-
Posts
19 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Artificer_Drachen
-
-
42 minutes ago, Artificer_Drachen said:
Anyone else having the issue where the entire station/ship is immediately shaken to bits once a vessel is made via using the EL orbital construction dock? I installed via ckan and I have MKS installed
Adding onto it, things made by the survey station+stake spawns several meters above the ground, no much of an issue for low gravity bodies but a big one on high gravity
-
Anyone else having the issue where the entire station/ship is immediately shaken to bits once a vessel is made via using the EL orbital construction dock? I installed via ckan and I have MKS installed
-
Anyone else have an issue where some minor parts (Lights, ladders ect.) fall off when construction is complete?
-
Since I can't seem to find uraninite on iota and I don't know how to add it to the "resource table", I went ahead and added a module to the tundra refinery. Basically just copied the refined exotics module and made it so the refinery extracts "trace amounts of uraninite" from the rare minerals and metals.
Same for some other recipes like trying to get deuterium from hydrates/water and helium 3 from regolith.
-
Thanks guys, I managed to fix my issue, I appreciate y'all lending a hand!
-
2 hours ago, RoverDude said:
I'd remove Rational Resources and see if your problem vanishes. If so.. there's your answer.
Turns out after booting up a new sandbox and testing things, rational resources likely does mess with WOLF resources. Now is there a way to "reset" the resources on existing saves or am I gonna have to go about mostly using the old fashioned mks colonization since it doesn't fix the resources on said existing saves.
-
1 hour ago, Terwin said:
Looking in GameData\UmbraSpaceIndustries\MKS\ResourceConfigs\water.cfg
I see entries like:
PLANETARY_RESOURCE
{
ResourceName = Water
ResourceType = 0
PlanetName = Kerbin
Distribution
{
PresenceChance = 100
MinAbundance = 1
MaxAbundance = 50
Variance = 20
Dispersal = 3
}
}So if you just duplicated this entry and changed the planet name from Kerbin to Iota (or however it is named in the other config files) then it seems like that should add water to iota with an abundance similar to what you find on the land parts of Kerbin.
Be sure to check for a similar config entry in the Galileo planet pack however, as if there are two, I would expect the last one loaded to over-write the previous one, and as the default water is not zero, I am pretty sure the iota water config already exists somewhere.
Hm, I checked the GPP_resources/Res_CRP and there's already a config for water for the planets, Iota included.
Here's the entry:
BIOME_RESOURCE:NEEDS[CommunityResourcePack]
{
ResourceName = Water
ResourceType = 0
PlanetName = Iota
BiomeName = Droops
Distribution
{
PresenceChance = 1000
MinAbundance = 4
MaxAbundance = 10
Variance = 40
Dispersal = 10
}
}Also I do have rational resources installed too, would that cause an issue or is it unrelated?
-
30 minutes ago, RoverDude said:
In theory, just add a planetary resource config (there should be some examples like Kerbin you can borrow from). Planetary overrides Global.
Very last thing, I just need to know where exactly to look and what to type in order to add the config.
-
3 minutes ago, RoverDude said:
In theory, just add a planetary resource config (there should be some examples like Kerbin you can borrow from). Planetary overrides Global.
thanks, one last thing I forgot to ask. But is there a way I can progressively add modules? Because I'd rather not have to launch a biomes whole infrastructure all in one vessel.
-
I use Galileos planet pack and water doesn't exist on iota so far except as hydrates for WOLF, is there any way to mess with configs and add water to it? If it is possible, I'll need to modify the resources I get on Gael too since it doesn't match up to Kerbin.
-
19 hours ago, Rodger said:
I started a new save after it started happening to me, and now I’m 5 years in to the new save with no crashes. Might be worth a try.
Tried it, now I just crash after time warping for a while even without an SOI change. Any mod that are known to mess with things? I've heard that OPT can sometimes do this.
-
Despite having KSP Community fixes installed and doing reccomended steps, I still crash when changing SOI after slowing down from time warp.
-
13 hours ago, Nertea said:
You would probably have to take a machete to the patches KSPIE provides. At some point KSPIE was doing stuff with changing Oxidizer using engines to LqdOxygen and stuff, as well as making weird messes of the tank configuations.
Alrighty, so where do you suggest I start chopping away then?
-
Is there a way to make it so KSP IE doesn't interfere with how this mod works?
-
Anyone else having the statics editor being stuck on the screen and not being able to swap tabs or spawn stuff? Are there mods that mess with that? I am using KSC extended and tundra space center.
-
I'm trying to mess with the config for the nuclear smelter so I can add Deuterium and He3 as a recipe since I use Galileo's Planet Pack and Galaxies Unbound and I don't think they're properly configurated for those resources unlike stock (IE I get far less He3 on ceti than the mun or far less He3 on icarus than on moho). I can post the config modules I tried to add.
-
2 hours ago, StarCrusher96 said:
I'll need logs or some kind of evidence of the event.
Nvm, I managed to fix it from just redoing the mods I've got.
-
For some reason I can't leave the home system, it behaves as if I didn't install GU and just annihilates any vessel that reaches a certain distance.
[1.12.x] - Modular Kolonization System (MKS)
in KSP1 Mod Releases
Posted · Edited by Artificer_Drachen
Any way to make ksp use rocket parts from EL instead of material kits and specialized parts?