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Everything posted by Kaa253
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[1.12.x] USI Core (Reactors and Kontainers)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
I am observing strange behaviour from the 0.625 reactor. I have 2 bases (Mun & Minmus) powered by one of them each and they have both been running at 100% load for 1y 43d. They both report 2.00 (full) Enriched Uranium and 0.00 (empty) Depleted Fuel. 100.0% Thermal efficiency and Core Temp. 1000.00K so thermal controls seem to be completely effective. There are some little solar panels present on the bases, too small for the power demands and useless at night but I guess the new 95% cap effect may be active. All other USI converters (same as stock I think) seem to be behaving normally. I do not have NFE. I have not unlocked the science for any of the larger reactors yet. Has anyone else seen this? Could you check? Maybe no one has yet noticed their infinite lifetime reactors? Does anyone see the Enriched Uranium going down on these? Maybe it's just me? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
You make an excellent point. I had essentially the same problem in an earlier MKS version and at that time my solution was to take my pilot on a long Mun walk out of physics range and leave my Engineer behind to inflate the habitat. With the latest update even that will not work. I wonder if the Local Logistics tab in the Kolonization Dashboard could have planetary storage in the vessel selection? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Regarding the colony rewards. I like them the way they are. Yes it is science that drives my career and it should be. I take the funds from my Mun and Minmus kolonies and invest that in Mariner, Pioneer and Voyager probes to go out to the planets for more Science. I use the rep to pay for declining the bad missions offered in Mission Control to roll again until I get better missions offered that can be done by the probes in the course of collecting more science. It feels like I never have enough funds to pay for all the science missions I want to do. Nevertheless, I usually unlock the Alcubierre Warp Drive at the top of the CTT tree well before my year 1 launched Hohmann transfer orbit New Horizons probe reaches Eeloo. So basically you can use both funds and rep to get more science. If you feel you are getting too much science you can always start a new career and move up to a harder level in the stock difficulty settings -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
In the past, my standard early-career budget space program method has been to fill up with Pilots, Scientists and Engineers by running rescue missions. Unfortunately I now get mostly the new kerbal professions from rescue missions too. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Full Kolonisation does not alter the supplies consumption, only habitation. (At least as I understand it - I have only reached about 140% myself). So you will still need to regularly run supplies up from the planet/moon below given that fertiliser production on a space station is not easy (but not impossible - think station built into an asteroid ). Not exactly comfy. -
parts [1.12.x] Asteroid Recycling Technologies
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Very interested. Thanks. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Does it apply to space space stations? Space stations do not contain Kerbals "on a planet". I wish and hope it DOES apply to space stations. I think it should. Once the planet below is Kononized they would be in a position to support their own low orbit transfers domestic space port. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
I think this was fixed after v0.50.13.0. Version v0.50.14.0 is in fact the latest MKS release. I think that both of these came after the last Constellation release. I don't know how you survive without the full version of AVC. A year ago I found very quickly that CKAN will leave you out of date every time. -
@Tourman I had that flickering you describe but for some reason it stopped. I don't know - but you could try visiting in turn every manned vessel you have in flight and at each one open the LS window. I did that to check on all my supplies timers just before the moment it seems to have stopped. Almost like an old bug needed to be refreshed out of the system on the new version. Hope it works for you - Good luck!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
@HypnoButler Sorry, I don't know why your ports will not magnetise. I am curious; what mod provides those surface attached EVA doors you have on your MPL's? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
While I have the same confidence that big single vessel bases are now viable I have always liked the idea of a village of small and disconnected facilities. For that reason I enjoy the MKS small steps to a big colony approach and try to follow it. Kraken or no. My vision for living on the Moon or Mars is one where it doesn't require 2 hours to don your suit to just to take a walk next door or to simply enjoy the view. (Yes, I have been watching the ISS space walks - or more like space hand over hand "translations" on NASA TV ). -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Kaa253 replied to Galileo's topic in KSP1 Mod Releases
Confirmed on "nix". @stratvox You are indeed a star - thank you sir!- 1,019 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Level up crew allows you to gain stars for crew experience without returning to Kerbin. A very similar thing is available as a KSP career game difficulty option so if you have that active then "Level Up Crew" will never do anything. You need to have USI warehouse enabled storage containers attached directly to your EL construction vessel. That way when "parts" (are you using "rocket parts"? : that would indicate a separate problem) are withdrawn from those containers they will refill from planetary logistics or via Scavenging or Resource Distribution... all of this assuming you have a suitably manned logistics module/s within 150m or 2 km range as defined by your exact base/s modules composition. https://github.com/BobPalmer/MKS/wiki/Functions:-Logistics -
This appears to be still working!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
I have been getting this for a long time and also some square smoke in the plume of certain rocket engines. Curious to know, are you using smokescreen, real plumes? In my case I always assumed the bug was with them (with no real evidence though). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Or he has a bunch of stupid low level kerbals in there producing a negative productivity value. This really really should be in the EL (and note: it is NOT known as "EPL") thread. The sooner we have the Ground C(K ?)onstruction solution the better! -
I keep having Walt and Gus disappearing and re-appearing again in the Administration building. Their photos and their whole column of strategies disappear together. For the strategy named "Stagnated Research I" when Walt is visible and when selected says just in the right hand pane. A bit more detail is provided at raised Github issue #53 I installed Strategia to try for the first time in a brand new career this week and when it works properly it is awesome (but you knew that already ).
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Kaa253 replied to Thomas P.'s topic in KSP1 Mod Releases
Kopernicus is spawning NRE's in map view as it attempts scaled space load. I assume it is a Linux only issue as this thread is not full of similar reports? If it is a Linux only is this somehow related to the reports posted elsewhere in the planet pack forums as a tale of Linux/Mac/OpenGL not being able to load dds files - which I kind of doubt actually (but the log files do show all the dds' failing to load.). A Github issue has been created. Tested on clean KSP stock install with no planet pack/s installed and log files included -here https://github.com/Kopernicus/Kopernicus/issues/158 -
So is the plan to just do stage 1 on New Years Day and submit times with pics for stage 1 only before going on to stage 2 at a later date? Is it a 14 day event like the RL Dakar?
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I just downloaded the course and read the OP - so RL permitting I'm in. Prolly come in last but will enjoy anyway
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Oh my! (just found this thread)
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It builds things just fine for me. Sometimes I have a problem loading tanks on release that's all.
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@notthebobo that's great. It would be nice to know a little bit more detail on some of the new skills. I guess it can be determined by reading the MKS source. For example; it seems that Farmers are for the more advanced life support converters and Biologists for the basic (greenhouse?) ones, but which parts/converters exactly I am still to discover. Also do these "other" skills such as AgronomySkill and MedicalSkill increase with Kerbal experience? I suspect they do.