in place of a jetpack, though it can only hold one lot of supplies at once. It would probably be easy to reconfigure to carry a mix of each (the swapping ratio is 5MKT:1SP), and I'll add it in as a pull request if it's possible when I get time.

  13. 16 minutes ago, squidflakes said:

    I'm beating my head against the wall here so I'm hoping someone can help me out. 

    I've got a base landed on Minimus with two logistics modules, a Duna and a Tundra. Both are attached, the Tundra currently has a pilot. I'm not sure if this matters, but the Tundra module was part of a kerbal rescue mission. I saved the kerbal and completed the mission and dragged the module back to my base and attached it. 

    1.9km away I have an automated drilling platform. It has 2 containers with local and planetary logistics functions on. Attached to that platform is a Duna logistics module without a pilot. 

    The drilling platform is set-up for hydrates and both warehouses are full but neither will push to planetary logistics, nor is the hydrate station visible on local logistics. 

    Am I missing something in the set-up? The docs say that an unpiloted logistics module and warehouse containers can push to Planetary Logistics without a crewed logistics part. Is this still true? 

    Could you provide some screenshots? I can't see any issues from the description alone, and unmanned logistics modules can still push.

  14. 6 minutes ago, juanml82 said:

    and according to it I need two Industrial Refineries and one Assembly Plant to process all resources except for greenhouses/fertilizer and uranium. But how are the Bay configurations supposed to be set up? I mean, they aren't labeled as, for instance "silicates to silicon". I'm setting them up this way

    I don't know what you're producing, but the resource on the left is what it will produce and the one on the right is what it will switch to producing on clicking the button on the same row (since it cycles through the bays, you can skip them out with the buttons underneath). Hovering over it in the part menu will tell you what each one needs and produces. I don't know what you want to produce (but note the ag support module won't work since it has no machinery).

    9 minutes ago, juanml82 said:

    But is this way right or will it need adjustments? Also, what's the MPU for? Is it some sort of improved ISRU?

    The MPU is very similar to an ISRU, except it does not use the crew multiplier. Normally output rate is multiplied by 0.05 + (lvl of best engineer on board + 1) * 0.2 (e.g. a lvl3 engineer would give a mult of 0.85), but MPUs disregard this and lock it to 1 (slightly slower than an equivalent manned ISRU would have with a lvl4 engineer). This means they are well suited to unmanned operations, since they don't suffer from the crippling 5% multiplier manned ISRUs get with no engineer or technician on board. They also have integrated planetary logistics push ability, so you don't need a logistics module. The automated drill variants also follow the same crew multiplier rules.

  15. Well, looks like Kopernicus 1.3.1-4+ finally busted Cyran for good. Now it gives an error on loading Sennim about something deep in the complex part of the configs and refuses to load anything. I'll downdate again, but it looks like Kopernicus 1.3.1-3 is the terminal version for Cyran.

    RIP Planet Cyran: 12/05/16 - 11/02/18

  16. 7 minutes ago, TheEnderman said:

    One last thing: How can I make a patch for Snacks compatibility? (I have no knowledge of scripting anything) Or has someone already made one?

    That's beyond the scope of us, but you have to have at least basic knowledge of how Module Manager works. Refer to here for MM information and here to see how Snacks works. How to balance it is also up to you.

  17. 9 hours ago, TheEnderman said:

    Hello! I am thinking of getting started with this mod, and I have a few questions: Question 1: Is it Compatible with Snacks! Continued?

    Question 2: Can I assemble one of these bases with KIS, like in MKS Lite?

    Thanks :D

    No, it's not compatible with Snacks. You can absolutely assemble a base with KIS - you can use OSE Workshop to print individual parts and then bolt them on with KIS.

  18. 11 hours ago, Yuri kagarin56 said:

    "Partially assembling module using : 0 materials kits, 0 electric charge"

    "Missing resources to assemble module: 46,000 Material kits, 4000 electric charge"

    Do the containers have local logistics enabled and are they USI kontainers?

    10 hours ago, Tabris said:

    Quick Question

    do the MEU-100-A (small auto drill) have the 2.5% limitation?

    What 2.5% limitation do you mean? They aren't affected by the crew multiplier, if that's what you're talking about.

  19. 3 minutes ago, goldenpsp said:

    Make sure all of the individual mods are fully up to date.  It isn't always the case that the constellation has everything up to date.  There was an update at one point to USITools if i recall correctly for bug fixes.

    They're talking about the Constellation prerelease. Drills stopping on vessel load appears to be a known bug in the pre.

  20. To create your own custom mod categories, you need Module Manager and this mod:

    Then, in the 000_FilterExtensions_Configs/Default folder, create a new .cfg file and paste this in with the relevant information added:

    CATEGORY:NEEDS[NAME OF MOD DLL OR FOLDER]
    {
        name = NAME OF MOD
        icon = NAME OF ICON*
        colour = #FFF0F0F0
        all = true
        
        FILTER
        {
            CHECK
            {
                type = folder
                value = EXACT NAME OF MOD FOLDER
            }
        }
        
        SUBCATEGORIES
        {
            list = 0,Pods
            list = 1,Fuel Tanks
            list = 2,Engines
            list = 3,Command and Control
            list = 4,Structural
            list = 5,Coupling
            list = 6,Payload
            list = 7,Aerodynamics
            list = 8,Ground
            list = 9,Thermal
            list = 10,Electrical
            list = 11,Communications
            list = 12,Science
            list = 13,Utility
            list = 14,Undefined
        }
    }

    That will create a new tab in the Advanced Mode UI, effectively creating a whole new part selector for just that mod.

    *This should be the name of the .dds icon for that mod in 000_FilterExtensions\Icons\Autoloaded_Icons_Mods, if it isn't there you will need to add one for it or substitute something else.

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