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alien_wind

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Posts posted by alien_wind

  1. 1 hour ago, Loren Pechtel said:

    I can't address whether the propellant goes down or not but your evidence doesn't prove it.  The jetpack contains a ridiculous amount of fuel in stock.

    You can get to orbit on Minmus with your jetpack alone, no need to refuel.  One refueling (and note that a canister is supposed to provide enough for two) will get you to orbit on the Mun.  (Note that the Basic Orbit mod will make it much easier to do this, it lets you see your orbital parameters in the close-up view.)  In versions past I have done orbit-Minmus-orbit with one fuel tank and orbit-Mun-orbit with two.  Admittedly, I'm not good enough to accomplish the landings without a reload or two.

    the "going to orbit" part was anecdotal.
    but I can empty as many times as I want the kerbal's eva propellant and refuel and the jetpack stays full
    I guess it's a bug

  2.  

    On 4/20/2019 at 7:53 AM, RoverDude said:

    A quick heads up ::)  There will be (offical) 1.7 stuff coming up, mostly in the form of a few PRs and getting that locked down, after which there's going to be a separate pre-release that includes two things:

    - Atlas parts (the dome bits!)

    - W.O.L.F. Integration (this is the super nifty and new resource management stuff that takes MKS up another level.  Or another way of looking at it, stock KSP is management at the vessel level.  MKS brings in colonies and outposts.  W.O.L.F. adds a layer above that, and deals more with managing multiple colonies with a completely different resource management system at an easier to manage abstraction layer (and gets rid of all of those pesky background processing and interplanetary transport issues).  @DoktorKrogg and I are also working on something special that tacks onto W.O.L.F. ;)  

    W.O.L.F. is not an MKS replacement any more than MKS is a replacement for the stock resource system.  Rather, it's a system that layers on top and adds more goodness.

    Since it's a massive change both in terms of design and will probably result in people's brains sloshing around a bit (and also have it's share or tweaks, etc.). there will be an opt-in download available for pre-testing :)  This pre-release will also include all of the Atlas bits as those are ones I also would like to get some feedback on from some of our more enthusiastic and involved players.  

    finally part series to reduce part count lag in mega bases!!
    after a while my bases just become tundra parts stack of lag.

    so happy and great work!!,what you're doing for this game is just amazing.

  3. 4 hours ago, SmileyFace255 said:

    Sry, I missed that Flexotubes are our of date. Is there any other possibility to dock vessels on the surface without the pain of the stock docking ports? Scavenging and Power disptribution is nice but a lot of local storages ruin my fps. In fast forward both does not work the way it should even at small bases....

    Startet again to expant my outposts... without flexotubes I do not know how....

    if all you need are connection there are kas links and winches
    they work fine(no matter how you squeeze a kerbal through one ;) )

  4. 1 hour ago, Spacenerd Kerman said:

    A bit late to the party, but Rip Opportunity. Press F to pay respects

    2z3wdx.jpg

    the new duna base I started a month ago is called "oppy base"(not that original.. I know)

  5. 8 hours ago, goldenpsp said:

    @RoverDude takes pull requests.  And I know IVA's are his least favorite part of modding.

    it's not really important for game-play and involve a lot of work in design so I totally understand the missing iva's in parts.

    but still,I would really appreciate if someone has a basic iva placeholder for the mks parts that are missing iva view

    it gets old seeing a black rectangle instead of a kerbal after a while

  6. does anyone else has the problem where the "lights" button in the ui disappear for some reason in the ranger agriculture module?

    (it is maybe related to moving it around with kas but I'm not sure)

    also I noticed "uiWriteLock" is True  in  "ModuleLight" even if I change it to False manually it changes back

    -edit-
    it got even weirder: pressing "make plant growth study" returns the light button so I guess there's kind of a fix for the bug
    I just wondered if anyone else got this bug so we can figure out what's causing it

  7. 5 hours ago, Tonka Crash said:

    I can't find a FlexOTube or any references to KAS in EL configs. KAS isn't even listed as a dependency. Are you sure it isn't a MKS part? I can find a MKS FlexOTube there that makes use of KASModuleStrut  that was deleted in 1.2.

    yes I mixed up the part's mod
    flexotube is not related here sorry

  8. On 4/10/2019 at 9:28 AM, mbaryu said:

    I just ran into a strange bug after upgrading KAS to 1.2 with EL 6.5.1 installed.  I don't think I changed anything else and I don't see any (other?) corruption so far.

    When I 'Select Craft' and select any of my craft that worked in EL before, the EL UI goes out to lunch.  I actually had it overlaying all the mechjeb windows over the EL UI at one point, but for the most part it's just blank with a green selectable dot..  The only thing I've been able to do to clear it up is to go back to an old save.  Effectively this means that EL is busted.

    I'm going to try to downgrade from KAS 1.2 back to the previous version to see what happens.

    Edit: Reverting to KAS 1.1 solves the problem.  KSP version 1.6.1.  One of the tested craft had no EL or KAS parts.

    BTW, thanks for the great mod!

    also after updating to kas 1.2 can't link/unlink flex o tubes.

    and when loading craft in el the ui goes blank for me too.

    all fixed when downgrading to kas 1.1.

    I'm not sure where is the right github pages to report the bugs related to this update.

  9. 11 hours ago, DoktorKrogg said:

    @PotatoAndBeanHarvester and others interested in the "perform maintenance" bug. The part module involved in this feature is USI_ModuleFieldRepair, as you correctly discovered. This module is supposed to be added to parts via a ModuleManager patch though so that it does not need to be manually added to the part config for each part. So it's possible that changes in ModuleManager broke the patch. I am nearly useless when it comes to MM unfortunately (read: I'm too lazy to learn the syntax and keep up with its development). The related MM code is:

    
    @PART[*]:HAS[!MODULE[USI_ModuleFieldRepair],RESOURCE[Machinery|EnrichedUranium|DepletedFuel|Recyclables]]:FOR[USITools]
    {
        MODULE
        {
            name = USI_ModuleFieldRepair
        }
    }

    If some MM guru spots any issues with that and can provide me with a fix, I'll be happy to update the code and submit a PR.

    ooo I thought it's just my save that is screwed up!

    it seems that after mks last updated it stopped performing maintenance(oddly enough it does continue on doing maintenance on the nuclear fuel plant)

  10. 7 hours ago, lunaris69 said:

    so, i found an interesting bug with the drills, the maximum cooling on the larger drills is far less than they need at 100k, at that level only a single separator can be activated at once. coupled with having a higher energy needed for the same amount of extraction as a smaller drill, its completely better in every way to ignore all larger drills and just use multiple small ones

     

    it's a known bug and can be fixed with a simple cfg file edit like here:

     

  11. did anyone else encountered this behavior :

    after a while(I'm not sure when it started or what caused it)

    some materials in the "kolony inventory" tab

    just stopped showing up info(like there's no amount of it and and no input/output of it) even though I can see that there is that material onboard.

    when I change other containers to be of that material that stopped working it shows up again but which containers stopped responding is just random.

    I tried to compare part data in the vessel in the save between a container that is working and one that isn't and I see no difference in amounts/modules

    -edit-

    after completely replacing my kontainers the inventory functionality returned but some materials didn't

    only after I destroyed all the kontainers of that kind that we're before mks update then it showed again the actual amount of material

    so it seems somethings in kontaier data got corrupted in mks update

    also: disabled kontainers caused this problem it seems it doesn't scan the kontainers aboard for true amount and multiple kontainers of same material get it confused

    (I should make emphasize that not all old kontainers got corrupted,I think only the active ones got corrupted in the update)

     

  12. On 3/14/2019 at 8:55 AM, Esendis said:

    Can you keep a reactor at 1000K temp after the drill patch or is it just me?

    yes,I checked specifically.the reactor works fine

    it sounds like you just don't have enough radiators also make sure you're using the extendable ones the panels only work on close parts

  13. On 3/12/2019 at 6:58 PM, Skystorm said:

    @alien_wind I actually do not know because I have not been using drills with multiple separators since that time.  The drills in the current release can way outperform any of my MPUs, so I am using the small automated drill with a single separator.

    Incidentally, the Governor slider on the drills and MPUs does not appear to be working.  I like to be able to balance the drill's output with what the MPU is capable of processing.

    well I seems like a bug to me when the required xfer not match the drills slots count

    On 3/12/2019 at 2:54 PM, Esendis said:

    I never understood if that is a bug or by design. Either way, the fix is quite easy. Just edit the MaxCoolant of each drill in question by its separators. For instance:

    
    @PART[MKS_Drill_02]
    {
    	@MODULE[ModuleCoreHeat]
    	{
    		@MaxCoolant = 300
    	}
    }

    3 separators X 100KW 

    Credit goes to @Skystorm

    In my case however, once the drills were patched, the reactors became impossible to cool.

    thnks yeah well I don't useally like moving things around in configs but it really feels like  a bug to me so I did it worked like a charm

  14. On 4/2/2018 at 3:57 AM, Skystorm said:

    Perhaps you can help me understand an overheating problem with an automated mining vessel I'm testing.  Here is the relevant information:

    Cooling is handled by a single MKS 'Ranger' Thermal Control System with 3,000Kw of core heat transfer.  Power is provided by a 1.25m Nuclear Reactor providing 200 EC/s and requiring 450Kw of cooling.  There are 2x MEU-500-A Pulse Drills w/3 separators each.  Each requires a max cooling of 100Kw.

    If my math is correct, a total of 3,000Kw of cooling - 450Kw - 6x * 100Kw leaves 1,950Kw of excess cooling, so here is the problem:

    1.  If I run both drills with only a single separator on each,  cooling works fine.  No overheating problems.

    2.  If I run a single drill with two separators, the drill's core temperature rises rapidly while the thermal control system is still only at 61% load.  The reactor is steady with no overheating.

    3.  If I run one drill with a single separator and one drill with two separators, cooling works fine on the drill with only one separator active.  However, core temperature on the drill with two separators active rises rapidly.  The reactor again has no overheating.  If on the drill with two separators active which is overheating I then turn one of the separators off, leaving only one separator running, the temperature returns to nominal.

    It almost seems as though it is not possible to pull enough heat away to run multiple separators on the MEU-500-A.

    KSP 1.4.1.2089
    USI Core 0.7.0.0
    USI Kolonization Systems 0.55.0.0
    USI Life Support 0.9.0.0
    USI Tools 0.12.0.0

    was this bug ever fixed?

    because I encountered the same behavior with the latest release

  15. 2 hours ago, mcortez said:

    Yes. A great many of the MKS parts don't have IVAs, as they can take a lot of time to build.  Rather then spend time on them, RD concentrates on adding new parts and functionality in is limited free time.

    I'm not complaining.

    I was just figuring out if black windows instead of kerbal icons is expected behaviour

  16. On 2/27/2019 at 2:36 PM, linuxgurugamer said:

    Because I didn't write this mod.  It may be a nice option, and if someone were to code it and submit it to me I'd most likely include it, but it's not as simple as it sounds.

    o I'm sorry I thought you we're activly developing it.

    I would have happily go tinto the source code and try to add it in but 

    a.I never wrote in c#

    b.I don't have the slightest idea how all the dll and modules mods work in ksp

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