TheBackIsBAck
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
Yup, it's because Firespitter is listed as compatible for 1.8.9 or something? so you need to enable mods for down to 1.8 to install MKS... Everything should work, least it did for me in 1.10 ^^ -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
Well have you tried it with a logistics AND a workshop module part? I feel like the machinery not working with the normal local logistics system makes sense, it should require more thought and work (a workshop with an engineer) than piping around some water, so the way you make it happen is different than with the rest, but shouldn't it still require a logistics module to work? If not for gameplay reasons, then just because it still depends on the logistics system underneath the whole engineer shebang? Please let me know if i completely misunderstand this system though... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
Yeah the not unlimited bit but also you can't use MKS drills afaik, you gotta use the JAW from the asteroid mining mod -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
Hi! Have you tried in EVA and from inside the ship? Some modules require a Kerbal on EVA and some are deployed from inside the vessel, it says which is which in the parts description in the VAB. If that doesn't fix it then something might be borked... Some modules also take materialkits to inflate as well, so also look that up in the VAB Hope that fixes your problem! Cheers -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
I don't have that problem... Just checking you are using a Kerbal on EVA to connect that right? does it show you the transparent blue-ish tube where it's going to go? Else you're going to have to describe what you're doing a bit more clearly and post your mod list so someone who knows more than me can help you... cheers -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
Lemme know if that fixed it, i'm curious myself... As far as i know the moving of resource only happens when resource is requested, and machinery should only get requested when an engineer is trying to top it up, right? At least that was my reasoning ^^ -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
Where's the engineer at? Unless i'm completely mistaken, the engineer should be sitting in a Workshop to do maintenance... Not that i'm sure that's the solution, but if you haven't tested that yet... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
Oh sweet jesus, and here i was thinking asteroid had special compositions and stuff... I would say "shouldn't that get added to ART?" but i have sources that claim "It's totally fine" and "Don't even worry about it, dog" so i guess we should just enjoy the bountiful wealth of resources - erm i meant enjoy the annoying sifting through asteroid dust for resources! No but seriously, thanks for clearing that up! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
Glad you figured it out, i plan to go pretty heavy on asteroid stuff for resources as soon as the USI 1.10 stuff comes out if W.O.L.F. allows for setting up a system like that. What you said though about the materials it'll excavate, it does only excavate what the asteroid has right? Or does every asteroid have every material? Don't remember how asteroid stuff works but if that's the case that sounds almost a bit too easy, no? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
I Haven't used it in a while, don't remember if it used to have a description either so maybe it's borked all together, but i kinda doubt it from a roverdude mod lol... This video helped me out last time, check it out EDIT: realized that this video is pretty old, things might have changed since then... I'm waiting for the next USI update before i dig too much into my last started career since W.O.L.F is probably going to change a lot of things with how i design missions and bases, so you'll have to figure it out yourself if the video isn't 100% accurate anymore... sorry -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
Your previous post showed the best way imho if they still work, the Jaw is the Claw variant for asteroids, which you can then burrow and mine into and connect with the other modules in that part node. Been a while since i used them so you might need to experiment but the asteroid mining equipment is the best imo. EDIT: Also there should be a mass driver part to this, maybe one node further, that allows you to use the mined rock from the asteroid as a propulsion component, pretty neat. The Mod is Asteroid Recycling Technologies btw -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
I came up to the same problem a while ago, the thing is that the duna pioneer module only features local and orbital, but not planetary logistics. You need to unlock the Duna logistics module for planetary... i don't know if that's by design, since iirc the tundra pioneer module does everything, but there you go... If you feel like that doesn't make any sense, add the required module to the part Cheers -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
What's a KAS docking pallet? I use KAS but i can't figure out what you're talking about, but it sounds cool, care to enlighten me? To me that sounds like you *might* have forgotten to turn on your recyclers? Since the VAB should always go off all recyclers and producers being activated, it would explain the VAB estimate and your in-flight experience differing as much as they are... Also, roverdude and doktorkrogg, the more i read about W.O.L.F., the more excited i get, gimme gimme gimme! All jokes aside, i'll be playing this game a long while yet and your awesome modding efforts are a big part of that... Cheers! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
The Ring is from Stocalike Station Parts i believe, i have the same one and there's a great assortment of very cool stowable and deployable centrifuge rings in there, you definitely need to check that one out full habitat functionality and a lot of cool parts -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
That thing is awesone, thanks for sharing!! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
The assembly plant should be pretty far out in the mining branch, if you have usi asteroid mining installed then iirc it's after most of the parts from that, at a cost from 1500 science or even more! I don't remember where the 4m parts are unlocked, i feel like i unlocked those at the same time as the others but i'm a bit scared to open up ksp until all the most relevant mods are updated, and too lazy to do a version rollback, i have so many other games to play... Have you started up a sandbox save to see if you could find them there? My other suggestion would have been reinstalling, that's how i got my 5m SAS part to finally show up, but you've done that already. If you don't find them in sandbox, then i don't know what else to try... Good Luck! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
I feel like a tolerance setting would sort of nullify the actual purpose of angle snap, which as far as i understand exists exactly to get rid of smallish misalignments and slightly crooked stations... and i've found the roll setting to work pretty well that being said for orbital or in-space work i tend to use mechjeb auto-dock anyways! BUT the presence of a tolerance slider as you suggested wouldn't be an inconvenience if the default setting was at zero i guess. I would second your questions, i have wondered that as well... But the multi-weld might be a way to weld all construction ports on the craft simultaneously? Maybe try that, i haven't built craft complex and big enough in career to have multiple construction ports on one craft. Also a question to you, are you using your summer vacation to storm through a campaign playthrough? If so, would you mind sharing some screenshots of your accomplishments, i feel like you've been setting up a whole lot of things and it sounds like you're really getting it done, would love to see some of it! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
For Planetary yes, for Orbital no... you can set up orbital logistics transfers from the logistics or pioneer module, regardless of where on your craft the ressources you're sending are located. It's pretty great. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
To your question: if i remember correctly just having an MPU allows you to send resources to planetary storage, but not to receive them -
[1.12.x] Freight Transport Technologies [v0.6.0]
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
Ah awesome man! Now i can stop doubting my sanity. You're a legend. -
[1.12.x] Freight Transport Technologies [v0.6.0]
TheBackIsBAck replied to RoverDude's topic in KSP1 Mod Releases
Hey guys - same issue here, a bit later though... but i can't get the ducted fan engines to do anything on duna. None of the work, all of them show "Air combustion failed" as described above. I have, at this point, tried: clean install and only installing USI mods, both game versions 1.8 and 1.9. I'm at the end of my (granted, very limited) wisdom. Any chance anyone can take a look? Also, if that helps: the staging and resource UI on the side of the screen shows both required EC and IntakeAtm as full bars, which is even weirder. Thanks and boy, do i love all the USI mods!! Just wanted to get that out there as well EDIT: Ok, here's a simple craft that absolutely won't fly well but it doesn't matter since for me, the engines won't even fire up on duna: https://kerbalx.com/JustAMeatStick/Ulysses and here's a screenshot of it just sitting there waiting for oxygen i guess: https://imgur.com/a/zTjIe8n Thanks for any inputs!