*Aqua* Posted January 24, 2016 Share Posted January 24, 2016 I just want to say Thank You! I had a lot of fun planning my base today. Link to comment Share on other sites More sharing options...
Roberius Posted January 24, 2016 Share Posted January 24, 2016 Upon transferring a kerbal with a drill out of the scout module into an inflated hab, and then eva'ing through the hab, the drill vanishes and is not visible in any of the bases inventories. Also, I too have the no kerbals can be transferred to Agriculture Hab. Link to comment Share on other sites More sharing options...
goldenpsp Posted January 24, 2016 Share Posted January 24, 2016 1 hour ago, Roberius said: Upon transferring a kerbal with a drill out of the scout module into an inflated hab, and then eva'ing through the hab, the drill vanishes and is not visible in any of the bases inventories. Also, I too have the no kerbals can be transferred to Agriculture Hab. Yea don't transfer kerbals around with anything in their inventory. You will usually if not always lose it. Link to comment Share on other sites More sharing options...
RoverDude Posted January 24, 2016 Author Share Posted January 24, 2016 3 hours ago, *Aqua* said: I just want to say Thank You! I had a lot of fun planning my base today. You are very welcome 2 hours ago, Roberius said: Upon transferring a kerbal with a drill out of the scout module into an inflated hab, and then eva'ing through the hab, the drill vanishes and is not visible in any of the bases inventories. Also, I too have the no kerbals can be transferred to Agriculture Hab. The former is a KIS issue, nothing I can do about it. For the latter... there is no such thing as an agriculture hab - do you mean an ag module or a hab module? Transfer in or out? If it's an ag module and you do not have the context menu to transfer crew, just swap vessels and come back (it forces a menu refresh). This is a stock behavior I need to override. Link to comment Share on other sites More sharing options...
ComatoseJedi Posted January 25, 2016 Share Posted January 25, 2016 1 hour ago, RoverDude said: For the latter... there is no such thing as an agriculture hab - do you mean an ag module or a hab module? Transfer in or out? If it's an ag module and you do not have the context menu to transfer crew, just swap vessels and come back (it forces a menu refresh). This is a stock behavior I need to override. Yeah, I was wondering about that. I couldn't for the life of me put anyone in the ag module and didn't think about swapping vessels. Curse you stock behavior. Link to comment Share on other sites More sharing options...
RoverDude Posted January 25, 2016 Author Share Posted January 25, 2016 I'll be hacking in a fix for that In fairness stock does not have the concept of changing crew capacity in-flight Link to comment Share on other sites More sharing options...
Roberius Posted January 25, 2016 Share Posted January 25, 2016 (edited) I did mean the ag module, my bad, many cans of carlsberg is my excuse. Vessel swapping didn't help though, (assuming you mean switching to a nearby vessel with the "[ ]" keys) I'm still unable to transfer kerbals to the ag module, pic of my base at the following link: http://images.akamai.steamusercontent.com/ugc/358402208189510019/4673F08FB2A60E88CF0BFDC2547CE6C75316FB7B/ Ship Manifest mod doesn't recognise the ag modules as places where crew can be placed but would the Connected Living Space mod deal with this? I've got to head to work now, if so, I'll try it later. Thanks. Edited January 26, 2016 by Roberius CLS was no help. Link to comment Share on other sites More sharing options...
Kershu5 Posted January 27, 2016 Share Posted January 27, 2016 (edited) Two problems I'm having, 'Dude. 1) I can apparently EVA Kerbals into the Scout Workshops but not Transfer them there, and if I EVA them there they don't show up in the right-click list. 2) While I've noticed I can repair broken UKS parts, non-UKS parts are also being affected by the Wear and Tear issue and I have no options to Perform Maintenance upon them and thereby fix the problems. e: looking at my base, the Workshops don't appear to be adding any Productivity, either.. Picture. http://steamcommunity.com/profiles/76561198009901970/screenshot/544175911133989689 Edited January 27, 2016 by Kershu5 Link to comment Share on other sites More sharing options...
RoverDude Posted February 2, 2016 Author Share Posted February 2, 2016 These should be sorted in the next patch (which I am working on releasing today - down to just bundling everything up Link to comment Share on other sites More sharing options...
RoverDude Posted February 2, 2016 Author Share Posted February 2, 2016 0.2.3 - 2016.02.01 ------------------ Synced dependency DLLs Link to comment Share on other sites More sharing options...
speedwaystar Posted February 3, 2016 Share Posted February 3, 2016 this looks really promising! (i don't have any bases yet, hence the blankness, i'm guessing). i'm having visions of: Link to comment Share on other sites More sharing options...
RoverDude Posted February 3, 2016 Author Share Posted February 3, 2016 Pretty much Tho the fancy interface won't be till 1.1 - basic stuff for now Link to comment Share on other sites More sharing options...
RoverDude Posted February 3, 2016 Author Share Posted February 3, 2016 0.2.4 - 2016.02.02 ------------------ Kolony Rewards are now exponential and look at the entire vessel's crew Broke EL config into two configs - parts vs. resources Increased funds reward for kolonization Link to comment Share on other sites More sharing options...
RoverDude Posted February 3, 2016 Author Share Posted February 3, 2016 0.2.5 - 2016.02.03 ------------------ Reset default life support options to 'grouchiness' Link to comment Share on other sites More sharing options...
methodermis Posted February 4, 2016 Share Posted February 4, 2016 On 1/24/2016 at 4:18 PM, Roberius said: Upon transferring a kerbal with a drill out of the scout module into an inflated hab, and then eva'ing through the hab, the drill vanishes and is not visible in any of the bases inventories. I'm having KIS inventory vanish when boarding the workshop and hab module from EVA. Getting in and out of a stock pod doesn't eat the inventory, but getting into a deployed inflatable module eats the KIS items. On 1/24/2016 at 6:40 PM, RoverDude said: If it's an ag module and you do not have the context menu to transfer crew, just swap vessels and come back (it forces a menu refresh). This is a stock behavior I need to override. Also can't transfer anyone to ag module, even after switching vessels. Anyway thanks for sharing all your hard work, you're amazing! Link to comment Share on other sites More sharing options...
RoverDude Posted February 4, 2016 Author Share Posted February 4, 2016 (edited) KIS inventory loss is a KIS bug unfortunately. I'll peek at the ag module. And thanks Edited February 4, 2016 by RoverDude Link to comment Share on other sites More sharing options...
goldenpsp Posted February 4, 2016 Share Posted February 4, 2016 3 minutes ago, methodermis said: I'm having KIS inventory vanish when boarding the workshop and hab module from EVA. Getting in and out of a stock pod doesn't eat the inventory, but getting into a deployed inflatable module eats the KIS items yes it will read above. KIS issue. Seat inventory is touchy and you will lose inventory entering anything that doesnt have seat inventory (which is any inflatable). safest method is to stow everything in proper KIS inventory before boarding. Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted February 5, 2016 Share Posted February 5, 2016 Havin some issues. So after I set my base up I made sure it was self sustaining. (The base was designed to refuel life support hence it made a lot in excess) waited a year at that thing in time warp. All was good. Later on I launched a mission to duna and returned it. Trip took 4 kerbal years. I go back to my bases and everyone is dead. Checked the systems everything was still running. Sooo I'm at a loss here. As of now I can't launch my missions to duna for fear of it going the way of the minmus and mun bases because the crew I send to duna will die on duna while the shuttle returns to kerbin to get more supplies even though it's self sustaining. Very confused. Also I'm running the 1.0 version not the latest. Link to comment Share on other sites More sharing options...
RoverDude Posted February 5, 2016 Author Share Posted February 5, 2016 Well the operative word there is dead - what life support mod are you using? Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted February 5, 2016 Share Posted February 5, 2016 Tac Link to comment Share on other sites More sharing options...
RoverDude Posted February 5, 2016 Author Share Posted February 5, 2016 Ah... likely something to take up with the TAC-LS folks. What killed them? EC? Oxygen? etc.? Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted February 5, 2016 Share Posted February 5, 2016 Food I believe. So talk to thunder aerospace? Link to comment Share on other sites More sharing options...
RoverDude Posted February 5, 2016 Author Share Posted February 5, 2016 hmm... A bit at a loss without seeing the base... how long had it been self sufficient (i.e. I assume you tested it in high warp before leaving it?) Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted February 5, 2016 Share Posted February 5, 2016 (edited) I'll try and find a screenshot it was a simple base with 4 agros and 4 Habs. 5 sifters and 5 power packs. It had 2 crew on board in the scout and yes tested in time warp for 1 kerbal year. Edited February 5, 2016 by Yuri kagarin56 Link to comment Share on other sites More sharing options...
RoverDude Posted February 5, 2016 Author Share Posted February 5, 2016 You should not have had an issue with that setup... did the power packs still have power? If so, I have no idea :/ Link to comment Share on other sites More sharing options...
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