voicey99
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USI Kolonization
voicey99 replied to V3ndicity's topic in KSP1 Technical Support (PC, modded installs)
Go into GameData/000_USITools and check USITools.version. If VERSION doesn't say 0,10,1,0, replace your USITools folder with this newer release and it should fix the issue.- 1 reply
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[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Yes, and you can't access the planetary warehouse for storage either. -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
For local logistics, you would also need to add ModuleResourceConsumer to all resource-producing and -processing parts to allow them to interface with it. For Planetary Logistics, you would need to set up a part to have a ModulePlanetaryLogistics to be able to push and pull to and from PL. USITools adds the LL code, KolonyTools adds the PL code. -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It's a little more complex than that. You would need USITools as well as a the kontainers for local logistics and set up stock resource parts to interface with it, but for planetary logistics you would need USITools, Kontainers, KolonyTools and set up a part to act as an interface with PL. -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Do you see the part categories Kolonisation, Logistics, Manufacturing etc. in the VAB? If not, replace your version of USITools with this one. -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
voicey99 replied to DuoDex's topic in KSP1 Mod Releases
No, but OPM has its own large array of unique scidefs. -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
voicey99 replied to DuoDex's topic in KSP1 Mod Releases
Those are just a few longstanding issues I was tinkering with, it's still perfectly fine in 1.3/1.3.1. The issue was planetary default and Squad's reports contaminating biome specific ones, but it's not a major issue - just delete the Duna default reports since they're all (I think) covered by biome-specific ones and delete the Squad scidefs file as well since the defaults are covered in CSS. -
[1.12.x] Custom Asteroids 1.9.0 - January 24
voicey99 replied to Starstrider42's topic in KSP1 Mod Releases
I don't think there is a way to set a limit on the size of the group or give them a specific lifetime. From the documentation, you can adjust the spawnrate of the group and min/max lifetimes for all asteroids in the global CA settings, but neither of these really do what you want them to do. The Kopernicus spawner, however, allows customising both the min/max untracked lifetimes and min/max group size. -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I've heard of AVC and what it does, didn't know if offered download links. That may be useful, but MiniAVC was a colossal PITA since it would pop up and screech about outdated mods when they might have been from 1.3.0 instead of 1.3.1, or a 1.2 mod that still worked for 1.3. It got so annoying I installed ZeroMiniAVC to get rid of it. -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Wait, KSP AVC is a mod manager? -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Note that I believe you have to visit all your bases for it to update and make them appear on the OL list. -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Were the old parts perfectly octagonal? If they were the same profile as the kontainers, the MKS EPL stuff would fit near Future Construction trusses. -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
You can fetch the EPL parts from an earlier version of MKS and use them, since I think they still work. -
Can see shadows through parts
voicey99 replied to PapaOscar90's topic in KSP1 Technical Support (PC, modded installs)
It is. WindowShine has a known bug whereby shiny surfaces can become translucent. I don't think it has anything to do with the transparent planets, though. -
CKAN Mod Download Issue
voicey99 replied to WeeJeeMan's topic in KSP1 Technical Support (PC, modded installs)
Spacedock's SSL cert has been renewed, try again now. -
Game can't get past loading screen
voicey99 replied to Jack5.exe's topic in KSP1 Technical Support (PC, modded installs)
The PEBKAC LES mod you have is for 1.2, and outdated mods (those utilising plugins, at any rate) are the most common cause of access violation crashes. Update it and try again. -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
MKS has nothing to do with the Toolbar mod - it is entirely separate and neither bundled nor recommended (by CKAN). It's just a replacement for the stock AppLauncher button menu, which is what it will use otherwise. -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The general KSP discord server. The Karbonite landing legs are in Utility. Look again there. -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
(already answered on Discord) -
[1.7.3] Graphics Enhancements Assembly (GEA)
voicey99 replied to Davian Lin's topic in KSP1 Mod Releases
Now the originally offending textures are gone, I'd like to flag up another licensing concern, this time over the loading screen artwork. I've managed to find about half of the images, and in all but a handful of exceptions they are either All Rights Reserved, require attribution/other caveats of CC3 or the artist has requested attribution. You might want to delete or contact the authors of the ARR images (in a couple of cases the artist has already stated they can be used with attribution) and add credits to the others to avoid another license spat (and out of courtesy, of course, even if there is no formal license). Of course, IANAL and it might all be OK, but I'd rather this mod didn't get nuked again. -
Is there a way to target specific science definitions? I've been trying to write a patch for CrowdSourcedScience that deletes the stock scidefs, but I can't seem to make it target only Squad's definitions. Here's what I've got so far for removing EVA Reports: Naturally, it doesn't work. It deletes all scidefs, including CSS'. How do I make it target only Squad?
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
voicey99 replied to DuoDex's topic in KSP1 Mod Releases
So, now the syntax has been improved in the latest update, I've been looking into ways to ways to deal with contamination of science reports by default ones. I think I've managed to keep the CSS default reports out with tilde keys, like :HAS[~DunaFlyingHigh*[]]:HAS[~DunaSrfLanded*[]] seems to stop default reports being applied to Duna biomes where there already FlyingHigh and SrfLanded reports defined, and if I can confirm this and make adjustments like a possible :FINAL I'll roll it out all default report sets. There remains the question of similarly excluding the default generic Squad reports while leaving the biome-specific default ones (or, even better, copy them over as CS defaults), and I'm currently working on that. I'll edit this as I make progress. EDIT 1: Ok, that doesn't work. Can it even be done? EDIT 2: It seems to be doable by deleting the default reports and the Squad ones, but I'd much rather find another way, EDIT 3: MM co-dev has confirmed the Squad reports cannot be specifically targeted. Bummer. I'll just comment them out manually and remove the default ones where all experiments already have stuff defined. -
[1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Ran some of my own numbers, and if it has an eff of 4k, it will need 8kEC/s. That's nearly double the output of the 3.75m reactor, so I assume we are going to get a new, huge one?