loverevolutionary
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Everything posted by loverevolutionary
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Thanks Allista! I knew it was something simple, of course the option is there to eat the port, for expanding the station instead of launching new craft! Makes perfect sense.
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When I launch a dockable kit in docked mode, it eats the docking port. Not a big deal, but I lost three docking ports before I figured out what was going on and just started launching new craft in undocked mode. Am I doing something wrong? Unrelated question, how hard would it be to make your Hangers into construction areas? I'd love to build in the big ground hangers. Love this and all your mods Allista!
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Well, I have not yet tested it on craft stored in hangars after launch, just on craft put into hangars from the VAB/SPH. I have hopes that it will work correctly for craft stored in hangars after launch and will test this tonight. Perhaps the answer is to load the hangars on the pad...
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I really like this mod and the other Scrapyard based mods but it does not play well with Allista's Hangar mod. Specifically, any craft launched from a hangar gets all parts set as generation 1. Any way to work around this issue?
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[1.3.1] [EN | ES | DE] Action Group Manager Continued
loverevolutionary replied to Alshain's topic in KSP1 Mod Releases
How do I open/close the action group reference window? I opened it somehow and I can't figure out how to close it. -
As a fellow MKS/Ground Construction user, I created a BAP (Build and Provision) Crawler to make it easy to send empty kits and provision them from planetary resources using a quartermaster kerbal in a MKS logistics module. I have a medium sized cargo rover with 5 reconfigurable planetary cargo containers that I dock to the BAP, which also has some planetary storage. So I can use planetary logistics to pull from planetary storage, and use local logistics to transfer most things. For things like machinery and enriched uranium (I use Nertea's Kerbal Atomics too) I have a crew tube on the front and I just dock to the new ship after it gets constructed. and transfer with the Perform Maintenance mechanic from MKS for machinery (just move an engineer to a workshop) or Nertea's uranium transfer mechanic. Plus I make the fuel on the spot from planetary ore stores, whatever the ship needs. It's the culmination of my KSP-years long plan to turn Minmus into a self sufficient shipyard. Pic::
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
loverevolutionary replied to RoverDude's topic in KSP1 Mod Releases
My Agricultural modules won't produce organics from agriculture(s) or (d). I have organics and machinery in the module, and a large supply of dirt and substrate. The modules claim they are operating at 1141.78% efficiency. The Kolonization Dashboard always lists organics as 100% full, even when storage space is available, with 0 rate of production or use, even when assembling colony supplies and using organics. Neither the Tundra nor the Duna module produce any organics and subsequently, I am dependent on shipping in colony supplies.I am using KSP 1.4.3 and MKS 0.55. -
[1.12.x] Near Future Technologies (September 6)
loverevolutionary replied to Nertea's topic in KSP1 Mod Releases
Hey folks, I am trying to use Near Future Technologies with Planetary bases and Modular Kolonization Systems. I am having issues with nuclear fuel and waste transfers. MKS system of maintenance does not refill the MKS parts as it should, and the transfer buttons do not work: when I click on the button it says to click on part to transfer to but when I do so, nothing at all happens. I've tried every conceivable combination of parts from mall three mods, and nothing can transfer fuel or waste. Not between nuclear fuel or waste containers, not between shut down reactors and containers, not between processors and containers, processors and reactors, nothing. My nuclear reactors are all running out of fuel. Any ideas? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
loverevolutionary replied to RoverDude's topic in KSP1 Mod Releases
Then I guess I need to ask in the Near Future & the Planetary Bases forums because something is absolutely interfering with all fuel and waste transfer using those buttons. I have no way to transfer waste or fuel, routine maintenance doesn't work, and the fuel and waste transfer buttons don't work, for any processor, reactor, or container from any of those mods. Something is stepping on all three mods nuclear fuel systems. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
loverevolutionary replied to RoverDude's topic in KSP1 Mod Releases
Thanks voicey99, where can I find the right patches? This is my first time playing a modded game of Kerbal Space Program, I'm kind of new to all this. I poked around the NF and MKS github pages but I don't really know where to look. It sounds like what I'd like, engineers being able to transfer fuel and depleted fuel between reactors, containers, and processors with a click, if said reactors and processors are off and cool. I've now got a mishmash of MKS, K&K planetary bases, and NFE reactors, processors and containers scattered around a nice Urainite deposit on Minmus and I have been tearing my hair out this last week or so trying to figure out how to make any of it work. Before I removed the patch you suggested, my MKS parts had the transfer buttons you describe, just like the K&K parts and the NFE parts still do. But none of them were or are working. Does MKS put some sort of blanket prohibition on waste and fuel transfers? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
loverevolutionary replied to RoverDude's topic in KSP1 Mod Releases
Quick question. I have a nuclear fuel processor. I have a ship with nuclear fuel tanks, for resupplying other nuclear reactors. It is docked with my processing base. I want to get my processed fuel from my processor into my nuclear fuel transfer ship. How do I do that? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
loverevolutionary replied to RoverDude's topic in KSP1 Mod Releases
Thanks voicey99, I will try that. Is there also maybe a patch that will make Nertea's reactors and fuel/waste storage work with the MKS mechanic? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
loverevolutionary replied to RoverDude's topic in KSP1 Mod Releases
So here's another issue. I want to create colony supplies, for which I need organics. The wiki says a Duna Agricultural module set on Agriculture(S) will take substrate, water, and fertilizer and create organics. When I set my Duna Agricultural module to Agriculture(s) and start the converter, it says "Missing Organics" and does nothing. But that is what the process is supposed to create! Checking on the colony inventory screen shows that this text is correct, no organics are being produced, and that I have water, fertilizer and substrate in abundance. Switching to my polar base which has Tundra agricultural units rather than Duna class yields the same results, and on an unrelated note the Kraken flipped my construction ship and my very expensive nuclear plasma cruiser which were parked there, knocking off all the cooling so I am having a very frustrating day. Why would I need organics to produce organics?!? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
loverevolutionary replied to RoverDude's topic in KSP1 Mod Releases
I can not figure out how to do nuclear fuel and waste transfers, and what people are telling me to do not only doesn't work, it doesn't make sense in terms of the controls and user interface I am seeing. I suspectperhaps people are not using the very latest version of MKS with the latest version of the game, and things have changed, or that there is some undocumented interaction between MKS and Nertea's Near Future Power mods. For example, people say I need to send an engineer on EVA or have routine maintenance performed to transfer fuel and waste. However, I have specific "transfer fuel" and "transfer waste" buttons, and the game informs me that reactors need to be off and cool in order to transfer waste and/or fuel. The buttons do nothing, however. Clicking on any fuel or waste capable part does nothing, clicking anything else exits from the fuel transfer routine. Routine maintenance that I can see being performed on other parts does not fill my reactors, nor does it empty my waste. I have absolutely no way of getting nuclear fuel out of my processor into my reactors. Maintenance performed on EVA results in nothing more than the message "Reactor is too damaged to repair" which is not the case. Is it possible that these mods are preventing each other from allowing fuel transfers? If the "cool reactor" mechanic is part of Nertea's mods rather than a new feature in MKS, this might be happening: Near Future requires a cool reactor and use of the "tranfer fuel" button, but MKS makes fuel transfer impossible, they have to happen through maintenance. However, Near Future prevents this because the reactor isn't cool. This is just a guess as to the cause, the symptom remains the same: I can not transfer nuclear fuel through the mechanisms the game presents for doing so. Any ideas? I can't get rid of either mod at this point without losing a whole bunch of base building. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
loverevolutionary replied to RoverDude's topic in KSP1 Mod Releases
Does anyone know how to transfer nuclear waste or fuel? With an engineer on EVA the only option I have is to repair the reactor. The game then says the reactor is too damaged, despite it being in perfect health. From inside, I can click transfer waste or fuel buttons, the game then says to click on a part. Clicking on any nuclear fuel or waste container does nothing, clicking anything else exits. I also can't get fuel out of my fuel processor. Do I just need to scrap nuclear reactors that run out of fuel? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
loverevolutionary replied to RoverDude's topic in KSP1 Mod Releases
Hi, new to using the Modular Kolonization System and I am loving it so far, the mod adds incredible depth to the game. However, I am having trouble with nuclear fuel transfers to and from Nertea's reactor and reprocessor since installing. A search on the issue seems to indicate this mod changes the way fuel and waste transfers happen. I have tried sending an engineer on EVA but no options are available to transfer fuel. On Roverdude's parts there is a "repair reactor" function that was mentioned in other posts I've read. However, when I try to use that option to transfer waste to Nertea's reprocessor, it simply says my core is too damaged.It's at 100% health. I'd really like to be able to mine and refine fuel and use it with MKS, is there some way to do that?