PavelKCZ
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Ehm, this mod drives me crazy. Please, can anybody help me ? I have an orbital station with Orbital workshop module (manned with 6 Engineers) and Orbital Assembly Space module, Also, there is plenty of MaterialKits and SpecialParts on this orbital station. How I can start the manufacturing of DYI Containers at this station ? I watched those videos: and I somehow supposed that the orbital workshop and assembly space will be more or less the same. Thx for any help -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
I really do not know what can be wrong and I am out of ideas. When I did the testing at Kerbin (see the above posted pictures) I thought that I found a problem. But when I switched the Quartermaster in Logistics module for Pilot at my Minimus base, it did not help. So, I destroyed the whole Logistics module at Minimus and sent a new one with Pilot to the Minimus. But it did not help too, the whole problem persists: https://pkorensky.rajce.idnes.cz/MKS_Planetary_Logistics_at_Minimus_-_problem/1511459280 https://pkorensky.rajce.idnes.cz/MKS_Planetary_Logistics_at_Minimus_-_problem/1511459285 https://pkorensky.rajce.idnes.cz/MKS_Planetary_Logistics_at_Minimus_-_problem/1511459287 I really do not know what can be wrong -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Hmm, it seems that I was too optimistic. When I changed the Quartermaster with Pilot on my Minimus base, it does not help and Planetary Logistic is not working. Maybe, the state of the whole base is in some FUBAR state, because originally, there was a Quartermaster in the logistics module -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
And really, finally it works. At least in the rover test at Kerbin: https://pkorensky.rajce.idnes.cz/MKS_Planetary_Logistics_OK/1511427039 https://pkorensky.rajce.idnes.cz/MKS_Planetary_Logistics_OK/1511427051 https://pkorensky.rajce.idnes.cz/MKS_Planetary_Logistics_OK/1511427052 It seems that putting the Quartermaster in the Logistics module is not a good idea -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
FINALLY. It seems that I found a bug in MKS. As soon as I put the Pilot to the Logistics module at the rover with refinery, Planetary Logistics started to work. It seems that there is something wrong with Quartermasters. Now I will test the three rovers setup. Unmanned miner rover, unmanned refinery rover and Logistics rover manned with Pilot. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
And another rover based test. Planetary logistics transfer between rovers does not work even if both rovers have logistics module attached and manned with quartermasters BTW, local sharings works OK. The refinery started processing the ore as soon as I moved the refinery rover to less than 150 meters to the mining rover. So, there is clearly something wrong with the Planetary logistics. It almost seems that I forgot to turn Planetary logistics On, but as far as I know, there is no On/Off button for Planetary Lostics. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
As I further tested with rovers at Kerbin, the Planetary logistics does not work even when the refinery, containers and manned logistic center are all parts of the same rover -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Yes, it is the big red container (at the third picture) is configured for Metal. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
BTW, I tried to simulate the situation with rovers at Kerbin and situation is the same. Pictures are here: https://pkorensky.rajce.idnes.cz/MKS_Planetary_Logistic_problem/1511388663 https://pkorensky.rajce.idnes.cz/MKS_Planetary_Logistic_problem/1511388666 https://pkorensky.rajce.idnes.cz/MKS_Planetary_Logistic_problem/1511388667 And there is the same problem. Refinery does not take MetallicOre from unmanned miner which is 500 meters away even when the Logistics module manned with quartermaster is nearby the refinery. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
The file is too big (6MB approx.) for PasteBin, so I uploaded it here: https://www.uschovna.cz/zasilka/QYNPGC5C3PDMCBRW-5ZE/ -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Hmm, when I switched all containers at the site B (mining site) to Planetary Logistic - On and Local Logistic - Off I suddenly can see a lot of ExoticMinerals, RareMetals and MetallicOre in the Kolonization Dashboard/Planetary Logistics but the Refinery still does no want to take them and process and the Workshop is the same. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Plus, just now I landed at the site A with big Tundra refinery with 4 Engineers. Bay 1 Recipe - Metals Bay 2 Recipe - Refined Exotics Bay 3 Recipe - Refined Exotics Refinery have plenty o MK-V Supply Redi-Pak containers (set as Commodities, MetalicOre, Metals and Refined Exotics) all set as a both Local/Planetary logistics On. But Refinery write: Metals: missing MetallicOre Refined Exotics: Missing RareMetals Refined Exotics: Missing RareMetals -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Oh My God, this Planetary Logistics is driving me crazy I have site A on Minimus and at this site, there is: Duna Logistics module (properly manned with Pilot) Duna Pioneer module (also manned by Pilot) Inflatable workshop (manned with Engineer) some Habitats, Agriculture, Power Plant etc. I have site B and at this site, there is: One ship which have Kontainer set to Commodities, four strip miners (two mining Exotic and two mining Rare), reactor for energy and Duna Logistic module (unmanned). Second ship approx. 40 meters distant has the same configuration, but Kontainer is set to MetallicOre and all strip miners are mining MetallicOre. BUT - when I am at site A (where the workshop is) and I am trying to manufacture Probodobodyne OKTO (via OSE Workbench), the manufacturing starts. But when it comes to 76.9 percent, I am getting message that ExoticMinerals are missing !!!! As a part of the station where the workshop is is a MKS Supply Redi-Pack, set to Commodities, Planetary Warehouse On. All containers at the site B (the mining site) also have all containers set to Planetary Warehouse On. And when I look at the Kolonization Dashboard, Planetary Logistics I can see there the a lot of MetallicOre (from site B), but absolutely no ExoticMinerals or RareMetals). What can be possibly wrong ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Ah so thx for the explanation. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
OK. And the convertor must be max. 150 meters around the Pioneer module or max. 2000 meters around the Pioneer module ? Or only directly connected ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Anyone knows where can be a problem ? I have a small base on Minimus with six Kerbals and space for ten more. Main module of this base is a Duna Pioneer module with pilot inside this module. From the description of this module, it seems that with pilot inside, the "Local warehouse" should see all kontainers around 2000 meters from this module. But even with the pilot inside the module, I can only see containers which are in 150 meters range And there is "On/Off" button for this function when I right-click the module. There is only "On/Off" switch for the built-in Recycler option. What am I doing wrong ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Thx a lot. After seeing those videos, I finally started to understand the basics -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Let's say that I have (for example) several Duna modules (habitat with cupola, agriculture module, logistics and PDU) at Minimus. Those modules are separated, because they was moved to almost the same spot at Minimus during several flights. And now, I want to connect them together, so they can share electricity, supplies and space). What part should I use to connect them together to share space and lenghten the maximum time of "habitation time" ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
I understand. So, what is the "modern way" to put MKS base parts together ? Let's say I want to connect several "Duna" modules together at Minimus. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Hmm, I must be really stupid or something had changed. When I am trying to fill a container with various EVA items for the colony, I can stuff screwdrivers, inflatable storage modules etc. But I am not able to stuff in those "FlexoTubes". It seems that one FlexoTube takes 700 litres of volume space and also those tubes do not stack. But when I was looking at several YT videos, it seems that those tubes should stack and the volume should be MUCH lower, because peoples are putting 8 or 10 of those tubes in containers. I even tried to edit some .cfg files here and there but it seems that I am not able to find a parameter which I can tweak to correct this. Anyone knows how to fix this ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Nice, with thermal radiators, my fourth automatic drill-convert station is working automatically and preparing Fertiliser for incoming Kerbals, which will land (at least I hope so) in a huge base/station/something. I just hope that it will be possible to land all those 60 tons on Minimus... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Ehm yes. But why ???? In ship transfer of everything seems so logical... But anyway, the station is working now . Of course, I forgot to attach the thermal radiator, but it is a minor problem which I know how to solve next time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
Ahh soo. Thx. Time to send a new station to Minimus -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
No, there is only one container (for Fertiliser as an end product). I thought that Minerals will be transferred to the Cruch-o-Matic automatically, because all those things are technically part of the same "ship". -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
PavelKCZ replied to RoverDude's topic in KSP1 Mod Releases
OK, thank you for the informations. Still it seems that I am missing something obvious with this whole MKS. I tried to take a basic Kontainer and I preset it to "Fertilizer". I attached to the container those pieces: MKS Ranger Crush-o-Matic preset to make Fertilizer from Minerals MKS Ranger Scout-200 Powerpack (generator is preset to ON) MEU-100-A Pulse drill preset to drill Minerals SpaceCrane on top as a landing stage Idea was that this whole thing will mine minerals and make the Fertilizer automatically, until the plutonium in the PowerPack will be depleted or the rest of colony packages will land, together with Kerbal Engineers etc. I succesfully transported the whole thing to Minimus, landed at a spot where is a lot of Minerals and I deployed the drill and start drilling. But, after some time the drill stop and in the status window, there is a mention "Minerals: Minerals full". But the status windows on the Crush-o-Matic still write "Fertilizer(M): missing Minerals". And of course, there is no Fertilizer (0/54000) in the Kontainer. What am I doing wrong ?