

Bionic bulldog
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Bionic bulldog replied to RoverDude's topic in KSP1 Mod Releases
Anyone aware if its possible add the local and planet warehouse option to Extraplanetery launch pad containers such as the rocket parts/metal etc. Or even add it to other stock containers. Thanks -
Hi, just been using this mod for couple of days now. Would like to comment/suggest somethings. 1. I dont know why yet, still trying to pin it down, but at times all my names vanish from the action window. The actions are still there, but names are gone. So far i have establised that this is only effecting actions edited in flight, all actions done in the hangers always remain. Also only happend so far after a craft has docked / undocked with something else. 2. When building in hanger, copying an item does not copy the action over. Might be supposed to be like this, but not sure. 3. I might be wrong here and not found a function or something, but is there any way that when building a craft opening the action menu could list all previously assigned buttons, even on crafts no longer in the hangers. Saves keeping notes in paper, and make uniformity across craft and base controls eassier. 4. Lost count of the number of times ive clicked an action slot then started to type, only to find i forgot to click other window for text to appear. Anyway after clicking the text box in the other window could auto enable for text input rather than having to click it? Am running 1.3.1, your mod is latest from your link and all other mods are upto date according to ckan, KSP AVC and other mods website. Any way, great mod, this really brings an area which was badly lacking in the original game to life and gives much more flexibilty.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Bionic bulldog replied to RoverDude's topic in KSP1 Mod Releases
Hi. Yes i did update all usi software from the website yesterday, even if ckan was saying it was correct. I had checked all folders prior to updating, bjt when i updated think i only looked for items like landing legs in the ground folder where other legs would be. Ill double check later all the other folders. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Bionic bulldog replied to RoverDude's topic in KSP1 Mod Releases
I see. Good reasoning, just would have been nice is all. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Bionic bulldog replied to RoverDude's topic in KSP1 Mod Releases
Hi. Love the Mods. Only been using it them for a few days and still getting a feel for how everything works. Have some issues and suggestions. 1. Is it possible to add your own solid (crew style) connection tubes with lights on. I knownyou have the expandable auto tubes, but they always look grey, cant change the colour and just dont have the same feel as the rest of your components. Have some solid units of different lengths to connect parts would be nice. As it is i have to install other mods just to get better looking connecting tubes. 2. Would it be possible to add ground tether all your parts, or maybe even just the stabilsers of the konstruction. I installed a logistics module in wrong place, undocked it with my little konstruction rover to move it and found it remained tethered, and my poor little rover had very hard time moving it as no part had the disable tether option and the container appeared to keep the tether active. 3. Some but not all of your modules have the turn on lights option but no lights fitted. Be nice to have the modules with the own self illumination rather than have to install lights externally which add more part count. 4. Any chance of a fuel refinery module with the same look and feel as you other units, rather than just the grey looking stock ones? 5. Larger weldable docking ports, to fit some of the larger style stock parts and on othe mods. 6. Have the same issue as some others where not all usi parts appear in menus. All the mods are up to date, and have the usi style icons for konstructiin, konlization etc. But have to type umbra in search to see all parts. No big deal as i got used to it now, but be nice to why items such as your landing legs dont appear in any menu. Also i dont have an icon under manfacturing for umbra or usi, am i supoosed have one? Ps. Icons dont appear even if just the your mods only are installed, so def not a conflict with another mod. 7. My kerbitat modules say they have the ability t be configured fr different options in the description. They have the buttons in the menu for changing options, but they do nothing are they supposed to work? Anyway, great mod, not installed the life support yet, waiting until i get to know all the parts first before i jump in and start killing my litle kerbals -
Just started using this. Brilliant Mod.........Something that should gave been in original game. Came across somethings while using it so thought i would comment as they could be bugs or mod is supposed to work like this. 1. When copying an item which has actions assigned, i am finding the actions do not copy over with the new object. 2. When assigning an action number. Ie clicking slot 50. It would be nice if text was auto set to start in the other window where you type the name. As it is i have to click the number slot then click the name field in the other window, otherwise text does not type. 3. There being so many slots available. It would be nice that when opening the actions menu when builing a craft, all previously assigned actions on other craft could be displayed. As it is if i create a new craft the whole 250 slots are empty, and i could duplicate comnands on same slots.i have not yet docked two craft with different commands on ssme slots, but im guessing it could get interesting. For reference im running ksp 1.3.1 and all mods i have including this one are all up to date. Anyway, great mod, appreciate you putting together something really usefull.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Bionic bulldog replied to RoverDude's topic in KSP1 Mod Releases
Yep. Have all that. That part working fine. Dstaal nailed my issue in his reply. Turns out its not an issue, but way mod is supposed to work. Thanks taking the time to reply though. -
Hi all. Did anyone ever work out why the wheels were doing this. Built a vehicle yesterday anc experiencing exactly the same problem. I even made a vehicle with just a frame and 4 wheels to see same problem on KSP runway.searched the web and forums and could find no, help. Running 1.3.1. Ckan shows same version numbers on usi mods as the website. I dont run many mods compared to some, but if i have to ill remove all other mods, to see what may be causing it. Thanks Edit. Ran a test this morning. Removed all other mods. Loaded game. Saved game then quit. Reinstalled konstruction mod and now inly mods i have installed are these. comummunity catagory kit 2.0.2.0 CRP 0.8.0.0 Firespitter core 7.6.0 Konstruction 0.3.0.0 Module manager 3.0.1 Usi core 0.5.0.0 Usi tools 0.10.1.0 Same result. On runway craft bounces around when on the inline wheels. But whel the craft raise past a point, bouncing and shaking stops. Lower craft down again and shaking restarts. Ps, one other thing i have just noticed whilst reseaching the issue, in review by koboto games on you tube it shows the pal wheels deploying and stowing in a nice slow fashion similar to the inline wheels. Mine dont, its as if their racing each other to the ground when deploying and racing when stowing. So fast that when deploying it makes the craft jump about 20 feet of the runway. Dont shake on the pals tho when they deployed. Guess its due to craft beying high up. Whether these two issues are related i dont know but thought id mention it.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Bionic bulldog replied to RoverDude's topic in KSP1 Mod Releases
Thanks for that. Nice clear explaination that my old brain has understood. ☺. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Bionic bulldog replied to RoverDude's topic in KSP1 Mod Releases
Hi. Thanks for the reply. Just to clarify, what do you mean by "when you have focus". All My warehouses working fine in both local and planetry, and ore etc being pulled out of warehouses to make stuff without problem. It was just that j thought that the planetry logistics window you can open, gave you a real time status of your stored stuff. If not then ive misunderstood the planetry logistics window. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Bionic bulldog replied to RoverDude's topic in KSP1 Mod Releases
Hi all. I just started playing Kerbal again after a few months away and decided i wanted a bit more of a challenge, and been trying to learn to use this mod. Still got quiet a bit to work out, but finally managed to find out what i was doing wrong and got the local and planet warehouses working perfectly. However one thing that i dont understand and not sure if its a bug ornot. So before i start deleting mods to see if anything else effecting it, thought i would ask here first. Scenatio. 4 drills mining minmus or kerbin. All set to store to warehouse. Works fine. However if i open the resource window (icon with the planet and flag) nothing shows up. fast forard few days and still nothing shows. But if i then switch tk say the ore drill, Then open the window, up pops ore (doesnt refresh tho) same for the other drills. Unless i actual go in command of the drill the window does not update of refresh the resource amount on the screen. Running latest versions of all MKS (checked the Ckan version with the usi website to make sure). Any one else had this issue? If its a bug then ill have to take time to start removing other mods to see if its one of them doing it and post results but thought id ask first if its already known issue. Thanks for your time.