RoverDude Posted February 9, 2016 Author Share Posted February 9, 2016 Something is up. yes. When you say you can't enter... how are you trying to enter them? I need specifics, sorry Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted February 9, 2016 Share Posted February 9, 2016 (edited) 9 minutes ago, RoverDude said: Something is up. yes. When you say you can't enter... how are you trying to enter them? I need specifics, sorry If I try and enter the door of the hab with a kerbal It says "Cannot board full module" and when I go to use the vanilla tranfer crew feature there is no option to transfer crew there. When I use crew manifest It doesn't come up as somewhere I can move crew to. Also when the ag says it has 0/1 crew is that normal? Could that be why I cant produce life support? Edited February 9, 2016 by Yuri kagarin56 Link to comment Share on other sites More sharing options...
RoverDude Posted February 9, 2016 Author Share Posted February 9, 2016 For the former - does it have kerbals in it? Is it inflated? What do you mean by crew manifest? And the ag module does not need to have someone in it. Sorry, but it sounds like your install is a bit messed up Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted February 9, 2016 Share Posted February 9, 2016 (edited) 6 minutes ago, RoverDude said: For the former - does it have kerbals in it? Is it inflated? What do you mean by crew manifest? And the ag module does not need to have someone in it. Sorry, but it sounds like your install is a bit messed up no kerbals in it its inflated. I kinda figured so im going to reset it again with a fresh download. (crew manifest is a mod that lets you edit kerbals and transfer them between compartments) Edited February 9, 2016 by Yuri kagarin56 Link to comment Share on other sites More sharing options...
RoverDude Posted February 9, 2016 Author Share Posted February 9, 2016 So the usual 'advanced warning' deal USI-LS and UKS have both received major updates. MKS-Lite is next. What this means is that I'll be doing a few tweaks that: - Maintain MKS-Lite's simplicity - Establish better consistency with USI-LS and (some) aspects of UKS - Ensure MKS-Lite remains a logical stepping stone to UKS by not radically forcing paradigms to change as players step up. I'll publish an updated wiki at the same time I push the release Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted February 9, 2016 Share Posted February 9, 2016 1 minute ago, RoverDude said: So the usual 'advanced warning' deal USI-LS and UKS have both received major updates. MKS-Lite is next. What this means is that I'll be doing a few tweaks that: - Maintain MKS-Lite's simplicity - Establish better consistency with USI-LS and (some) aspects of UKS - Ensure MKS-Lite remains a logical stepping stone to UKS by not radically forcing paradigms to change as players step up. I'll publish an updated wiki at the same time I push the release one thing. I saw in your streams this sky crane part. Is that for mks only or is there a possibility we could see it with mks lite? Link to comment Share on other sites More sharing options...
RoverDude Posted February 9, 2016 Author Share Posted February 9, 2016 It will be in MKS-Lite That's part of the deal, just being careful not to add too many parts Link to comment Share on other sites More sharing options...
Beetlecat Posted February 9, 2016 Share Posted February 9, 2016 On 2/3/2016 at 5:36 PM, speedwaystar said: What's that distant sound.... "MOOoooooooO!" Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted February 9, 2016 Share Posted February 9, 2016 Can I ask what machinery is...and if its necessary for life support production? Because I never sent my colonies machinery... Link to comment Share on other sites More sharing options...
RoverDude Posted February 9, 2016 Author Share Posted February 9, 2016 That should not be there Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted February 9, 2016 Share Posted February 9, 2016 (edited) Soooo should I delete it? Any chance thats the source of my problems? also the cfg file MKS_Resources is blank I just wanted to say I am back in business I changed versions from the newest to the original 1.0.5 release and all is well. Edited February 9, 2016 by Yuri kagarin56 Link to comment Share on other sites More sharing options...
RoverDude Posted February 9, 2016 Author Share Posted February 9, 2016 Ahh good, yeah if you're sorted then all is good otherwise I would have recommended a clean install and re-install of mods. Link to comment Share on other sites More sharing options...
speedwaystar Posted February 9, 2016 Share Posted February 9, 2016 (edited) while you're thinking of what parts to add or not add, i've noticed that most contracts for planetary bases ask for a science lab (covered), living space for various numbers of kerbals (covered) and a cupola (not covered). maybe some kind of cupola module? Anchor Hub + box kutter + kling wrap = instant cupola. Edited February 9, 2016 by speedwaystar Link to comment Share on other sites More sharing options...
speedwaystar Posted February 9, 2016 Share Posted February 9, 2016 (edited) On 2/9/2016 at 8:39 AM, Yuri kagarin56 said: one thing. I saw in your streams this sky crane part. Is that for mks only or is there a possibility we could see it with mks lite? the skycrane is so useful for landing the Scout module that i simply ended up ripping it standalone from the parent mod. with radially attached LFO tanks in 8x symmetry it has just enough delta-V to land on the Mun from a 50km orbit. another bonus: the skycrane can see use fuel from radially attached LFO tanks, possibly because it has STAGE_PRIORITY_FLOW in its PROPELLANT nodes, whereas other engines can't. terrier on bottom node: radial fuel tanks don't feed engine because reasons; stage unfueled skycrane on bottom node: radial fuel tanks feeding engine as expected; stage is fueled i admit i'm not 100% on how KSP handles fuel distribution, so i'm slightly mystified. is it because the Colony Hub module blocks fuel flow unless the engine specifically supports STAGE_PRIORITY_FLOW? EDIT: solved by writing ModuleManager tweak to adding CrossFeedEnabler support to the radial tanks in question. Edited February 11, 2016 by speedwaystar Link to comment Share on other sites More sharing options...
Deadpan110 Posted February 9, 2016 Share Posted February 9, 2016 (edited) Is anyone else missing all the MKS Lite parts in the latest round of updates? Noticed in my current game so I set up a clean install to test. To reproduce - Mods installed: OSE Workshop, KAS, KIS, KSP-AVC then clean install of USI Life Support (USI-LS_0.3.11.0.zip) and MKS-Lite (MKS-LITE_0.3.0.0.zip) Kolonization tab in VAB shows only the 2 new drills, Utilities tab contains no MKS parts whatsoever, Pods tab shows the 'Scout' command pod (which is normal), Manufacturer tab shows Life support and reactors. Also checked freight tab and the usual tanks and containers seem correct. Directory listing of GameData within Spoiler. Spoiler $ tree -d -L 3 . ├── 000_USITools │ ├── Agency │ └── Flags ├── CommunityResourcePack │ └── ResourceConfigs ├── Firespitter │ └── Plugins ├── KAS │ ├── Parts │ │ ├── cPort1 │ │ ├── hook_anchor │ │ ├── hook_grapplingHook │ │ ├── hook_harpoon │ │ ├── hook_magnet │ │ ├── pylon1 │ │ ├── strut1 │ │ ├── winch1 │ │ └── winch2 │ ├── Plugins │ ├── Sounds │ └── Textures ├── KIS │ ├── Parts │ │ ├── bomb1 │ │ ├── concreteBase1 │ │ ├── container1 │ │ ├── container2 │ │ ├── container3 │ │ ├── containerMount1 │ │ ├── electricScrewdriver │ │ ├── evapropellant1 │ │ ├── guide │ │ └── wrench │ ├── Plugins │ ├── Sounds │ └── Textures ├── KSP-AVC │ └── Textures ├── Squad │ ├── Agencies │ ├── Contracts │ │ └── Icons │ ├── Experience │ ├── Flags │ ├── FX │ ├── PartList │ │ └── SimpleIcons │ ├── Parts │ │ ├── Aero │ │ ├── Command │ │ ├── CompoundParts │ │ ├── Electrical │ │ ├── Engine │ │ ├── FuelTank │ │ ├── Misc │ │ ├── Resources │ │ ├── Science │ │ ├── Structural │ │ ├── Thermal │ │ ├── Utility │ │ └── Wheel │ ├── Plugins │ ├── Props │ │ ├── AltimeterThreeHands │ │ ├── AtmosphereDepth │ │ ├── AxisIndicator │ │ ├── ButtonSquare │ │ ├── circularButton │ │ ├── Compass │ │ ├── directionalKnob │ │ ├── directionalKnob2 │ │ ├── IndicatorPanel │ │ ├── IVANavBall │ │ ├── ledPanelSpeed │ │ ├── Monitor │ │ ├── NavBall │ │ ├── PropsGeneric │ │ ├── pullSwitch │ │ ├── radarAltitude │ │ ├── squareButton │ │ ├── standingSwitch │ │ ├── switch │ │ ├── switchGuard │ │ ├── switchWithGuards │ │ ├── throttle │ │ └── VSI │ ├── Resources │ │ └── RDSimpleIcons │ ├── Sounds │ ├── Spaces │ │ ├── crewCabinInternals │ │ ├── cupolaInternal │ │ ├── GenericSpace1 │ │ ├── GenericSpace3 │ │ ├── landerCabinInternals │ │ ├── landerCabinSmallInternal │ │ ├── LargeCrewedLabInternals │ │ ├── mk1CabinInternal │ │ ├── mk1CockpitInternal │ │ ├── mk1InlineInternal │ │ ├── mk1PodCockpit │ │ ├── mk2CockpitStandardInternal │ │ ├── Mk2CrewCabinInternal │ │ ├── MK3CockpitInternal │ │ ├── MK3_CrewCab_Int │ │ ├── Placeholder │ │ ├── PodCockpit │ │ └── sharedAssets │ └── Strategies │ └── Icons ├── UmbraSpaceIndustries │ ├── Kolonization │ │ ├── Assets │ │ ├── Flags │ │ └── Parts │ ├── Kontainers │ │ └── Assets │ ├── LifeSupport │ │ └── Parts │ ├── MKS-LITE │ │ ├── Assets │ │ ├── Flags │ │ └── Parts │ └── ReactorPack │ ├── Assets │ └── Parts └── Workshop ├── Assets ├── Decals ├── Parts │ ├── OSE_Containers │ ├── OSE_Converter │ └── OSE_Workshop └── Plugins edit: The bundled ModuleManager.2.6.17.dll is installed in the correct GameData location Edited February 9, 2016 by Deadpan110 Link to comment Share on other sites More sharing options...
RoverDude Posted February 9, 2016 Author Share Posted February 9, 2016 @Deadpan110 - that's very odd. I'll take a look Link to comment Share on other sites More sharing options...
Morthias Posted February 9, 2016 Share Posted February 9, 2016 (edited) Hello, first of all, thanks for the awesome mods, I've been using... pretty much all of 'em I have the same issue as described above (parts missing). I've also seen that the colonisation/habitation ui has disappeared. I also have a question. My hab module doesn't seem to be able to recycle, it only allows: start life support. But that doesn't seem to create any fertilizer... Am I missing something? *edit nevermind, saw the changelog* Reading helps Edited February 9, 2016 by Morthias Link to comment Share on other sites More sharing options...
Deadpan110 Posted February 9, 2016 Share Posted February 9, 2016 Further information regarding my post above: I clean installed KSP from Steam, added just USI-LS and MKS-Lite and still got the same results. I then had a look at all the .cfg files to see if I could spot anything and even dumped them through module manager debug using [Super] + [F11]. I'm assuming that VAB tabs are added via dll's and not configs (I have never used that feature before and couldn't see anything of interest) so I finally checked the log file (perhaps I should have done that first... lol). Spoiler Kerbal Space Program - 1.0.5.0 (LinuxPlayer) OS: Linux 3.16 LinuxMint 17.2 64bit CPU: Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz (4) RAM: 6976 GPU: GeForce GTX 750/PCIe/SSE2 (2048MB) SM: 30 (OpenGL 4.4 [4.4.0 NVIDIA 340.96]) RT Formats: ARGB32, Depth, ARGBHalf, RGB565, ARGB4444, ARGB1555, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Log started: Wed, Feb 10, 2016 00:47:36 [LOG 00:47:36.798] PhysicsGlobals: Loading database [LOG 00:47:36.989] Load(Assembly): /ModuleManager.2.6.17 [LOG 00:47:36.990] AssemblyLoader: Loading assembly at /home/administrator/Desktop/Kerbal Space Program/GameData/ModuleManager.2.6.17.dll [LOG 00:47:37.012] AssemblyLoader: KSPAssembly 'ModuleManager' V2.5 [LOG 00:47:37.012] Load(Assembly): 000_USITools/DynamicTanks [LOG 00:47:37.012] AssemblyLoader: Loading assembly at /home/administrator/Desktop/Kerbal Space Program/GameData/000_USITools/DynamicTanks.dll [LOG 00:47:37.012] Load(Assembly): 000_USITools/USITools [LOG 00:47:37.012] AssemblyLoader: Loading assembly at /home/administrator/Desktop/Kerbal Space Program/GameData/000_USITools/USITools.dll [LOG 00:47:37.013] Load(Assembly): Firespitter/Plugins/Firespitter [LOG 00:47:37.013] AssemblyLoader: Loading assembly at /home/administrator/Desktop/Kerbal Space Program/GameData/Firespitter/Plugins/Firespitter.dll [LOG 00:47:37.013] Load(Assembly): KSP-AVC/KSP-AVC [LOG 00:47:37.013] AssemblyLoader: Loading assembly at /home/administrator/Desktop/Kerbal Space Program/GameData/KSP-AVC/KSP-AVC.dll [LOG 00:47:37.014] Load(Assembly): Squad/Plugins/KSPSteamCtrlr [LOG 00:47:37.014] AssemblyLoader: Loading assembly at /home/administrator/Desktop/Kerbal Space Program/GameData/Squad/Plugins/KSPSteamCtrlr.dll [LOG 00:47:37.014] Load(Assembly): Squad/Plugins/Steamworks.NET [LOG 00:47:37.014] AssemblyLoader: Loading assembly at /home/administrator/Desktop/Kerbal Space Program/GameData/Squad/Plugins/Steamworks.NET.dll [LOG 00:47:37.015] Load(Assembly): UmbraSpaceIndustries/Kolonization/KolonyTools [LOG 00:47:37.015] AssemblyLoader: Loading assembly at /home/administrator/Desktop/Kerbal Space Program/GameData/UmbraSpaceIndustries/Kolonization/KolonyTools.dll [LOG 00:47:37.015] Load(Assembly): UmbraSpaceIndustries/LifeSupport/USILifeSupport [LOG 00:47:37.015] AssemblyLoader: Loading assembly at /home/administrator/Desktop/Kerbal Space Program/GameData/UmbraSpaceIndustries/LifeSupport/USILifeSupport.dll [LOG 00:47:37.017] AssemblyLoader: Loading assemblies [ERR 00:47:37.042] AssemblyLoader: Exception loading 'KolonyTools': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'KolonyTools.MKSLlocal' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KolonyTools.MKSLogisticsMasterView' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'Kolonization.KolonizationMonitor' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'PlanetaryLogistics.PlanetaryLogisticsMonitor' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KolonyTools.StationManager' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'Kolonization.KolonizationMonitor' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'Kolonization.KolonizationMonitor' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'Kolonization.KolonizationMonitor' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'Kolonization.KolonizationMonitor' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'PlanetaryLogistics.PlanetaryLogisticsMonitor' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'PlanetaryLogistics.PlanetaryLogisticsMonitor' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'PlanetaryLogistics.PlanetaryLogisticsMonitor' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c__DisplayClass6' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c__DisplayClassd' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c__DisplayClass15' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c__DisplayClass18' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c__DisplayClass6' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c__DisplayClass6' from assembly 'KolonyTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. To be honest, I am now unsure if this happened in the latest round of updates or not as I had built a pretty nice craft in my sandbox game early on and have not needed to visit the tab in a while. I hope the above helps. Link to comment Share on other sites More sharing options...
RoverDude Posted February 9, 2016 Author Share Posted February 9, 2016 Got it - I just need to tweak the tab code a bit - MKS-Lite got it's first legacy parts Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted February 9, 2016 Share Posted February 9, 2016 7 hours ago, speedwaystar said: the skycrane is so useful for landing the Scout module that i simply ended up ripping it standalone from the parent mod. with radially attached LFO tanks in 8x symmetry it has just enough delta-V to land on the Mun from a 50km orbit. another bonus: the skycrane can see use fuel from radially attached LFO tanks, possibly because it has STAGE_PRIORITY_FLOW in its PROPELLANT nodes, whereas other engines can't. terrier on bottom node: radial fuel tanks don't feed engine because reasons; stage unfueled skycrane on bottom node: radial fuel tanks feeding engine as expected; stage is fueled i admit i'm not 100% on how KSP handles fuel distribution, so i'm slightly mystified. is it because the Colony Hub module blocks fuel flow unless the engine specifically supports STAGE_PRIORITY_FLOW? Any chance you could throw a download my way? Link to comment Share on other sites More sharing options...
RoverDude Posted February 9, 2016 Author Share Posted February 9, 2016 I'll toss it in the next release and move a few other parts over Link to comment Share on other sites More sharing options...
Morthias Posted February 10, 2016 Share Posted February 10, 2016 Probably a stupid question. To follow up on my last comment, I saw in the changelog that making fertilizer has been moved. But for the life of me, I can't seem to find where it moved to Any help? Link to comment Share on other sites More sharing options...
RoverDude Posted February 10, 2016 Author Share Posted February 10, 2016 There will be a way to make it in the next patch This will be going out tomorrow, and fixes a host of issues. Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted February 10, 2016 Share Posted February 10, 2016 32 minutes ago, RoverDude said: There will be a way to make it in the next patch This will be going out tomorrow, and fixes a host of issues. maybe it will work for me?? Link to comment Share on other sites More sharing options...
RoverDude Posted February 10, 2016 Author Share Posted February 10, 2016 I expect it will Link to comment Share on other sites More sharing options...
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