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voicey99

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Everything posted by voicey99

  1. 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.
  2. Yes, and you can't access the planetary warehouse for storage either.
  3. 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.
  4. 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.
  5. Do you see the part categories Kolonisation, Logistics, Manufacturing etc. in the VAB? If not, replace your version of USITools with this one.
  6. 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.
  7. If you haven't figured it out by now, the latest version of MKS comes bundled with a version of USITools in which the custom categories MKS uses to show its parts are broken. Replace it with this version to get them to show.
  8. 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.
  9. 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 That may be useful, but MiniAVC was a colossal PITA since it would pop up and screech about outdated mods when they might have been from 1.3.0 instead of 1.3.1, or a 1.2 mod that still worked for 1.3.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.
  10. Note that I believe you have to visit all your bases for it to update and make them appear on the OL list.
  11. 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.
  12. You can fetch the EPL parts from an earlier version of MKS and use them, since I think they still work.
  13. 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.
  14. Spacedock's SSL cert has been renewed, try again now.
  15. 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.
  16. 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.
  17. The general KSP discord server. The Karbonite landing legs are in Utility. Look again there.
  18. 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.
  19. Damn, looks like I'll just have to comment out the lines from the scidef config directly. Thank you for confirming I can't do it though, at least.
  20. 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?
  21. 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.
  22. 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?
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