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voicey99

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Everything posted by voicey99

  1. You can cycle through their bits in the VAB before you launch, but you have to deploy them to do that (for whatever reason). To swap them out in-flight, you have to have specparts/matkits nearby, which you can ship in from Kerbin or manufacture onsite with MKS parts.
  2. This should be in modded install support, since you're running MJ 2.6.0, which is for KSP 1.2.2 and incompatible with 1.3. Get MJ 2.6.1 for 1.3 here.
  3. Ok, just got around to actually testing this mod on 1.3.1 and it's completely broken. All science reports simply give " x x x data acquired" instead of any actual science text. There's a log here (from a nearly fresh save with all other mods removed) if it helps at all. UPDATE: I found the cause: Module Manager! CSS does not work with MM3+! Looking for any syntax changes to see if I can fix this... UPDATE 2: Syntax looks fine, but the DLL appears to need a recompile. Pinging @Olympic1 so they're aware (if they now maintain the mod?). UPDATE 3: When testing with KSP1.3.1 and MM2.8.1, all science reports are contaminated with the planet's default ones as well. Shouldn't they be a fallback?
  4. No clue on the first one, but MKS Lite has been merged into MKS, and the differences that distinguished it are toggleable in Difficulty Settings.
  5. I know planet packs eat a lot of RAM, and I think GPP comes with its own visuals mod to boot, driving RAM up further.
  6. Can confirm, OPMVO does not work with Spectra. On load, it throws this error when attempting to load Tekto's clouds: This breaks clouds on all other bodies too (since EVE shuts down on encountering an error like this), and on removal of OPMVO everything is fine again. At a glance, it's trying to apply nonexistent SVE textures to OPMVO, despite SVE not being installed. On further testing, the SVE patch appears to be leaking with its NEEDS not working properly, hence it attempts to modify standard OPMVO even if SVE is not installed. Removing the SVE patch section fixed this.
  7. Big USI-wide pre-releases are usually released through the Constellation, and this one is no exception. See here for the changelog.
  8. Ground Construction is its own mod (it's bundled with MKS with some minor integration changes) and has its own thread, where the people might know more. I believe DIYKits have arrows pertaining to orientation.
  9. Right here. It's also linked in the first paragraph in the USI Catalogue (in RD's signature).
  10. I've been putting this off for far too long, and I want to check this new stuff out. 1.3, here I come!
  11. It's a WIP, and by the sounds of it it'll be released soonTM. Keep your eye on the Constellation for the upcoming pre-rel. Does this mean OL will be returning in the next update?
  12. I did say that originally. The klaw should work, since water's flow mode is ALL_VESSEL, meaning it ignores crossfeed rules.
  13. Just have kerbals on the surface in a base, and they will accumulate over time. Different specialisations will accumulate different types of points, see here for who does what (FundsBoost means they accumulate Geology rating, RepBoost means they accumulate Kolonisation rating and ScienceBoost means they accumulate Botany rating) - they will also accumulate rewards of their namesake types for collection from Pioneer modules.
  14. If you search your ksp.log for @PART[internal part name], you can see every listing where it was modified where MM. At each listing, it will also give you the filepath to the patch that modified it. This only works for parts that were specifically named in the patch, those that use @PART[*] entries do not show up.
  15. IANAE at MM patches, but you forgot to add closing brackets at the end of both your top-level HAS lines.
  16. No, GameData has to be in the KSP directory (like everything else KSP-related). You could try moving your entire KSP install to the data drive, though I'm not sure if you can run it from there.
  17. Yes, since different resources have different flow modes. Those with ALL_VESSEL are like monoprop and EC in that they can be transferred and used anywhere on the vessel. Those with STAGE_PRIORITY_FLOW are like LF and OX in that they can only flow between connected containers and through parts that permit it (which the klaw does not - parts that do not permit this flow will say "no fuel crossfeed" in the VAB). Those with NO_FLOW are like Ablator and SolidFuel in that they cannot be transferred at all. Water is classed as ALL_VESSEL, meaning it goes where it wants, but some other resources can belong to the other two categories - check CommunityResourcePack\CommonResources.cfg for the others.
  18. I don't see why not. Water is fine, but this might not work for all resources since the klaw has no crossfeed. Danger Alerts has an option to set an alarm for when a resource drops below a threshold. Not sure if it works on unfocused vessels (I don't think so). Looks good, and I assume it's animated? I'm still gonna try backporting these, because it looks too cool not to try.
  19. KSP doesn't care about EC during catchup. If you're transferring power from vessel to vessel via power couplers, you should have 10s of the total required transfer rate per second, but if it's on the same vessel you would be fine with any amount of storage. I have to say your power margin is uncomfortably thin, though.
  20. You can attach one with KIS, don't worry. It might look out of place, but it acts as part of the vessel - LL is a little different from normal transfer, since KSP gives you backlogged production in 6h chunks and LL can only transfer 10% of a tank's volume per chunk, so you need >60h worth of water storage on the producing side and >12h on the receiving side (since Planetary Logistics units can fill/empty to half full once per chunk, so you need 2 chunk's worth of storage). If you have the mod OSE Workshop, you can make individual bits like this onsite.
  21. I assume MPUs do not suffer this penalty in efficiency part mode? Not entirely sure on how it works on the same vessel, but if you have a water tank on both sides of the tube then local logistics might take over and transferring stuff around the tube.
  22. Hm, I thought you were asking about Ore drills. Are you using KAS pipes to connect the ASM to the water storage? For whatever bizarre reason, KAS pipes don't allow the flow of water (all others are fine) across them.
  23. Fix what? It's dark (just warp to morning) and there's a load of UI in the way. p.s. you can use KSP's screenshotter with F1 to take screenshots without enabling the aero overlay (or rebind the key to do that...).
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