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Everything posted by Chilkoot
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Chilkoot replied to Paul Kingtiger's topic in KSP1 Mod Releases
The H We could always send you the updates on a USB stick via carrier pigeon or hot air balloon... is there at least electricity where you're going?- 1,554 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Chilkoot replied to Paul Kingtiger's topic in KSP1 Mod Releases
Recommending an Agroponics (USI-LS) wedge be added to mostly close the LS loop in that environment as there are already fertilizer, supplies, and mulch wedges. Maybe that doesn't fit with the design plan as the other agroponics modules generally have "non-interior" artwork, but thought I'd throw it out there. Absolutely loving this mod - thanks again for all the effort!- 1,554 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Chilkoot replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hey there @Paul Kingtiger there's a part in the latest beta called "Recycling Module" which doesn't seem to be working with USI Life Support. I've had a good look through the config (WaterPurifier.cfg) and I can't find what's wrong. Because of the way the swap/recipe is presenting, I think it might be a simple typo somewhere, as the USI-LS module stuff appears OK. I even went as far as to paste the module code from the USI recycler part in, and it still didn't work, hence the general typo thought. Happy to help troubleshoot if you want to flip me any .cfg's to test out. I may try building one from scratch to try and isolate the issue. I see you pushed a fixed part to your OneDrive before I even finished troubleshooting/posting. Get out of my head! (and thanks, of course )- 1,554 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Chilkoot replied to Paul Kingtiger's topic in KSP1 Mod Releases
I would say the fix right now is to grab the latest beta: what you're describing is a known issue with some of the parts in the release version. There have been so many new features and parts under development lately that a new release may be a ways off - only the author(s) can provide guidance on that. The beta has been fantastic for me personally, though your mileage may vary. Find Paul's post a few above yours, and you'll see a link in the signature his OneDrive folder with the beta release. If you're a CKAN guy and need a bit of help installing a mod from "raw files", post here and someone will almost certainly point you in the right direction without *too* much grief- 1,554 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Chilkoot replied to Paul Kingtiger's topic in KSP1 Mod Releases
The new experiment wedge parts really work well on a science rover! Way more streamlined than having barometers and seismic scanners sticking out all over the place.- 1,554 replies
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Chilkoot replied to RoverDude's topic in KSP1 Mod Releases
I kind of expected this might be a problem for people using cygwin. I was only able to test the script under Linux directly and under Win 10 using the "native" linux subsystem. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Chilkoot replied to Paul Kingtiger's topic in KSP1 Mod Releases
Oh my that's a good-looking model. Seeing that little screen I *had* to add a kOS module to the part config It's like it was begging for it!- 1,554 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Chilkoot replied to Paul Kingtiger's topic in KSP1 Mod Releases
@Daishi That's some pretty impressive troubleshooting, as usual. @Paul Kingtiger Based on Daishi's lead, here's a quick list of your parts and their TechRequired variables: Chilkoot@Laptop-Strix:/Universal_Storage_II-1.6.0.10/GameData/UniversalStorage2/Parts/Science$ grep -ir required * | grep -v "?" AccelGravWedge.cfg: TechRequired = advScienceTech FluidSpectroWedge.cfg: TechRequired = scienceTech GooBayWedge.cfg: TechRequired = BasicScience MatBayWedge.cfg: TechRequired = SpaceExploration ThermoBaroWedge.cfg: TechRequired = SpaceExploration Looks like an old-fashioned camelCase mismatch on the tech tree requirements. Happy to help digging down further if there's anything I can do, but it's pretty likely you guys are way better at this than me- 1,554 replies
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Chilkoot replied to RoverDude's topic in KSP1 Mod Releases
^ This guy UNIX's. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Chilkoot replied to RoverDude's topic in KSP1 Mod Releases
Well, some of the Karbonite parts are not working in the latest version - like the scoops and converters especially - so this should make most of them work until RoverDude pushes a new release with his fixes baked in. It's just a band-aid for people who may have saves that are not currently working. So if you have a base or refueling station that relies on, say, karbonite conversion and power generation, this should hold you over until a proper fix is released. Nothing fancy or robust, just a crutch. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Chilkoot replied to RoverDude's topic in KSP1 Mod Releases
Pulling this together into it's own comment. I've come up with a relatively quick fix to get all the Karbonite and Karbonite Plus parts (and some others) working for now. I haven't found anything it breaks, but of course, it could, and you should always back up your install and your save before trying this. If it screws up your install, you should be able to just delete and reinstall the USI mods to get rid of these changes. It's been tested with a fresh 1.6.1 install running the latest USI suite (1.1.0.0) You need a UNIX-type command environment, which is natively available on Windows 10 (e.g. Ubuntu subsystem), Linux (duh) and OSX. Under Windows 7 you'll need something like Cygwin. Anyway, change to your Kerbal directory, and under GameData/UmbraSpaceIndustries, run this: find ./ -type f -iname *.cfg -exec sed -i -e 's/ModuleResourceHarvester_USI/USI_Harvester/g' {} \; And then this: find ./ -type f -iname *.cfg -exec sed -i -e 's/ModuleResourceConverter_USI/ModuleResourceConverter/g' {} \; What this should fix specifically: Karbonite Harvesters (two broken Scoops and the Particle Collector) Karbonite Fuel Converters and Distillers Karbonite Electric Generator Karborundum Advanced Particle Collector Drill-o-Matic Strip Miner (the Surface Harvester function) The "Asteroid Recycling Technologies" Extraction Modules DERP Fuel Cell The 'Otter' Submersible Pod's Uranium reactor This MAY break TAC Life Support compatibility. I can't even guess what if any other compatibility issues it would cause, so ... yeah. If you do find it does something bad, please respond and I'll see if the commands can be modified to avoid whatever problems they may create. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Chilkoot replied to RoverDude's topic in KSP1 Mod Releases
Deleted this post. Not sure how to fully remove it. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Chilkoot replied to RoverDude's topic in KSP1 Mod Releases
Hey there - I noticed a lot of the late-game harvesters and converters are not functioning in the current release (1.1.0.0) under KSP v 1.6.1 - there is no harvesting or conversion info in the part info for the broken parts, as well. Not sure if this is related to the issues mentioned above or if it's new, but thought I'd post here to double check. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chilkoot replied to Galileo's topic in KSP1 Mod Releases
Thanks very much for the insights, Bob. I have a soft spot in my heart for Thalia, and am determined to colonize and eventually terraform it one day I have an army of Karborundinator Mk II's filling up Thalia's planetary warehouses with fuel in preparation for The Great Awakening (haven't decided what that actually is yet... but it's gonna be *dope*!).- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chilkoot replied to Galileo's topic in KSP1 Mod Releases
So riddle me this... Thanks!- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chilkoot replied to Galileo's topic in KSP1 Mod Releases
Have you ever hiked the trail? Fond memories of that place.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chilkoot replied to Galileo's topic in KSP1 Mod Releases
That was it. Turns out there were three parts I'd unlocked so far (2x 1.5m and 1x 2.5m), and only one of them had the info card saying "Resource Harvester". The parts named KA-400LA and KA-800LA do not harvest Karbonite, while the KA-400LX does indeed scoop up tons of Karbonite. The descriptive text for each is the same, so I of course tested the wrong two parts over and over in various configurations Thanks again! Oh, and @kraden - not from Alaska, but I do take my name from the trail through the mountains there.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chilkoot replied to Galileo's topic in KSP1 Mod Releases
Hi, and thanks @JadeOfMaar and @kraden for the responses. I've tried different iterations of "Deploy" and "Open Intake" order both from the launchpad and in-flight. I do see a new resource called "IntakeAtm" (0.20) in my resource list when the low-altitude scoop is attached, but the Karbonite tank just behind it on the the rocket stays empty. This is almost certainly user error... I'm just trying to figure out how the scoops work before I start trying to build with them. Could it be that there is simply no Karbonite in the air over Gael, maybe? I've got the low-altitude scoop, lots of electricity, forward momentum through all the densities of atmosphere right up to space, and not a single iota of Karbonite collected. I could make a quick video and post a link - is that permitted in these forums?- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chilkoot replied to Galileo's topic in KSP1 Mod Releases
Sorry for newbish question... I've just started tinkering with the Karbonite mod as it's so well supported in Galileo's pack. The wiki entries for Gael say the atmosphere is 3% Karbonite, but when I put a Karbonite scoop on the front of a rocket with an empty Karbonite tank attached behind it, I don't seem to collect any Karbonite. Searches seem to suggest the scoop is only intended to work on Jool (stock), so I'm kind of confused why the KSP/wiki would note a Karbonite percentage in the atmosphere. Any leads on how to make the scoop work or what's up with the listed percentages would be greatly appreciated.- 7,371 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Chilkoot replied to RoverDude's topic in KSP1 Mod Releases
Hoping to use it to ship Karborundum off the surface of Thalia in GPP rather than futz around with shuttles... I should have some results in a day or two, provided everything doesn't explode on landing -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Chilkoot replied to RoverDude's topic in KSP1 Mod Releases
I don't think that will work unless both sender and recipient are in the same primary SOI. As far as I can tell, you can't send between Eve orbit and Loki orbit, but I'd be interested to hear if this works. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Chilkoot replied to RoverDude's topic in KSP1 Mod Releases
Hey man - I expect to be using orbital logistics a *lot* over the next week and will hopefully have more info, but here are some quick answers: Neither logistics module needs to be manned (unlike pulling from planetary) There's a little button on the logistics module menu that says "Start TC creation" or something similar. That error message shows up if you don't have enough TC to make the transfer. Probably just a standard error message cut/paste placeholder until RoverDude has some time to fix the system up a bit. As for costs and whatnot, it appears that sending anything from planet-> orbit is *very* expensive. From ship to ship seems pretty cheap, but again, I have a lot of testing to do. I'll try to keep you posed as I learn more. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Chilkoot replied to Galileo's topic in KSP1 Mod Releases
I've just discovered that I can not mine anything on Thalia - drills always read "must land first", even though I'm ground-tethered, and the surface scanning module is working fine: This is the only celestial body in Galileo where I've seen this happen... has anyone else encountered this? It could be a USI/MKS bug, not sure - just wondering if anyone has any ideas. EDIT: After a full exit/reload, I was able to start the drill. Sometimes it self-disables on load... could be a combination of the existing MKS drill bug with Thalia's It can be worked around with some persistence and reloads. It's also possible to start the drill about 25-50cm above the ground before you first touch down, which may be more reliable.- 7,371 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Chilkoot replied to RoverDude's topic in KSP1 Mod Releases
But if you're not observing them, how do you *know* they're not producing? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Chilkoot replied to RoverDude's topic in KSP1 Mod Releases
I had the same happen with 100-a drills and life support suddenly turn off in all my Ranger modules when updating to the latest version. Since turning them back on, they've been running normally through reboots.