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Everything posted by Kielm
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
Nah that's fine, you've got loads going on so stuff will get lost - that's why I mentioned it, I was just hoping not to sound rude by reminding you. Simple craft work great. The items get fabricated and placed into inventory as expected. In the (failed) example, I used KSTS to put a konfab-equipped ship into orbit around Kerbin and then landed it within physics range (150m) of a bunch of other craft. The error: "[ERR 00:22:11.528] [ModuleInventoryPart]: Unable to create a snapshot part at index 0. Unable part name=battery-rad-125". showed up anytime I tried to build anything. In that example it was a tiny battery that should've been able to fit anywhere. Now I've gone back and tested the exact same craft again on the launchpad - it works. Tested it in orbit after putting it there with KSTS - it works. The only remaining criteria would take longer to test - putting it within physics range of a bunch of other landed craft with inventories to see if it still gets confused. I'm fighting a Unity crash at the moment so testing anything further is proving difficult. -
Unity Crashing, not easily reproduced
Kielm replied to Kielm's topic in KSP1 Technical Support (PC, modded installs)
Very detailed analysis, thanks. My drivers are up to date, and I'm using some outdated mods, so I suspect it'll be mod related. Unfortunately as many mods haven't ported to 1.11 the list of potential culprits is quite extensive, so it looks like I'll have to put up with it until I can't put up with it anymore, or start yanking stuff out in the middle of a career game. I'll have a look over what I've got and yank as much as I reasonably can. Thanks again, you're a star. -
Unity Crashing, not easily reproduced
Kielm replied to Kielm's topic in KSP1 Technical Support (PC, modded installs)
Thanks. This looks like a very generic memory violation error to me, are you able to advise anything more detailed? Link to dump -
Unity Crashing, not easily reproduced
Kielm replied to Kielm's topic in KSP1 Technical Support (PC, modded installs)
@VoidSquid I have just had another crash and let Unity gather it's crash report. Can I ask what debugger you're using? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
Yes, it was a test to build a small battery. I don't know what the exact issue is, but the konfab seemed to have trouble finding an inventory to put the part in when there were a bunch of other craft in physics range, even when there was ample space on the same vessel. It seems to work in most simple situations, but it didn't work when I needed it to (base construction) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
This: Occured when craft where in local logistics range. Which is kind of a crucial time for being able to build parts. Noted. To be honest with all the new stuff I can ditch KSTS, KIS and KAS, the WOLF mechanics are a game changer! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
These look very cool. How are the new Konstruction mechanics going to work with this? Is it going to be similar to Ground Konstruction's kits or something different? Nice. I'm hoping for a couple of fixes for Konstruction parts going nowhere, moving heavier stuff with more 'enhancers', and a fix for the Orbital Logistics window misbehaving after transfers but I understand it might be a while before those are addressed. I'm reverting to KIS/KAS for the majority of on-site building at the moment but Konstruction looks like it's going interesting places -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
I agree, it's confusing the first time you use it, then it makes sense. It's an mechanic that's been around for a while and I don't think it's really been changed since it's creation. Heat is again a little complicated, the converters and drills will be less efficient when they get too hot (or will overheat and stop) so you'll want adequate cooling for each running converter / drill. So the MEU-100 drill has a max cooling required of 50kW: The 2.5m MPU has a max cooling required of 1000kW: and the small thermal control system can handle 50kW: (Ignore the SystemHeat thermal parameters, that's from another Mod) So add up the maximum heat for your parts (your heat output may be different from the examples I've used) and add enough heat radiators to dissipate it all - Max Cooling and Core Heat xFer are the values you should be paying attention to, if I remember correctly. Remember: Test it on the pad / runway. You may find that multiple modules produce more heat. Let the drills & MPU run all together up to their maximum heat output and ensure they don't outmatch your available cooling. Once you land it somewhere else it'll be too late to add more radiators! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
No, you don't choose inputs & outputs. The first button changes the bay. From "Current option => Another option". The second and third buttons change what "=>Another option" is. So If you have an LFO convertor installed, you can choose "Next Bay" to keep scrolling through converters that you want to swap to, and then press the first button to actually install that converter. So you won't see an "Ore" option, because there's no "Ore converter". There should be LFO, LiquidFuel and Monopropellant converters that take Ore as an input (which you can see by looking at the information for the MPU: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
I think there's been a misunderstanding. The MPUs (and a lot of MKS parts) have "Swappable bays" that can be swapped out to different converters. Check the part info to find out what each converter does. If you check the part info for the MPU (right click on it in the parts list and scroll down the info), it should show that the "LFO" convertor converts Ore into LiquidFuel and Oxidizer. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
Sure. The issue is that it's difficult to come up with simple examples for a complex mod. In a nutshell, to get some basic refuelling in place (assuming it's all automated with no Kerbals involved): You'll need a craft that can drill for Ore. Ensure the drill you choose can mine Ore - the stock drills are a pretty safe bet. If using an MKS drill, ensure you switch it to "Ore" before you launch it - it will mine whatever it's set to mine, so if you leave it as the default it will likely try to mine Dirt. You'll need storage for Ore and your refined product e.g. small or large ore containers, or MKS Kontainers (set to "Ore"!), whatever you want If you're refining to LiquidFuel & Oxidizer then any stock fuel tank will probably do to store the output You'll need something to convert between the two an MPU from MKS should be able to do it, or the stock ISRU convertor. Again, if using the MKS part ensure you set the switchable part to refine the thing you want to refine, before you launch it. You'll need power Add up the requirements from the ISRU, drills, etc. Add some battery storage for the night time. You'll need to dissipate the heat generated from drills & ISRU Test it on the pad, or add up the heat from each part and include enough radiators to get rid of the heat, or the drills & converters will shut down That should do the trick. You'll need everything else you would normally need for a spacecraft too, and if you're planning to dock it then a docking port and RCS etc. This is all assuming that you've already done the resource scanning in advance and know where to find Ore. Your best bet is probably to try it out in sandbox first - use cheats to simplify moving things around to save time. But there's more... -
TAC LS and USI LS are not very interchangeable. TAC LS uses distinct supplies like Oxygen & Carbon Dioxide that will be familiar to you, while USI LS bundles everything into "Supplies", which kerbals use at a rate of ~10/day. USI LS also uses a habitation & home timer. Basically: The home timer indicates how long before the Kerbal wants to go home The habitation timer indicates how long the Kerbal will be willing to stay on board their current base/ship for Timers can go up if they move somewhere more comfortable Habitats ("Start Habitat") increases the maximum habitation / home time Some habitats add months to a number of kerbal's hab/home timers (e.g. add rooms for kerbals) Some habitats multiply the months for a number of kerbals (i.e. multiply the effectiveness of those rooms) That's not entirely accurate, but you can read more on habitation / home here and supplies here. If you switch to USI LS you'll need to ensure you have "Supplies" and enough habitation (habitats) available on each ship/base/station that has Kerbals on it. They're not so easily swappable, I'm afraid. Also be aware that removing TAC LS (and it's parts) may break existing craft, and using both TAC LS and USI LS together may have unforeseen (bad) consequences. If you're a stickler for punishment, you can configure USI LS from the KSC to choose the severity of the consequences when Kerbals run out of supplies!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
@alphaprior This is not a small mod, it's a beast - life support, colonisation, resource gathering, refining, processing and uses. You can find a wiki here - you may want to bookmark it to refer to it later. You don't need this mod if all you want to do is refuel - you can accomplish that with the stock ISRU parts & drills - try googling "KSP Ore Mining" or searching for similar videos on YouTube. This guide by bigcalm on MKS is quite recent, it's pretty comprehensive for an overview and look at how stuff works. Hope that helps! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
Welp, Just spent some time getting familiar with WOLF (and trying to fix a unity crash in KSP but that's another story) and I have to say it's pretty damn impressive. Like MKS It takes a bit of adjustment to get used to the production chains, and I've yet to pull any resources out with a hopper but this is going to open up a whole host of options! I started with a small science outpost on Minmus, used a rover to gather as much science as possible and processed it on site. Most of the supplies and incremental improvements were shipped into Kerbin orbit via KSTS, and a fairly decent SSTO I designed using Mk4 spaceplane systems that carries ~46tons up to 100km: The Duna and Ranger series of parts, along with local logistics feature of this mod really helped build out the Minmus base, as I could just add to it as I needed to expand - and local logistics took care of balancing supplies. A tiny Akita rover was responsible for all the prospecting: When it came to getting resources to the base, I made extensive use of planetary logistics, and dropped a few remote automated miners in key locations. They all look the same, just with different drill/ILM setups: A couple of Tundra modules made their way into the mix for some of the more advanced processing, which led to reaching a high enough part count to cause me problems at time warp > 100x. Still, I wanted to use it as a testbed for future colonisation missions, and learned a lot - always carrying extra ILMs, checking hatches, command and life support tanks on everything, etc. When I started branching out to MaterialKits (shipping in DIY containers) and then GC's DIY Kit Assembly, things started to go really slow. I had to include a PAL to move the containers around, and when put together with all the existing base items things became almost unplayable. Still, I needed more production so I opted to go for a giant (for me!) ATLAS base to replace the existing setup. One base, ~100 parts. Sadly I don't have pictures of the original science base but here's the ATLAS monstrosity, GC Assembly line and PAL construction vehicle I used for moving containers around. It was all built in-situ from the original base, and took ~220 days for assembly, and about ~60 days for final construction: Next up came the construction of Minmus station, which will be the construction point for most orbital craft in the future. I had originally planned to use TransportCredits to ship up everything required as the cost doesn't seem to be too high, but after playing with WOLF for a little bit I'm tempted to move it into a lower orbit and utilise the WOLF hoppers. Here's the current Minmus station, making extensive use of Station Parts Redux, which was a joy to build with and works really well with MKS: The great thing about Ground Construction's kits is the way it allows you to build from orbital dockable containers in-situ, so the majority of the station had DIY kits attached to ports that could be built out from shipped up Material Kits. While all this has been going on my bootstrap ship has arrived at Duna. I repurposed a Tug I was using to ship containers from Kerbin -> Minmus and used it to push the bootstrap base and a rover all the way to Duna. It has 7000 delta-v pushing a 35t payload (thanks, CryoEngines!) so it's more than up to the task. Here's the tug (on the right, consisting mostly of LH2 tanks) and bootstrap base (on the left). The rover has already been landed: And finally, the Akita rover on Duna with it's lander, ready to start all over again: Once I've found a good place to land the bootstrap automated miner, I'll leave it there to push a couple of years' worth of Metals, Polymers and Chemicals into the planetary logistics while the first Duna colony ship makes it's way there. I've yet to designed what form that will take, however! Thanks again for the hard work on the mod, it's been a blast so far. -
Unity Crashing, not easily reproduced
Kielm replied to Kielm's topic in KSP1 Technical Support (PC, modded installs)
Alright, I'll turn off the steam overlay and see if that makes a difference. Might as well do a full reinstall while I'm at it. Thanks very much for pinning that one down! -
Unity Crashing, not easily reproduced
Kielm replied to Kielm's topic in KSP1 Technical Support (PC, modded installs)
Thanks. Oddly enough there are only 2x KSP crash dumps in there which indicates it's not catching all of them, or this was a separate crash, as the last occurance was 7 days ago. Can't guarantee this will be the correct issue but here it is. -
Unity Crashing, not easily reproduced
Kielm replied to Kielm's topic in KSP1 Technical Support (PC, modded installs)
I can check - where might I find that? -
Unity Crashing, not easily reproduced
Kielm replied to Kielm's topic in KSP1 Technical Support (PC, modded installs)
Thanks for the reply. I don't use that many mods (mostly the USI suite plus a few quality of life bits), and have 32Gb so I don't think it's that, but I can understand why you would think it might be. -
Hi, I've been encountering an annoying unity crash when playing. It's not easily reproduced (unfortunately), seems to happen more often in the VAB than anywhere else, but it also occurs in flight - so far never in the tracking station or any other scenes. With high part / large craft it occurs more often, but it also occurs if I play KSP for more than a couple of hours at a time without restarting it. Unfortunately the KSP log file is not helpful when this occurs - it simply outputs the last "in game" event and then nothing. It's a Unity crash (the Unity window pops up and it's trying to generate a crash report), so I'm not convinced that it's something in the mods I'm using. I've put the Player-prev.log (from C:\Users\<name>\AppData\LocalLow\Squad\Kerbal Space Program) above in a spoiler that shows everything after the crash occurs. This is outside of my technical comfort zone, can anyone offer any assistance please?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
Is this a bug in the USI Constellation Pre-Release then, or is it simply not reporting the power because the depot's not established yet? The depot does not appear to provide any power. All I've done is survey that biome, there's no WOLF modules in it yet. EDIT: The planner was wrong. I established the depot on a hunch and the power is now showing in that biome, thanks. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
WOLF is proving more difficult to get into than I thought it would. In my career game, I've progressed as far as putting a few ATLAS domes on Minmus and cranking out enough goods to be able to build ships from scratch, as well as make the colony self-sustaining. In a bid to reduce part count and take advantage of more resources (as well as abstracted shipping into the station that's currently in orbit), I thought I'd have a look at WOLF. Unfortunately, I'm a little stuck: I need Kerbals in my WOLF setup to support various modules Kerbals need their own WOLF versions of life support and habitation WOLF life support and habitation requires a source of water (or hydrates) and fertiliser (gypsum) There do not appear to be any biomes on Minmus that contan both water and gypsum. Note: There are biomes containing hydrates and gypsum, but the conversion rate for hydrates (5->2?) means that I'd need a cumbersome amount of WOLF modules and bulk harvesters just to make the water, which would probably cause the maintenance & power requirements to snowball out of control I can't ship water in, because the biomes that have water don't have gypsum, so they can't be used for life support either ??? In MKS I can bypass some of these with either automated remote miners or alternative production chains, but I can't do that in WOLF (unless there's a route I've missed). So... is this an intended limitation? Do I have to start in a biome with full life support, or can I run at a defecit and build out extraction/shipping in other biomes before adding kerbals and starting it up? Or is it simply intended that we're supposed to start on Kerbin? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
Whoops, sorry that didn't work for you. I've had the same bug multiple times over the last couple of days and removing the historical transfers from the save file (and then loading the fixed save file) has worked 100% of the time for me, so I assumed it would work for you too. I guess orbital logistics has more bugs than just that right now, hopefully there will be a fix soon. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
@TomfooleryYT you have to remove the historical transfers from the orbital logistics section in your save file. I only spotted this myself yesterday. Look for something like this and replace it with this: i.e. remove the transfer history. Until a fix comes out, don't switch craft once you start a transfer - wait for it to finish or leave the orbital logistics window open and manually delete the history, or you'll have to do this every time. @RoverDude another issue with Orbital Logistics / T-Credits in one of the ATLAS parts - I can't build any, it complains that the T-Credits are full when there are zero: EDIT: The ATLAS 10m factory has no storage for Transport Credits in it's config file. I've manually added one in for now. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
As I understand it the mechanic will soon be changed to incorporate payloads/containers, and the cost will be calculated based on the mass lost transporting that payload/container from A to B. So more efficient craft (e.g. SSTOs) would benefit more. EDIT: See here -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kielm replied to RoverDude's topic in KSP1 Mod Releases
USI Constellation Pre-Release appears to have an issue with orbital logistics. I've conducted one orbital transfer successfully, now whenever I load the Orbital Logistics tab of the Kolonization dashboard it goes blank, the window becomes unresponsive and I have to reload the game to recover. Logs are filled with this: [ERR 01:26:43.046] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. [EXC 01:26:43.047] InvalidOperationException: Sequence contains more than one element System.Linq.Enumerable.SingleOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <fbb5ed17eb6e46c680000f8910ebb50c>:0) KolonyTools.OrbitalLogisticsTransferRequest.get_Origin () (at <0ff508c2dce54aae8f06e282317e32e6>:0) KolonyTools.OrbitalLogisticsTransferRequest.get_OriginVesselName () (at <0ff508c2dce54aae8f06e282317e32e6>:0) KolonyTools.OrbitalLogisticsGuiMain_Scenario.DrawWindow () (at <0ff508c2dce54aae8f06e282317e32e6>:0) KolonyTools.KolonizationMonitor.ShowOrbitalLogistics () (at <0ff508c2dce54aae8f06e282317e32e6>:0) KolonyTools.KolonizationMonitor.OnWindow (System.Int32 windowId) (at <0ff508c2dce54aae8f06e282317e32e6>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I'm going to be somewhat reliant on Orbital Logistics at this point in the career game so if there's anything I can do to workaround this please let me know! EDIT: Removing the transfer history from the save file seems to have fixed it. It may be because I transferred 2x resources in one run? EDIT the second: This happened when I set up an orbital transfer and then changed scenes. Once I change scenes the dashboard tab is effectively broken until I manually clear the transfer history out of the save file. Provided I don't change scenes until the transfer is done, and then immediately clear the history, it works.