Jump to content

voicey99

Members
  • Posts

    1,347
  • Joined

  • Last visited

Everything posted by voicey99

  1. Something that's always puzzled me in MKS is the "resource converter" on the Karibou cab-what exactly does it do? Turning it on doesn't seem to affect any stats, it doesn't use any power or resources and it doesn't even have ModuleResourceConverter in the cfg. Is it just an artefact of some other feature of the part or something, because it appears to have no function at all.
  2. The recent integration of Ground Construction with MKS completely borked the maintenance and bay switch mechanics. The latest USITools fixes maintenance and bay switching, but not the resultant nullrefs (not sure about machinery being drawn from other parts, that's not supposed to happen).
  3. As much as I like KSP, I've recently been getting itches for Cities:Skylines and OpenTTD. Add to that picking up the Tropico saga, Prison Architect and Universe Sandbox, and I'm having to severely ration my non-KSP time to get anything KSP-related done at all
  4. Just delete the parts you don't want, DERP2 is pretty much standalone. Either that, or use this mod, altclick on the desired part in the VAB and click "block all" which will prevent it from being loaded until you unblock it, without deleting the part entirely.
  5. Might want to bring along a big kontainer of spare machinery as well, unless you plan on producing it onsite. I'm also assuming you have some manufacturing modules to make use of the resources (what's the silicon for?).
  6. Regarding the git issue, it's not just the Oscar, it's all Size 0 parts. That means PB-X150s, Experiment Storage Units, Small Inline RWs, OKTO2s, Z-200s-they (and seemingly some of the larger parts now as well) all produce the same physics kick when the 88-88 is attached. It's also the other way round for me-the effect always triggers on placing straight from the inventory but when the part is moved it still triggers but to a lesser extent (enough for the antenna to survive). Looking at it, my guess would be that KIS places the part slightly too far inside the other part's collider, and the physics kick is KSP moving parts around to compensate for that.
  7. "Modded fuel tank"? That's an Oscar-B (stock). Regardless, it does this on the launchpad as well between the same parts, as well as ALL other stock size 0 parts (PB-X150, OKTO2, ESU etc.) both on the ground and in the air. Here's a 100% stock demo vessel to repro it, just try to attach the 88 in his inventory to the Oscar.
  8. Is it a known issue for antennas (physicsless parts?) to be destroyed on being attached? Because I launched all 5 of my deep space probes with no antennas or parachutes by mistake but, after going up to try and remedy that by screwing a tiny radial chute and an 88-88 onto each one, the chute went on fine but on attaching the antenna the game hangs for a couple of seconds (expected) before there seems to be (judging from the loud bang from collisionfx) a violent physics kick that results in the dish breaking into a shower of high-velocity bits of antenna (so the antenna is "broken" but still attached). The dishes only explode on being attached to a size 0 part, and can be attached to size 1 and above parts without issue. While cumbersome, they can however safely be attached when extended (after first being attached to a larger part and then grabbed and re-attached somewhere else while still extended). Here's a video of what I mean, and a save to try it out on if you're willing to use USI-SrvPack, USI-Core, MJ and NFC with it. I would provide the output.log as well, but it stopped logging anything at all after a hard out-of-mem crash two weeks ago.
  9. Speaking of errors, attempting to switch a part bay in flight will also throw a nullref and not work at all. Repainting kontainers works, though.
  10. Oops, getting confused with TweakScale being "not recommended". Still, I don't see much need for IFS given CC pretty much does the same thing.
  11. From what I can read of that, you aren't supposed to use IFS with MKS as it already has its own switchers from FireSpitter and Configurable Containers-which perform exactly the same function as IFS anyway, you don't need it. (Ninja'd)
  12. You don't need another mod, just change FillAmount (under ModuleResourceConverter) in the part cfg. It's 0.95 (95%)by default, but can be changed. I have it set to 0.8 (80%).
  13. In all my posts on here, I don't think I ever actually thanked @RoverDude for making this mod, and all the other fantastic constituents of the USI collection. So thank you, for making MKS and sharing it with the community, enabling us all to sink the rest of our lives into building bases all around the system, and complimenting it with the no less time-stealing mods of USI-LS, ART and FTT to name but a few. With that, let me present Dres Asteroid Station "Omega": This monster of a station is the largest single-launch craft I've ever seen anywhere, let alone launched myself. Weighing in at 1.3 kilotonnes and consisting of 300 parts (from 6.7 kilotonnes and 900 parts at launch), I still managed to launch it as one gigantic mass of boosters and KS25x4s to keep the otherwise towering costs down to just 2M. It's currently parked in LKO, waiting for the transfer window to Dres to open up in about a year, where it will latch onto an asteroid to produce fuel, supplies and fertiliser from ore and rock to act as a resupply depot for vessels leaving the inner solar system to the outer planets of Jool and beyond. It is constructed almost entirely of USI parts, with the exceptions of the stock engines (that will let it reach Dres under its own power and be able to go asteroid-hopping as they are depleted), drills, fuel cells, klaws, ISRUs etc. as well as a few sneaky NFC trusses. I think this station exemplifies how well all the USI mods work together-FTT provides the bridge, SAS and structure, Kontainers provides large-volume storage for the fuel, LS adds the cool hab ring and the opportunity to be a resupply station as well as a fuel depot, ART provides huge asteroids and a means of producing fertiliser in space, Konstruction adds a convenient rock storage unit (and a backup infinite rock cheesery, shhh). The point here is that all the USI mods together, not just MKS, can make KSP so much more fulfilling and give it so much more depth than most mods can even try to do, and all elements of the mods can be used outside of their own (potentially quite narrow) intended uses in all manner of unorthodox ways. So once again, thank you for committing your own time to creating a mod that will be a cornerstone of all my KSP playthroughs from here on out (unless I want to dip into KSP-RO, which is centred around Kerbalism). P.S. @Wyzard Get v0.8.13 here. P.P.S. The new button to toggle interfacing with PL is typoed, it is apparently a button to toggle "Planetary Warehous"
  14. Nope. Not that I think there should be-for cargo hauling you have the Karibou and Malemute. The Akita is supposed to be just a little base runabout.
  15. Gilph was looking for a small cargo container that fitted the Akita, of which there aren't any (given the Akita wasn't designed for cargo).
  16. What, does IFS not work with FS installed? If that is the case, would you still be able to patch USI kontainers to work with TweakScale? What version are you using? That sort of stuff was fixed in 0.50.13.
  17. You could try using TweakScale and IFS (might require some cfg editing to add MKS resources to the list) to set vanilla tanks (or possibly MKS parts with some cfg editing) up to carry MKS cargoes and downsize them to mount on the Akita. Not sure if it it'll work, but I don't see any parts packs set up to carry MKS cargoes.
  18. While this is a great tool for interplanetary travel, the TWP doesn't appear to work very well when transferring between bodies in close proximity-i.e. when transferring between Laythe and Vall it presents me with an NaN outcome whatever the settings (unless Laythe starting orbit is set to 0, which doesn't make any sense, and it works fine when going from Vall to Laythe) and when transferring between Hale and Ovok from OPM it defaults the min/max flight times to zero, producing some pretty exotic results.
  19. Wait, if all hiring is moving to the AC, does that mean having to pay huge AC prices for all kolonists?
  20. Yep, Rover said earlier in the thread that by overriding some of the key parts of the stock game MKS relies on, it borks several major functionalities. If you want a base mod that works with Kerbalism, use PBS.
  21. My best guess for what PL represents is Kerbals simply chucking all the stuff out the airlock into a big heap outside the base for Kerbals from other bases to nip over and fetch stuff from when needed, in which case it wouldn't make much sense for it to have a storage limit-at least for solid cargoes. Maybe liquid or gaseous cargoes would still be transferable via PL, but shouldn't have infinite storage. As for Kontainer cargoes, maybe instead of all resources being stored planetwide, the stockpile would be per base instead of per planet and only stuff produced by that base would he added to it. As each base would have its own local PL stockpile, transfer rates to other bases could vary based on the sending and receiving bases' logistics capability and distance-by that, I mean each base would issue pull requests to each stockpile separately for each resource. The frequency at which resources could be requested from each stockpile would be determined by distance (so faraway bases would experience longer intervals between deliveries, to simulate Kerbals actually having to go halfway around the planet to pick them up), and the max resources transferable per request would be determined by the combined logistics capabilities of the sender and receiver (i.e. how many logistics modules they have, what sort of modules they are, quartermaster/pilot skill etc.). These stats could be buffed in certain ways, e.g. having a nearby rover with the relevant resource would decrease the time between deliveries and increase the max amount per delivery. Overall, a system like this would mean you actually have to have substantial storage capabilities for each resource to buffer between deliveries, and make logistics considerations more important than just "stick a logistics module and a few redi-paks on the thing and forget about it".
  22. I also observed some odd behaviour from the 1.25m reactor recently. It seems that when it hit the fillcap, as well as teasing back output, it also seemed to disable or otherwise seriously screw with cooling. Whatever it is, the result of this is that the reactor core temperature (and thus thermal efficiency) rapidly oscillated between 1KK and ~1.2KK many times a second, but overall balancing power output to maintain ~95% fill. However, after a few minutes of looking at the thing and 300d of continuous operation (it is the only power source on the base), the oscillation spontaneously settled down at a stable 1035.7K. where it remains-including in saves made before it stabilised. (for the record, the base in question is exclusively USI/stock)
  23. Speaking of Orital Logistics, I've not been around long enough to remember OL-did it only shuttle stuff between stations in the same SoI or did it send stuff between other SoIs or the planetary surface?
×
×
  • Create New...