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voicey99

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Posts posted by voicey99

  1. 1 minute ago, sebi.zzr said:

    I don't care about kontainers,since i'm going to use only stock resources and i can make all stock tanks act as ResourceWarehouse.
    So what do i need,beside custom .cfgs and what KolonyTools actually do?

    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.

  2. Just now, sebi.zzr said:

    @RoverDude,or any one else.
    If i want to use only logistic part of MKS with stock parts,do i need anything else other than USI Tools?

    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.

  3. 6 hours ago, kerbalfreak said:

    So, do you think is a good idea to wait a little more before installing this mod in 1.3 or 1.3.1 KSP? Thanks!

    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.

  4. On 22/01/2018 at 7:09 PM, Tyko said:

    Update: The config I've built is in the spoiler below. It's generating asteroids in between the orbits of the two moons (I'm using Gael, Iota and Ceti, but it just as easily could be Kerbin, Mun and Minmus). so it works, now I just want to be able to do 2 things:

    • define the total size of the group - say 3-12
    • Make them 'permanent' - they are generated early in the game and will stay there for the rest of the game unless acted on by another body.

    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.

  5. 7 hours ago, Kaa253 said:

    KSP is an "Add-on Version Checker - Issue Monitor" and it is absolutely fabulous. You may have seen miniAVC which is included in many mods. The full KSP-AVC is much better. It would be great if every mod supported AVC. At present it appears that almost all do. I install all mods manually (i.e. no CKAN) and with KSP-AVC watching my back I rarely have any mod setup difficulties. It will notify you at every KSP startup of any mod updates and provide an action button pointing to the update's download and the mod's change log as well.

    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.

  6. 24 minutes ago, DStaal said:

    However, they don't match the form factors of *any* other parts at this point.  There are other parts packs with EL parts - and there is still a patch to allow some of the MKS parts to operate as Survey Stations, so surveyed builds still work.

    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.

  7. 3 hours ago, sstabeler said:

    They don't work without EPL anymore, IIRC, so as mentioned, you can just use the EPL parts. Just like there's no inherent reason why you can't use- for example- Planetary Base System modules alongside MKS ones, presuming you find a way to connect them without it looking odd ( specifically, PBS modules tend to be semicircular, while MKS ones tend to be circular, so an adaptor is usually necessary.

    You can fetch the EPL parts from an earlier version of MKS and use them, since I think they still work.

  8. 7 minutes ago, apoch1999 said:

    im having some issues with 1.3.1 64 bit game crashing on start up and have narrowed it down to your toolbar addin. or at least one of the 2 that are included with USI Kolonization Systems (MKS/OKS). i have gone and updated my toolbar add on to 0.10.1. included is a link to the error logs dropbox files. any help would be appreciated..in the meantime..is the game playable without the toolbar add ins? 

    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.

  9. 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.

  10. 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:

    Spoiler

    @EXPERIMENT_DEFINITION:HAS[#id[evaReport]]:FOR[SQUAD]
    {
        !RESULTS { }
    }

    Naturally, it doesn't work. It deletes all scidefs, including CSS'. How do I make it target only Squad?

  11. 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.

  12. 15 hours ago, RoverDude said:

    Also - ran the config numbers.  The large harvester, at 133 tons, has a dirt harvesting efficiency of over 4,000 (about equivalent to 25 industrial strip miners, or over 130 of the normal MKS drills).  The large refineries (20m and 10m varieties will be provided) will be able to take dirt directly to refined products (Metals, Chemicals, Polymers, etc.) which will help further reduce part count.  

    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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