bananashavings Posted March 30, 2016 Share Posted March 30, 2016 8 minutes ago, RoverDude said: 1.1 Pre-Release is up! 0.4.0 - 2016.03.29 --------------- Compatibility with KSP 1.1 Dependency Updates With the advent of part search, moved all USI parts back to standard categories Planetary Storage and Warehouse Distribution now respect disabled warehouses Warehouses are disabled by default LightGlobe is now a logistics consumer Dirt auto-jettison is now based on a positive Periapsis Added ReplacementParts recipe for EL Fixed an issue where overflow was not properly transfering into planetary logistics during long catch-up mechanics Download from GitHub: https://github.com/BobPalmer/MKS-LITE/releases Was the Akademy Module added in this by chance. Don't see it in the notes but just checking to make sure Link to comment Share on other sites More sharing options...
RoverDude Posted March 30, 2016 Author Share Posted March 30, 2016 No it was not, sorry Link to comment Share on other sites More sharing options...
mcortez Posted March 30, 2016 Share Posted March 30, 2016 14 hours ago, RoverDude said: With the advent of part search, moved all USI parts back to standard categories Is there a way with part search (perhaps a specific keyword) to get it to list all USI/MKS parts? Most of the time I can't remember the specific names of parts, so I used the USI/MKS specific categories when looking for them. Link to comment Share on other sites More sharing options...
RoverDude Posted March 30, 2016 Author Share Posted March 30, 2016 Try USI Link to comment Share on other sites More sharing options...
nomercy4you Posted April 1, 2016 Share Posted April 1, 2016 @RoverDudeplease change the first page post. There is still a link to kerbalstuff and none to github! Link to comment Share on other sites More sharing options...
Eskandare Posted April 3, 2016 Share Posted April 3, 2016 Came across this. (Filename: Line: -1) KbApp.OnDestroy Planet Resources (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) NullReferenceException: Object reference not set to an instance of an object at Kolonization.KolonizationMonitor.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Link to comment Share on other sites More sharing options...
SpaceMouse Posted April 7, 2016 Share Posted April 7, 2016 Just tested this and noted new awesome wireless power transceiver part. Appears to not be working though. Right clicked on it and nothing happened. Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted April 9, 2016 Share Posted April 9, 2016 Ya I haven't been able to use any power/ supply transfers at all. Link to comment Share on other sites More sharing options...
ibanix Posted April 11, 2016 Share Posted April 11, 2016 A graphical how-to or a video on this or something would be great. Or if there is one already, a point toward that would be appreciated =) Link to comment Share on other sites More sharing options...
ibanix Posted April 12, 2016 Share Posted April 12, 2016 Which version should I be using with KSP 1.0.5? 0.4.0? Or older? Link to comment Share on other sites More sharing options...
RoverDude Posted April 12, 2016 Author Share Posted April 12, 2016 Older Find the latest 0.3.x release Link to comment Share on other sites More sharing options...
ibanix Posted April 12, 2016 Share Posted April 12, 2016 Ok, so I'm playing around with this on the launchpad. I've got a command pod on top of a colony hub, and a connected ag module, powerpack, sifter, lab, hab, and storage module. The Ag module is constantly saying 'State: not enough crew'. I've got three Kerbals (two scientists, one engineer). I can't move any into the ag module, because apparently it's not a module you can move crew into? Also, is the hab module supposed to turn mulch into fertilizer, along with dirt? I've got mulch, dirt, and a running Hab module, and no fertilizer is being generated. Link to comment Share on other sites More sharing options...
RoverDude Posted April 13, 2016 Author Share Posted April 13, 2016 The crush o matic makes fertilizer now - the hab is just a habitation space for USI-LS as I recall. Link to comment Share on other sites More sharing options...
ibanix Posted April 13, 2016 Share Posted April 13, 2016 Well, I managed to solve some of my problems (config file change referenced earlier in this thread for the Ag module - would be nice if that was back-added to the 1.0.5 release). I have a decent base going on Minmus now, but I've got a few issues: * When switching away to another off-planet vessel and back, a number of things stop working. The Junior mining excavator and the portable strip miner have to be restarted, as does the Regolith sifter. The life support status (USI) in the Ag module and the hab module state 'inoperative', even thought it appears they are actually still working. * My solar panels keep producing power even when the sun is down! Link to comment Share on other sites More sharing options...
RoverDude Posted April 14, 2016 Author Share Posted April 14, 2016 1. Drills turning off is likely due to physics hop (check if you have the same problem once 1.1 hits) 2. Life support issues are fixed in the next 1.1 release 3. This is how stock handles solar over warp (it's a long story, but short version is that I wrote it in stock to be optimistic not pessimistic WRT solar power and catch-up mechanics) Link to comment Share on other sites More sharing options...
ibanix Posted April 14, 2016 Share Posted April 14, 2016 Re #3: Is it supposed to do that (charge even when the sun is down) even when NOT in warp? Because it happens under normal time for me. Link to comment Share on other sites More sharing options...
RoverDude Posted April 15, 2016 Author Share Posted April 15, 2016 It should not charge while the sun is down, no. If it's doing it outside of catch-up mechanics or heavy warp, something is jinky and you should replicate it with stock parts, take a video, and put it on the 1.1 pre-release tracker Link to comment Share on other sites More sharing options...
LordKael Posted April 17, 2016 Share Posted April 17, 2016 @RoverDude As requested, here's the list of stuff not showing up in SPH/VAB: - smallest radially attached Supplies, Mulch, Fertilizer tanks - Nom-o-matics, both sizes -Still no use for Dirt, -Also, tons of other resources are available to scan for, but not to mine for. Doesn't really make much sense to me. I can log a Github if you'd like! Link to comment Share on other sites More sharing options...
RoverDude Posted April 17, 2016 Author Share Posted April 17, 2016 Ah - well the nomomatics come from USI-LS and the little tanks are part of USI-Core. Sounds like you did not install all of the mods I'd just hold off till the next patch (being bundled even as we speak) Link to comment Share on other sites More sharing options...
LordKael Posted April 17, 2016 Share Posted April 17, 2016 10 minutes ago, RoverDude said: Ah - well the nomomatics come from USI-LS and the little tanks are part of USI-Core. Sounds like you did not install all of the mods I'd just hold off till the next patch (being bundled even as we speak) This is embarrassing... I had everything installed, I just was sloppy about putting stuff into the correct folders. Link to comment Share on other sites More sharing options...
ibanix Posted April 17, 2016 Share Posted April 17, 2016 May not be directly MKS Lite, but: Is there a reason the radial Kontainers don't allow for the same options as the other Kontainers? Eg, why can't I put fertilizer in a 0.313m round Kontainer. Link to comment Share on other sites More sharing options...
Duodecimal Posted April 17, 2016 Share Posted April 17, 2016 (edited) The most recent 1.1 pre-release broke some stuff. Roverdude said in the main MKS thread he's got a recompile to do. Edited April 17, 2016 by Duodecimal Link to comment Share on other sites More sharing options...
RoverDude Posted April 17, 2016 Author Share Posted April 17, 2016 @LordKael - no worries @ibanix - give me a few, building all of the releases now Link to comment Share on other sites More sharing options...
ibanix Posted April 17, 2016 Share Posted April 17, 2016 Well, keep in mind I'm still on 1.0.5.... Link to comment Share on other sites More sharing options...
RoverDude Posted April 17, 2016 Author Share Posted April 17, 2016 Oh! @ibanix - that's because they are divvied across the tanks/liquid tanks sorry. That's by design That being said, I'll probably add some different form factors at some point Link to comment Share on other sites More sharing options...
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