jzroth
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[1.12.x] - Modular Kolonization System (MKS)
jzroth replied to RoverDude's topic in KSP1 Mod Releases
By the way, I filed a bug on the MKS Github for this issue: https://github.com/UmbraSpaceIndustries/MKS/issues/1449. If you want to tag that bug in your pull request. -
[1.12.x] - Modular Kolonization System (MKS)
jzroth replied to RoverDude's topic in KSP1 Mod Releases
I'm having the same problem! Have you filed a bug report on the GitHub for MKS? -
[1.12.x] - Modular Kolonization System (MKS)
jzroth replied to RoverDude's topic in KSP1 Mod Releases
I've just had another incident where it blew up the craft after a time-warp when it wasn't even focused! I was time-warping at the tracking station and when I switched back it blew up. Is there no way to fix this? Or if not, what should I be doing for overnight power supply at an industrial Mun base? -
[1.12.x] - Modular Kolonization System (MKS)
jzroth replied to RoverDude's topic in KSP1 Mod Releases
nope, just one head per drill. The problem seems to be caused by the reactor, because before I attached the reactor I had this design running on solar power and it worked fine even at full warp. -
[1.12.x] - Modular Kolonization System (MKS)
jzroth replied to RoverDude's topic in KSP1 Mod Releases
I'm having weird heat issues with a 1.25m reactor at my Mun base which is supplying power to MPU's and drills on its own vessel as well as several other vessels via microwave power transmitter. Specifically, when I time warp, the reactor gets random spikes of massive amounts of heat (many thousands of K) which if I time warp fast enough are enough to blow up the whole vessel. These heat spikes seem particularly bad at munar nightfall, when the base's solar panels stop producing power and there's a sudden increase in demand from the reactor. The reactor is adequately cooled, and works completely fine under load when not timewarping. Is this a bug or do I have it set up wrong? -
[1.12.x] - Modular Kolonization System (MKS)
jzroth replied to RoverDude's topic in KSP1 Mod Releases
Anyone know how off-kerbin building of DIY kits is going to be implemented? Will it require RoverDude to make a whole new module or something? -
[1.12.x] - Modular Kolonization System (MKS)
jzroth replied to RoverDude's topic in KSP1 Mod Releases
I've noticed that equipped KIS tools (such as the ever-useful Electric Screwdriver) that Kerbals are carrying get destroyed when the Kerbal enters an inflatable module. I presume this is because the module has no inventory space. Is this a bug or intended behavior? (Happened in both 1.5 and 1.6 and I believe back in 1.4 as well. There's a bug report about it). -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
jzroth replied to IgorZ's topic in KSP1 Mod Releases
I think I've isolated the problem. On a new save, the current 0.6.4 KIS works correctly and you can equip things. But in an existing save, even with a new vessel, I don't seem able to equip things. In the console: [LOG 19:39:21.604] Equip item E-SD80 Electric Screwdriver in mode Model [ERR 19:39:21.604] evaTransform not found !