RoverDude Posted October 15, 2015 Author Share Posted October 15, 2015 Did the fix for changing the efficiency of the Recycler process on the Hab module get rolled out yet? This is the one where Mulch to Fertilizer was a 10:1 conversion instead of a 1:1 due to a missed decimal point.There will be an update tomorrow Yes, I have tree deposit of supplies from TAC Life Support, the circular ones with water, oxygen and Food... I will make a trial to use an storage from MKS.hmm... try attaching them to the same hub the hab is on (i.e. no KAS pipes in the way), the little hexcans should work for that Link to comment Share on other sites More sharing options...
-ctn- Posted October 15, 2015 Share Posted October 15, 2015 Is anyone else having a heck of a time assembling bases with KIS? For three hours today, I was trying to build a test-run of a base on Kerbin. Sometimes I'd attach a module to the small Scout Hub and the whole thing would explode, sometimes the whole thing would flip. If I dropped a smaller module (power generator or sifter modules), they would go through the ground and explode. For a minute there, once I had it all assembled, if I went to the space center and then back to the base, it would be totally gone forever if a Kerbal is not inside it. Does anyone else have these issues? Or does it sound like a mod compatibility issue? I do have a lot of parts mods installed. Probably around 15 separate ones. Most of them don't use plugins, however.Edit: I know the exploding ground thing was a KIS issue for a while, but they did something to fix it (at least with the stock parts.) Link to comment Share on other sites More sharing options...
RoverDude Posted October 15, 2015 Author Share Posted October 15, 2015 If you're starting with an anchor hub, anchor it to the ground first so it doesn't tip. Also be sure to always be on the latest version. Optionally, land in with a scout pod and it's hub and build your base from there.Usual model for this is to anchor a few hubs, and wire them together with flex o tubes... or, just park a Karibou in the vicinity and you get automated resource transfer, so less flex o tubes to tempt the kraken. Lots of options Link to comment Share on other sites More sharing options...
-ctn- Posted October 15, 2015 Share Posted October 15, 2015 Thanks! It may just have been human error. I love the art style here though. To me, they look like the coolest bouncy castles around. Link to comment Share on other sites More sharing options...
RoverDude Posted October 15, 2015 Author Share Posted October 15, 2015 heh, thanks Link to comment Share on other sites More sharing options...
obi_juan Posted October 16, 2015 Share Posted October 16, 2015 hmm... try attaching them to the same hub the hab is on (i.e. no KAS pipes in the way), the little hexcans should work for thatI don't understand it... I attached an hexcans with KIS to the modules... I went away for two weeks (game time) and when I come back ... I have supplies in the outpost?I am using TAC Life Support... the strangest is there 4 different modules connected by KAS tubes, 3 with habitats and the other one only with a launch pad. So I put two small cans on two and a normal can of food in one... The amount of supplies is different (I can not do that with HyperEdit by mistake), the ones with low food only have 58 supplies in the habitat, the one with a normal can, have 200 supplies.But that is not the only thing strange on that outpost... I produce a rocket, and when I detached it had 600 of ORE (of 1200)... I empty the tanks and I had always 600... When the ship fly away by 2.2 km the problem disappear. So I started to think that the problem is with EL. No with your mod. Link to comment Share on other sites More sharing options...
RoverDude Posted October 16, 2015 Author Share Posted October 16, 2015 hrm you should not be producing supplies with TAC-LS, could be something is missing from the config.If anyone else has had similar issues please let me know Link to comment Share on other sites More sharing options...
-ctn- Posted October 16, 2015 Share Posted October 16, 2015 Hurray! Success. Gotta let it sit for a while to make sure it's self sufficient. Link to comment Share on other sites More sharing options...
goldenpsp Posted October 16, 2015 Share Posted October 16, 2015 Hurray! Success. Gotta let it sit for a while to make sure it's self sufficient. http://i.imgur.com/zTkZs4v.jpgNice! What's the cool ship on the left side? Link to comment Share on other sites More sharing options...
-ctn- Posted October 16, 2015 Share Posted October 16, 2015 It's the "Mini Ranger" from the Endurance (interstellar movie) mod. I modified it for a VTOL engine for easier landing and reduced max onboard monopropellant for weight. Link to comment Share on other sites More sharing options...
Badsector Posted October 17, 2015 Share Posted October 17, 2015 (edited) hrm you should not be producing supplies with TAC-LS, could be something is missing from the config.Organics definition is missing in resourcesEditEnrichedUranium and DepletedUranium too Edited October 17, 2015 by Badsector Link to comment Share on other sites More sharing options...
RoverDude Posted October 17, 2015 Author Share Posted October 17, 2015 0.0.6.0 IS UP0.0.6 - 2015.10.16------------------USI Core updates (containers, reactors, etc.)Added proper version file(to fix the missing resource issue, grab Community Resource Pack - I'll bundle it in the next version). Link to comment Share on other sites More sharing options...
Badsector Posted October 17, 2015 Share Posted October 17, 2015 (edited) (to fix the missing resource issue, grab Community Resource Pack - I'll bundle it in the next version).Resources_fix.cfgRESOURCE_DEFINITION{ name = Fertilizer density = 0.001 flowMode = ALL_VESSEL transfer = PUMP unitCost = 5 isTweakable = true}RESOURCE_DEFINITION{ name = Organics density = 0.001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0.5}RESOURCE_DEFINITION{ name = DepletedUranium // Depleted fuel to preserve mass when burned, can be recycled unitCost = 0 density = 0.01097000000 flowMode = NO_FLOW transfer = NONE isTweakable = true}RESOURCE_DEFINITION{ name = EnrichedUranium // Nuclear fuel density = 0.01097000000 unitCost = 865.0000000 isTweakable = true flowMode = NO_FLOW transfer = NONE}For who interested another patch for Snacks SupportSnacks.cfg@PART[MKSL_HabModule]:NEEDS[Snacks]{ !MODULE[ModuleResourceConverter,Habitat] {} !MODULE[ModuleResourceConverter,Recycler] {} MODULE { name = ModuleResourceConverter tag = Habitat ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat INPUT_RESOURCE { ResourceName = Organics Ratio = 0.0001 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.0001 DumpExcess = False } OUTPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.0001 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 } }}@PART[MKSL_ILM]:NEEDS[Snacks]{ !MODULE[FSfuelSwitch] {} MODULE { name = FSfuelSwitch resourceNames = Dirt,Ore;RocketParts,Organics;Snacks;RareMetals,ExoticMinerals resourceAmounts = 35,7;7,35;35;35,35 initialResourceAmounts = 0,0;0,0;0,0;0,0; tankCost = 3500;3500;3500;3500; hasGUI = false basePartMass = 0.75 tankMass = 0;0;0;0; }}!RESOURCE_DEFINITION[Supplies]:FOR[KolonyTools]:NEEDS[Snacks]{} !RESOURCE_DEFINITION[Mulch]:FOR[KolonyTools]:NEEDS[Snacks]{} Edited October 17, 2015 by Badsector Link to comment Share on other sites More sharing options...
DMSP Posted October 18, 2015 Share Posted October 18, 2015 This has probably been asked before, but could I have a way to make sure it is installed correctly?I tried downloading it today but all that showed up were the "Logistics" and "Kolonization" icons in the VAB and whilst playing.Thank you! Link to comment Share on other sites More sharing options...
RoverDude Posted October 18, 2015 Author Share Posted October 18, 2015 Start with a GameData screenshot please Link to comment Share on other sites More sharing options...
DMSP Posted October 18, 2015 Share Posted October 18, 2015 Here you go.I highlighted all the MKS-L stuff in Red. Link to comment Share on other sites More sharing options...
goldenpsp Posted October 18, 2015 Share Posted October 18, 2015 Here you go.I highlighted all the MKS-L stuff in Red.http://i.imgur.com/CU7Ufgjl.pngQuestion? Why did you move all the folders around? Roverdude put stuff under gamedata\umbraspaceindustries\ for a reason. Moving paths will break stuff. Link to comment Share on other sites More sharing options...
-ctn- Posted October 18, 2015 Share Posted October 18, 2015 This has probably been asked before, but could I have a way to make sure it is installed correctly?I tried downloading it today but all that showed up were the "Logistics" and "Kolonization" icons in the VAB and whilst playing.Thank you!This happens to me frequently with this mod and Kerbal Inventory System. I think it has to do with adding folders to the Parts list. Usually if you Alt-F12/Database/Reload All it will correct the problem. Not sure what actually causes it, could be mod incompatibility - I do have around 30 other mods running, including memory intensive graphical mods.My guess has always been it was a memory issue. Link to comment Share on other sites More sharing options...
RoverDude Posted October 18, 2015 Author Share Posted October 18, 2015 Here you go.I highlighted all the MKS-L stuff in Red.http://i.imgur.com/CU7Ufgjl.pngDon't move stuff around. I put everything in a specific folder for a reason, and am even nice enough to have a 'GameData' folder as the root to avoid confusion. Link to comment Share on other sites More sharing options...
DMSP Posted October 18, 2015 Share Posted October 18, 2015 Don't move stuff around. I put everything in a specific folder for a reason, and am even nice enough to have a 'GameData' folder as the root to avoid confusion.I know, and thank you for that, but when I tried it originally in that formation nothing worked.Has this happened before?- - - Updated - - -This happens to me frequently with this mod and Kerbal Inventory System. I think it has to do with adding folders to the Parts list. Usually if you Alt-F12/Database/Reload All it will correct the problem. Not sure what actually causes it, could be mod incompatibility - I do have around 30 other mods running, including memory intensive graphical mods.My guess has always been it was a memory issue.Alright, I will re-try this after my quick outing.I'll download the mod again and leave the folders as they are. If it works, I'll post, if it doesn't, I'll F+12 and if that doesn't work, I'll also post.Thank you everyone! Link to comment Share on other sites More sharing options...
-ctn- Posted October 18, 2015 Share Posted October 18, 2015 I had a similar memory issue with the Outer Planets mod, it wouldn't load any of the additive planets and after checking the logs, it's because it was reaching its memory cap and just stopped loading stuff. Link to comment Share on other sites More sharing options...
ObiVanDamme Posted October 18, 2015 Share Posted October 18, 2015 are the kontainer parts a separate mod? if so are you allowed to bundle it like crp? i really like the containers and when i move to crp i might need to create a lots of new storage although kontainers already has everything necessary. Link to comment Share on other sites More sharing options...
goldenpsp Posted October 18, 2015 Share Posted October 18, 2015 are the kontainer parts a separate mod? if so are you allowed to bundle it like crp? i really like the containers and when i move to crp i might need to create a lots of new storage although kontainers already has everything necessary. They are now part of USI-CoreI can't speak for Roverdude, but I would probably suggest making it a recommended linked mod rather than bundle it. CRP is a framework that is pretty stable and doesn't change much. USI-Core on the other hand probably will change more often so if you tried to bundle it you would have the extra workload of having to keep your mod updated every time it gets updated. Link to comment Share on other sites More sharing options...
RoverDude Posted October 18, 2015 Author Share Posted October 18, 2015 Yep, I'd concur. While you are more than welcome to bundle it, just be aware that it's subject to change Link to comment Share on other sites More sharing options...
ObiVanDamme Posted October 18, 2015 Share Posted October 18, 2015 They are now part of USI-CoreI can't speak for Roverdude, but I would probably suggest making it a recommended linked mod rather than bundle it. CRP is a framework that is pretty stable and doesn't change much. USI-Core on the other hand probably will change more often so if you tried to bundle it you would have the extra workload of having to keep your mod updated every time it gets updated.thanks for pointing out this exists. i was not aware of that. this will be highly recommended at least and i might bundle it when things have settled and changes will not be so dramatic and frequent. Link to comment Share on other sites More sharing options...
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