goldenpsp Posted November 14, 2015 Share Posted November 14, 2015 I found a bug. When repainting the inflatable storage module when it is inflated it resets the storage limits to the deflated size, and then if you deflate it goes 1/100th of deflated size. it can be reset by deflating and then repainting and then inflating.example ore/dirt = 3500/700 inflated repainting while inflated sets to 35/7 while inflated .35/.07 deflated.Pretty sure its buried in the thread somewhere that you need to repaint while deflated. Link to comment Share on other sites More sharing options...
RoverDude Posted November 14, 2015 Author Share Posted November 14, 2015 yep, looking a how best to sort that one. Link to comment Share on other sites More sharing options...
meb0 Posted November 14, 2015 Share Posted November 14, 2015 I found another one. The ReactorPack nukes output DepletedFuel but the MKSL_SupPak has EnrichedUnranium and DepletedUranium. I noticed that MKSV_SupPak has DepletedFuel, but also the FTT reactor outputs DepletedUranium. Link to comment Share on other sites More sharing options...
ObiVanDamme Posted November 17, 2015 Share Posted November 17, 2015 I just released version 0.11.0 of OSE Workshop, that is out of the box fully compatible to MKS-L by using only resources that can be found in the community resource pack. At the moment some of the MM patches that try to move from materialKits to RockatParts can cause some trouble. Link to comment Share on other sites More sharing options...
JeffreyCor Posted November 24, 2015 Share Posted November 24, 2015 I wish there was something in between. The simplified resources of MKS-L with the parts of MKS Link to comment Share on other sites More sharing options...
BrutalRIP Posted November 25, 2015 Share Posted November 25, 2015 Anyone got any idea why the rover logistics is not pulling in any resources it has me stumped i can get a disconnected base working with full mks but not mks-l [IMG]http://i.imgur.com/LIs16XB.jpg[/IMG] Link to comment Share on other sites More sharing options...
goldenpsp Posted November 25, 2015 Share Posted November 25, 2015 [quote name='BrutalRIP']Anyone got any idea why the rover logistics is not pulling in any resources it has me stumped i can get a disconnected base working with full mks but not mks-l [URL]http://i.imgur.com/LIs16XB.jpg[/URL][/QUOTE] Call me stumped but where is the Rover in the picture? Link to comment Share on other sites More sharing options...
Badsector Posted November 25, 2015 Share Posted November 25, 2015 (edited) [quote name='BrutalRIP']Anyone got any idea why the rover logistics is not pulling in any resources it has me stumped i can get a disconnected base working with full mks but not mks-l [URL]http://i.imgur.com/LIs16XB.jpg[/URL][/QUOTE] Because you need a MKS part with [CODE] MODULE { name = USI_ModuleResourceWarehouse } [/CODE] or [CODE] MODULE { name = ModuleLogisticsConsumer } [/CODE] For holding the need resources, put a sifter or ilm with dirt and you start to get resources Edited November 25, 2015 by Badsector Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted November 25, 2015 Share Posted November 25, 2015 I wish the modules could be released making them workable with vanilla KSP; that or running from TAC Life Support resources. Oh well, a man can dream aye Link to comment Share on other sites More sharing options...
goldenpsp Posted November 25, 2015 Share Posted November 25, 2015 [quote name='Diddly Feelerino']I wish the modules could be released making them workable with vanilla KSP; that or running from TAC Life Support resources. Oh well, a man can dream aye[/QUOTE] umm, this doesn't even make sense? There is a TAC-LS config already included and the whole thing is licensed [COLOR=#333333]CC 4.0 BY-SA-NC so you can do what you want with the modules basically.[/COLOR] Link to comment Share on other sites More sharing options...
Badsector Posted November 25, 2015 Share Posted November 25, 2015 (edited) IDK if it work but try this MM_logistic.cfg [CODE] @PART [*]:HAS[@MODULE[ModuleResourceConverter]]:HAS[!MODULE[USI_ModuleResourceWarehouse]]:HAS[!MODULE[ModuleLogisticsConsumer]]:FINAL { MODULE { name = ModuleLogisticsConsumer } } @PART [*]:HAS[@RESOURCE [*]]:HAS[!MODULE[ModuleResourceConverter]]:HAS[!MODULE[ModuleEnginesFX]]:HAS[!MODULE[USI_ModuleResourceWarehouse]]:HAS[!MODULE[ModuleLogisticsConsumer]]:FINAL { MODULE { name = USI_ModuleResourceWarehouse } } [/CODE] Edited November 25, 2015 by Badsector Link to comment Share on other sites More sharing options...
BrutalRIP Posted November 25, 2015 Share Posted November 25, 2015 [quote name='goldenpsp']Call me stumped but where is the Rover in the picture?[/QUOTE] No rover in MKS-L logistics is done through the scout pod according to the wiki [quote name='Badsector']Because you need a MKS part with [CODE] MODULE { name = USI_ModuleResourceWarehouse } [/CODE] or [CODE] MODULE { name = ModuleLogisticsConsumer } [/CODE] For holding the need resources, put a sifter or ilm with dirt and you start to get resources[/QUOTE] im pulling in ore through the sifter its just not being pulled in by the AG module which has both the modules you said even the power distribution isnt working im going to reinstall all the usi mods and try again Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted November 25, 2015 Share Posted November 25, 2015 Wait what? So I can use the modules without these new resources like "dirt" and such? The food module will run like the SETI Greenhouse or so? Link to comment Share on other sites More sharing options...
RoverDude Posted November 25, 2015 Author Share Posted November 25, 2015 [quote name='JeffreyCor']I wish there was something in between. The simplified resources of MKS-L with the parts of MKS[/QUOTE] Any simpler, and you might as well not install a life support mod ;) [quote name='BrutalRIP']Anyone got any idea why the rover logistics is not pulling in any resources it has me stumped i can get a disconnected base working with full mks but not mks-l [url]http://i.imgur.com/LIs16XB.jpg[/url][/QUOTE] Does the scout pod have a pilot in it? [quote name='Diddly Feelerino']I wish the modules could be released making them workable with vanilla KSP; that or running from TAC Life Support resources. Oh well, a man can dream aye[/QUOTE] See below, but as noted, there's a TAC-LS config already included, and not sure what you mean by vanilla... [quote name='goldenpsp']umm, this doesn't even make sense? There is a TAC-LS config already included and the whole thing is licensed [COLOR=#333333]CC 4.0 BY-SA-NC so you can do what you want with the modules basically.[/COLOR][/QUOTE] [quote name='BrutalRIP']No rover in MKS-L logistics is done through the scout pod according to the wiki im pulling in ore through the sifter its just not being pulled in by the AG module which has both the modules you said even the power distribution isnt working im going to reinstall all the usi mods and try again[/QUOTE] You need an engineer on the vessel for power distribution (the one making the power), couplers on all potential power receivers, and a pilot in the Rover. [quote name='Diddly Feelerino']Wait what? So I can use the modules without these new resources like "dirt" and such? The food module will run like the SETI Greenhouse or so?[/QUOTE] Ok now I see what you're asking. And you already have a non-closed loop built in for TAC, you just add the ag module and dirt if you want a 100% self sufficient base (conservation of mass and such). Again, if I made this any simpler, you really should not bother with life support ;) Link to comment Share on other sites More sharing options...
Badsector Posted November 25, 2015 Share Posted November 25, 2015 Wait, probably there is some misunderstending Scout pod work as logistic if have 1 pilot onboard Logistic work for resources converters, if you have a converter logistic automatically transfer resources need from converters in ilm or kontainers attacked to the converter, logistic don't work only for holding resources. Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted November 26, 2015 Share Posted November 26, 2015 [quote name='RoverDude']Any simpler, and you might as well not install a life support mod ;) Does the scout pod have a pilot in it? See below, but as noted, there's a TAC-LS config already included, and not sure what you mean by vanilla... You need an engineer on the vessel for power distribution (the one making the power), couplers on all potential power receivers, and a pilot in the Rover. Ok now I see what you're asking. And you already have a non-closed loop built in for TAC, you just add the ag module and dirt if you want a 100% self sufficient base (conservation of mass and such). Again, if I made this any simpler, you really should not bother with life support ;)[/QUOTE] I'd want the module to create food while drawing in a lot of waste, water, oxygen and some electric charge. Link to comment Share on other sites More sharing options...
BrutalRIP Posted November 26, 2015 Share Posted November 26, 2015 (edited) [quote name='RoverDude'] Does the scout pod have a pilot in it? You need an engineer on the vessel for power distribution (the one making the power), couplers on all potential power receivers, and a pilot in the Rover.[/QUOTE] pilots and engineers in all base parts power couplers on all parts also still no logistics [URL]http://imgur.com/a/ej1nJ[/URL] oh and im using the 64x hack though it seems really stable to me ive crashed once since 1.0.5 Edited November 26, 2015 by BrutalRIP Link to comment Share on other sites More sharing options...
goldenpsp Posted November 26, 2015 Share Posted November 26, 2015 [quote name='Diddly Feelerino']I'd want the module to create food while drawing in a lot of waste, water, oxygen and some electric charge.[/QUOTE] Each LS mod already has built in recyclers to do this. Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted November 26, 2015 Share Posted November 26, 2015 [quote name='goldenpsp']Each LS mod already has built in recyclers to do this.[/QUOTE] Ah happy days! Link to comment Share on other sites More sharing options...
RoverDude Posted November 26, 2015 Author Share Posted November 26, 2015 [quote name='Diddly Feelerino']I'd want the module to create food while drawing in a lot of waste, water, oxygen and some electric charge.[/QUOTE] As noted... you already have this :) [quote name='BrutalRIP']pilots and engineers in all base parts power couplers on all parts also still no logistics [URL]http://imgur.com/a/ej1nJ[/URL] oh and im using the 64x hack though it seems really stable to me ive crashed once since 1.0.5[/QUOTE] What precisely is not happening? Lets make sure we have the same expectations. Link to comment Share on other sites More sharing options...
BrutalRIP Posted November 27, 2015 Share Posted November 27, 2015 [quote name='RoverDude'] What precisely is not happening? Lets make sure we have the same expectations.[/QUOTE] well as seen in [URL="http://imgur.com/09oHOCI"]this link[/URL] i have 422 supplies,10 mulch and no fertilizer yet in the [URL="http://imgur.com/UBHGNCZ"]other part of the base[/URL] i have 0 supplies, 0 mulch and 7 fertilizer i thought that the 2 base sections should be sharing these resources via the scout pod?? Link to comment Share on other sites More sharing options...
RoverDude Posted November 30, 2015 Author Share Posted November 30, 2015 Sorry, you're still not being specific as to what exactly it is you're expecting to happen. The Fertilizer will not transfer because there is too little of it, and I have no idea if you have crew in that other base part or not... Link to comment Share on other sites More sharing options...
BrutalRIP Posted November 30, 2015 Share Posted November 30, 2015 1 hour ago, RoverDude said: Sorry, you're still not being specific as to what exactly it is you're expecting to happen. The Fertilizer will not transfer because there is too little of it, and I have no idea if you have crew in that other base part or not... Sorry for not being clear i HAD 3 separate parts to the base all three had 1 5star engineer and 1 5star pilot http://imgur.com/09oHOCI http://imgur.com/UBHGNCZ yet they would not share ANY resource(ie 1 base section had 422 suppies the other 0) i thought the scout pod with its engineer and pilot should be transffering some of the 422 supply's to the base section with 0, anyway with the forum upgrade stopping me progressing with support i just deleted the base and went for a connected base instead Thanks Link to comment Share on other sites More sharing options...
RoverDude Posted November 30, 2015 Author Share Posted November 30, 2015 Ok just understand that there are different rules, hence specificity. For supplies, do you have USI-LS installed? If so, it should have moved the bits over... but you're also on Kerbin, so it may have bypassed all of that code since supplies are not required on Kerbin. The Fertilizer transfer I covered above. Link to comment Share on other sites More sharing options...
BrutalRIP Posted November 30, 2015 Share Posted November 30, 2015 (edited) 18 minutes ago, RoverDude said: Ok just understand that there are different rules, hence specificity. For supplies, do you have USI-LS installed? If so, it should have moved the bits over... but you're also on Kerbin, so it may have bypassed all of that code since supplies are not required on Kerbin. The Fertilizer transfer I covered above. Yes i have USI-LS and was on kerbin (testing) when i landed another scout pod next to the base the 2 scout pod shared supply's but just not the AG and HAB sections of the base i was trying to have 3 not connected base sections 1 all AG modules and resources and 1 all HAB modules and resources and have them share the resources that the HAB and AG need/produce by using the scout pod logistics Edited November 30, 2015 by BrutalRIP Link to comment Share on other sites More sharing options...
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