Maraz
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Maraz replied to RoverDude's topic in KSP1 Mod Releases
Thanks a lot, that surely helps. How do you build the crane on the Karibou rover ? Pics of that would surely help. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Maraz replied to RoverDude's topic in KSP1 Mod Releases
Any ideas/experiences about how to assemble a large Tundra base on the Mun? Possibilities I have thought about are: - Ground Construction of the whole base - Flying each module on Mun and then assemble them via KAS pipes Has anyone tried using Konstruction docking ports ? That seems difficult to me on Mun, you need wheels on your Tundra modules or a large crane to slightly move modules in order to make them dock... seems cumbersome... any other ideas ? I know that vessels need not be connected, but connected bases look cooler Thanks -
I have now solved my installation problems, thanks. How can I estimate the amount of MaterialKits (I have MKS) and time needed to build the kit (assuming unit efficiency for the workshop)? I see the following info: Kit Cost: 62869.9 F Kit Work: 684.2 SKH Kit Res: 25797.9 u So I guess it is 684.2 hours and 25797.9 MaterialKits ?
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Ahhhh.... I just saw that the MKS install contains an outdated version of your mod. So I have a double install of two different versions. That should be the problem. This evening I will try deleting the GC folder from the MKS folder and retry. Thanks for your patience.
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Hello, different versions of MM should not be a problem, it says that only the last one is used: "The DLL name contain the version number, and even with 2 version present only the newest will run. This makes install of addons using it easier since you don't have to check date on the file when overwriting it." I did download the GC mod yesterday from SpaceDock, and it is one of the last mods I installed (perhaps I installed Stockalike Station Parts Redux after it, I do not remember well). I have CRP 0.10.0.0 ( installed via MKS 0.55.0.0). Which file should contain method 'PreFlightCheck.RunTests' ? Is this a stock method, or is it part of this mod ? EDIT: I just remembered I also installed "Hangar Extended" mod... this might be the problem, this mod is not working (although it is said to be compatible with 1.4.3).
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1) yes it happens for all craft files, even the simplest one (pod+fuel tank+engine) 2) I have Nova Punch that is nominally 1.3 compatible, but it is just a parts pack...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Maraz replied to RoverDude's topic in KSP1 Mod Releases
Thanks, I was not aware that was needed ... I read the Wiki but I guess it's not updated. So I will redesign my vessel, luckily I have a backup persistence file I can restart from. Thanks for support -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Maraz replied to RoverDude's topic in KSP1 Mod Releases
Hello, can someone explain why I don't get electric charge supplied to one of the vessels in my base ? I have two Scout 200-Power Packs nearby (one is visible in the picture below), each one with an engineer onboard. Info text on the generator says "PDU Range: 500m". Shouldn't be electric charge supplied to this vessel ? Thanks -
Hello, while trying to build a DIY kit by loading a vessel ftom the DIY kit part, I am getting this error: MissingMethodException: Method not found: 'PreFlightCheck.RunTests'. at KSP.UI.Screens.CraftBrowserDialog.onPipelineFinished (.ConfigNode n, KSP.UI.Screens.CraftEntry sItem, LoadType loadType) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.CraftBrowserDialog+<pipeSelectedItem>c__AnonStorey0.<>m__0 (.ConfigNode n) [0x00000] in <filename unknown>:0 at KSPUpgradePipeline.Process (.ConfigNode n, System.String saveName, LoadContext loadContext, .Callback`1 onSucceed, .Callback`2 onFail) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.CraftBrowserDialog.pipeSelectedItem (KSP.UI.Screens.CraftEntry sItem, LoadType loadType) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.CraftBrowserDialog.onButtonLoad () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() KSP 1.4.3 plus a bunch of other mods: Any idea about the problem ? Thanks
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Maraz replied to RoverDude's topic in KSP1 Mod Releases
Hello, I have similar problems, I cannot understand how to attach things to an anchor hub. I would like to attach a MEU-100 Pulse Drill and an Inflatable Storage Module, to an anchor hub, I have an engineer on EVA equipped with his screw driver, I can attach the hub to the ground, but attaching the other items to the anchor hub simply does not work for me. The ISM does not attach when I press H + click, it simply falls down. The drill shows no attach possibility (it never gets green) (it also looks strangely dismembered when I take it out of the KIS inventory), Is there somewhere a video tutorial about how to attach items to an anchor hub ? And perhaps attaching tha anchor hub to a Scout lander via a Flex-o-Tube (which I haven't tried yet)? Thanks Maraz -
Thanks a lot !
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Maraz replied to RoverDude's topic in KSP1 Mod Releases
Thanks a lot for your reply, it's very helpful. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Maraz replied to RoverDude's topic in KSP1 Mod Releases
Hello, I am returning to this great mod after a long pause from KSP (my computer was too slow to run it). I am doing the first test on MKS, I built a very simple ship for cultivation, my problem is that I cannot deploy the agricultural module. There is no "Deploy" button after launch (there is the button in the VAB, and if I launch with the agricultural module already deployed, everything is OK). I have an engineer and scientist onboard, and fully charged batteries. The MKS Ranger Inflatable Storage Module deploys without any problem. Any idea about what can it be ? Do I need something onboard to be able to deploy the agricultural module? Here is my mods list Thanks Maraz -
Docking Help / DOCKING ? HELP !!!
Maraz replied to bubba's topic in KSP1 Gameplay Questions and Tutorials
If you want to dock to another probe or ship, when you are about 30m away switch to the other ship (that should be "]" key). This way you can point it towards your ship and then go back to your ship ("]" again or "["). This makes things much easier. I also suggest you use the "Smart A.S.S." module of the MechJeb mod, in Target mode, to help pointing your ship towards the target. It's a very useful tool, but does not automate everything, you must still plan your approach and manoeuver your ship manually. Keep your speed low, when within 30m you should never be more than 0.5 m/s. Docking is one of the most difficult things in this game, so please do not get discouraged. I was a very little boy, I have confuse rememberings of watching the landing on TV at night with my parents. -
Hello, I have started playing this pack and it's really awesome! I am reading the Product Information Cards about the Duna mission, but I am confused about how the various Tranfer Vehicle, Drop Tank, etc.., must be used, it involves a lot of docking and undocking but it's not clear to me at all. Can someone please explain ? Thanks
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Looks like a great mod ! I see that integration with USI LS is coming... do you have plans for stricter integration with MKS? E.g. I was thinking of building a whole colony town with MKS, but I reaalized I could not singly manage dozens of Kerbals... this is where your mod comes! E.g., could one think of larger MKS habitation modules that are not for single Kerbals, but for Civilian Population ? So a small MKS colony (with Power Delivery Unit and production of Machinery, Supplies, Fuel, etc) would serve a larger Civilian Population colony.
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Hello, is this mod 1.0.2 compatible ? I was looking just for this functionality!.... "[" and "]" keys somehow do not work on my keyboard (Italian keyboard layout). Also, when you have a lot of vessels around, switching to the next one until you get to the one you need to is not practical, you just want to switch to one particular vessel... and without going back to Space Center and then to Tracking Station. Thanks Maraz
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Hello, download link for Tantares TweakScale Config seems to be broken Thanks for your work
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- totm march 2020
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I noticed the same thing. I am using the latest dev build. I came back after some years (0.6.0 was the last release I played) and at that time 8-9 km was the point where the gravity turn started. I guess that with the new aerodynamics things have changed and current trajectory is more optimized. The Ascent Path Editor is not working for me either (the altitude I put there is simply ignored). I agree that MJ is a wonderful tool
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Hello, I am coming back here after a long time... some years... I see that great progress has been made in the Kerbal Universe ! Now I hope I can soon catch up again with all things that have been developed in the meantime... new planets and moons, new physics, new rockets and all other great things! Congratulations to the developers! Maraz
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[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Maraz replied to Kreuzung's topic in KSP1 Mod Releases
You must set the following variable in cfg: panelcenter - center of the deployed panel (for proper ship shadow detection). Please see complete documentation about powersat mod here: http://kerbalspaceprogram.com/forum/index.php?topic=9533.0 Maraz -
Good news, thanks! I tried some even bigger value for rotPower (1.0) and also added some gimbal (0.5) to main engine. Now the craft is somehow manageable by MechJeb. But still in some occasions it starts spinning in an uncontrollable way. It\' an awesome model and I hope it can be made more flyable. Maraz
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I had the same need and asked the same thing. Answer was that we must wait untill the command pod, ASAS, RCS, etc. functions are released as modules instead of separate parts like they are now. I must say I\'m not holding my breath waiting for that... this seems not to be among planned features of next release. Maraz