Choc113
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[1.12.x] Freight Transport Technologies [v0.6.0]
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Thanks man -
[1.12.x] Freight Transport Technologies [v0.6.0]
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Me Again. The Konfabricator module can make things instantly but they go into its stock (KSP) inventory system. How can I take them out of there into the Umbra inventory or into the "real world" and put them on the ground or something? I made a basketball but I cant equip it or drop it or anything except move it from one slot to another -
Thanks for the reply Man:)
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Quick question from a noob guys. Can you expand the workshop space to build things on planets/moons that are to big for the workshop that makes the kit boxes? I tried chaining 2 together and that didn't work.
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[1.12.x] Freight Transport Technologies [v0.6.0]
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Thank you -
[1.12.x] Freight Transport Technologies [v0.6.0]
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Is there any mod/patch/workaround for the switchable content tanks draining funds bug? Just figured out why I can't seem to make any money:( -
[1.12.x] Freight Transport Technologies [v0.6.0]
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the repy:) -
[1.12.x] Freight Transport Technologies [v0.6.0]
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Sorry, Not played in a few years up until a couple of weeks ago, What are EL and GC? -
[1.12.x] Freight Transport Technologies [v0.6.0]
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Quick question, can you not build big base parts (tundra agriculture module for example) on the surface of planets any more? The Konfabricator only makes things up to 1200L and the orbital shipyards only work when in orbit. Am I missing something? -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
I seemed to have fixed it by downloading and reinstalling each module individually instead of all together in the constellation pack. Don't know why that worked but it did:) Thanks anyway:) -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Top half of Gamedata Bottom half of Gamedata Umbra space industries folder Edit: how do I find the log file to post? All the googling talks about files that don't exist. Like these Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) " -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Since I installed "Constellation 2018.11.22.01" yesterday my Karbonite drills and generators don't work. (had not heard of karbonite plus till today) Inside my "gamedata/umbraspaceindustries" folder I have two folders "Karbonite" and "KarbonitePlus" Do I just delete the "Karbonite" one? Will my saved game be OK if I do? (It seems the logical thing but I would like to know for sure before I bugger up my saves) Or do I install the standalone version "karbonite v0.12.0.0" over the top of the Constelation version? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Downloaded and installed the latest Constellation package and it seems to work again:)) (at least so far LOL) Thanks man. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
The link from here https://github.com/Nereid42/NanoGauges seems to work for me. Its a .zip file do macs use .zip? (Don't know anything about macs sorry) Best way I have found to use most mods it to use ckan https://github.com/KSP-CKAN/CKAN/releases which pretty much does everything for you. But I don't know if that works on mac's either -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Yea. Before saving Saving I quit to desktop and reloaded the game then loaded my test save went to my logistic centre ship and opened the window as you can see it persists though the save on the right click orbital logistics menu. The Colonisation dashboard window defaults to opening on the left hand most tab so its OK until you click the orbital logistics window there. Then it goes wrong the same as the other one. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Does anyone know how to fix this window bug? as you can see the orbital logistics window is blank in these two you can see that if you bring up other windows they sort of "clip" though it. I can't access orbital logistics on any of my logistics centres on any planet once its bugged out and the window will not go away until I reload the game fresh and then if I bring up the orbital logistics window it does it again from then on. If I reload a old save it seems to work again for a bit but since i don't know whats doing it its just a matter of time until my current save is broke and I have to hope I don't have to go back to far to find a working one. Its started to do it in the colonisation dashboard orbital logistics window as well now Game is up to date according to steam and this is my mod list Let me know if you need any more information. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Since the game patched to 1.5: “Dressed for Success” I can't equip any tools (spanner or drill) in my Kerbals hands. So I can't attach or unattach anything. Is I have googled for a solution but found nothing. Anyone else having this problem? or got a solution? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Am I being particularly dense here or is the Scout Landing Module https://github.com/UmbraSpaceIndustries/MKS/wiki/Parts-%28Ranger-Series%29#scout-landing-module not working properly? It says (in the VAB) that it is a workshop as well as a lander but when I went to the Mun with it as part of the ship I could not get it to construct my kit as it said there was "no crew in workshop", but it has no space for a crew in it. I assumed that the command pod on top of my ship would work for the crew as they where both part of the same ship but it seems to need guys actually in it which is impossible:(. Is it just a "booster" to your proper workshop and adds to its efficiency or something? If so why does it show in the select workshop window? (big spanner and cog icon) and its description in the VAB does not mention it does that but for the inflatable workshop it does and that CAN be manned. Am I doing something wrong? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
thanks for the docking port tip, I will give it a try:) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
The "bases getting all twisted up" over time bug or whatever it is has been happening to me for years :( I just thought it was just KSP being not really designed for long term bases, KIS, KAS, etc. You can minimise it by not having to many things connected together and making modules standalone (not connected physically with pipes winch cables etc) and using umbra's local warehouse recourse swapping and microwave power transferring to make things work. That does no help with swapping crew though:( and I agree it's really annoying building a cool base and it getting all twisted up:( -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
I am having problems with the DIY Kit Container. It will not load the ship from the list. I click on "select vessel" from right click menu select a ship and press load but the select ship box just sits there. The "Load" button reacts as in it goes down and up but that's all that happens. I also can't change the loaded ship in kit containers I have saved in the VAB/Hanger previously but if I launch a ship with an old container I have loaded from the VAB when it gets deployed it works OK and the workshop can build it and "poof" it in to a functional ship. I just cant design any new ones. I thought it might be something to do with the Extraplanetary launchpads mod I also have since the survey stakes have stopped working also in that mod (you can bang them in the ground but they don't show up in the launchpad selector as a pad to build on) The new "compass" build onto an existing ship thingys work fine. I decided to delete the game data folder delete the game and reinstall though steam then only add USI Kolonization,USI life support,Konstruction,Fright transport technology's,Malemute rover,USI exploration pack,Karbonite,Asteroid recycling technology's,Sounding rockets,Alcubierre warp drive,USI core,USI tools,Community category kit and Community resource pack. Only the Rover Dude set in other words and I did NOT add the Extraplanetary Launchpads mod. Or any other mods at the moment. But after all that I still cant load a ship in the DIY Kit Container. Has this happened to anyone else? Anyone got any ideas to fix it? KSP 1.4.2.2110 MKS 0.55.0.0 USITools 0.12.0.0 Update...Fixed it I think.....Ground construction mod was out of date.Used ckan to install it so that might be the culprit or I am just an idiot anyway seems OK at the moment. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Do I still need to add the "extraplanetary launchpads" mod to use the UKS mobile launch platform and the UKS orbital shipyard? I did not add them when updating mods to 1.4 as there was forum talk saying they where to be "depreciated" soon. I assumed this meant that the platform and shipyard would work without the need to instal the "extraplanetary launchpads" mod but I currently can't get them to work. Am I missing something or do I need the "extraplanetary launchpads" mod to use them still? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Choc113 replied to RoverDude's topic in KSP1 Mod Releases
Just going to add I am having exactly the same issues as you. I have tried reverting the game(though steam) and my mods(though ckan) to previous versions, updating it again to the latest version removing all extraplanetry launchpads mods then all USI mods and reinstalling (the USI ones) from the constellation link and updating USI tools to 0.11.0.0 Also started a new sandbox for testing and only the smallest drills seemed to be in the inventory the stock (yellow) ore driller seems to work thought if that is relevant KSP 1.4.0.2077 MKS 0.54.0.0 USITools 0.11.0.0 at the moment