Red Iron Crown Posted December 16, 2016 Share Posted December 16, 2016 You will have to explain to me (via PM, please, so as not to clutter this thread) how this: Quote My opinion on MKS is that Its convoluted and does not lend itself very well to new players. Not to say it isn't a good Mod, it just has a steep learning curve, and it feels cluttered to me. Like I have said in the MKS thread, if you give someone a greenhouse, then ask them, "Ok, whats next?" Most can answer, seeds/water/dirt and fertilizer. But give a new player the MKS's Greenhouse and they don't have a clue where to start and maintain it. Is not feedback about MKS. I gather you don't care for MKS and that is fine, but please don't use other threads to go on about it. Quote Link to comment Share on other sites More sharing options...
alloytheboy Posted December 18, 2016 Share Posted December 18, 2016 is anyone else having the problem of the modules not appearing in the VAB or SPH with the 1.2.2 update? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted December 18, 2016 Author Share Posted December 18, 2016 2 hours ago, alloytheboy said: is anyone else having the problem of the modules not appearing in the VAB or SPH with the 1.2.2 update? Haven't heard of anyone yet. Is KPBS installed at the right position 'Kerbal Space Program/GameData/PlanetaryBaseInc'? This is the most common cause for this problem. If the location is right, can you post a link to the log file from KSP (KSP.log)? You can find it in the same folder as the KSP executable. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted December 20, 2016 Author Share Posted December 20, 2016 (edited) Update to 1.3.10 Changelog: Quote General: Updated CCK Enchancements: Added Attachment Nodes to the Garage Structure Mod Support: Updated support for Kerbalism (1.1.5) (with two profiles Classic and Default) Adjusted waste usage and production for TAC LS for better compatibility Bug Fixes: Fixed Texture of the Garage Adapter Download: Edited December 20, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
tsaven Posted December 20, 2016 Share Posted December 20, 2016 For what it's worth, as soon as RD releases some Mod Compatibility guidelines I plan on sorting out the configs for all of the Hab and life-support related KPBS parts. Quote Link to comment Share on other sites More sharing options...
ridik58 Posted December 20, 2016 Share Posted December 20, 2016 Hello sorry for my english! I can not find the part to recycle the snack with the mod planetary base system thank you Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted December 20, 2016 Share Posted December 20, 2016 (edited) 3 hours ago, ridik58 said: Hello sorry for my english! I can not find the part to recycle the snack with the mod planetary base system thank you as far I know there is no part that recycles, but I have a repo that adds some soil recyclers, look in my signature Edited December 20, 2016 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Cam Kerman Posted December 21, 2016 Share Posted December 21, 2016 Hi, Amazing mod! One issue I am running into is that landing gear seems to not be loading anymore. The both landing legs load fine and are available in both the VAB & SPH, but the retractable wheels have gone missing! Quote Link to comment Share on other sites More sharing options...
ethambutol Posted December 21, 2016 Share Posted December 21, 2016 Time for the spreadsheets and monkeywrenching once more! Tonight! Quote Link to comment Share on other sites More sharing options...
Nils277 Posted December 21, 2016 Author Share Posted December 21, 2016 12 hours ago, ridik58 said: Hello sorry for my english! I can not find the part to recycle the snack with the mod planetary base system thank you What life support mod do you have installed? Is it Snacks? If yesm it should be the Greenhouse wich is in the Life Support tab. I will take a look if it is there for me. 12 hours ago, tsaven said: For what it's worth, as soon as RD releases some Mod Compatibility guidelines I plan on sorting out the configs for all of the Hab and life-support related KPBS parts. Hehe That is a hell of a project 2 hours ago, Cam Kerman said: Hi, Amazing mod! One issue I am running into is that landing gear seems to not be loading anymore. The both landing legs load fine and are available in both the VAB & SPH, but the retractable wheels have gone missing! Do you mean the one with legs and wheels? This one was deprecated very long ago. If you mean the one only with the wheels, it should be there. Will take a look later if they are missing for me too. Could you try to reinstall KPBS (completely deleting it before) maybe something has gone wrong with the download/extraction. 46 minutes ago, ethambutol said: Time for the spreadsheets and monkeywrenching once more! Tonight! Uh oh.... Hopefully i will not have to change much again. Quote Link to comment Share on other sites More sharing options...
tsaven Posted December 21, 2016 Share Posted December 21, 2016 1 hour ago, Nils277 said: Hehe That is a hell of a project Eh, work has slowed down a bit and I'm mostly impatient for my own reasons. I love building bases with your parts, but I'm holding off on a couple of large colony builds because I'm waiting to see exactly how the balance works out with MKS so I can figure out what hardware I'll need. Quote Link to comment Share on other sites More sharing options...
ethambutol Posted December 21, 2016 Share Posted December 21, 2016 (edited) @Nils277 From the new values, it looks okay for a space station of 15 kerbals in theory using a combination of TAC/KPBS modules. Food is no longer an issue and the whole ecosystem just requires an occasional water or oxygen topup to keep the kerbals alive indefinately. That is until the TAC-LS people decide to screw around with their values. Will confirm later ingame if there are any "accidents" in the cfgs. -Addendum- So far looking good in game. Edited December 22, 2016 by ethambutol No accidents Quote Link to comment Share on other sites More sharing options...
DavefromNZ Posted December 22, 2016 Share Posted December 22, 2016 Been playing my most recent career game with this mod, awesome stuff. Mun base under construction, Crane in the background with plenty of IR parts for docking sections together. Question though. The quarter round fuel tanks seem to hold absurd quantities. The K&K T200 holds 450/550, much more than the stock 2.5m tank which is four times the physical size! I wanted to start using some of these parts but it seems kind of cheating to have fuel tanks this small available. Is this intended? The worst contender is the K&K RCS container. With modular fuels, you can set it to hold almost 3 times as much mono as the 2.5m one Quote Link to comment Share on other sites More sharing options...
Nils277 Posted December 22, 2016 Author Share Posted December 22, 2016 (edited) 7 hours ago, DavefromNZ said: Been playing my most recent career game with this mod, awesome stuff. [SNIP] Mun base under construction, Crane in the background with plenty of IR parts for docking sections together. Question though. The quarter round fuel tanks seem to hold absurd quantities. The K&K T200 holds 450/550, much more than the stock 2.5m tank which is four times the physical size! I wanted to start using some of these parts but it seems kind of cheating to have fuel tanks this small available. Is this intended? The worst contender is the K&K RCS container. With modular fuels, you can set it to hold almost 3 times as much mono as the 2.5m one Hmm, this is not really intended. The K&K T200 should have a lot less fuel than 450/550. Actually it should be 90/110....The T200 in its name should show its capacity combined. The weird thing is, that i just looked into the config of it so see if i really made such a derp mistake and i found this: RESOURCE { name = LiquidFuel amount = 90 maxAmount = 90 } RESOURCE { name = Oxidizer amount = 110 maxAmount = 110 } So it shouldn't have such a high amount of fuel. Did you get the 450/550 with modular fuels too? Maybe the configs to support this mod are a bit outdated and have to be updated. Edited December 22, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
Lord_inter Posted December 22, 2016 Share Posted December 22, 2016 Do the bases explode if we make them too large or is it just a length or sas thing that does it. I'm using it in conjunction with Epl and it's getting pretty large so I'm getting worried lol Quote Link to comment Share on other sites More sharing options...
DStaal Posted December 22, 2016 Share Posted December 22, 2016 38 minutes ago, Lord_intet said: Do the bases explode if we make them too large or is it just a length or sas thing that does it. I'm using it in conjunction with Epl and it's getting pretty large so I'm getting worried lol It's no one thing really - it has to do with imprecision on floating-point calculations, relating to locations and the surface of the planetoid you're on. Lots of things can add on to it, and larger stations have more chances for errors to occur, but the root problem is that KSP's physics simulation is just a simulation, not an exact match. Quote Link to comment Share on other sites More sharing options...
Lord_inter Posted December 22, 2016 Share Posted December 22, 2016 Ah, now I did notice one that forgetting to remove an rcs from the bottom of one made it jump around. I'll just have to be careful each time I add something and test it before I save. Quote Link to comment Share on other sites More sharing options...
DavefromNZ Posted December 23, 2016 Share Posted December 23, 2016 8 hours ago, Nils277 said: Hmm, this is not really intended. The K&K T200 should have a lot less fuel than 450/550. Actually it should be 90/110....The T200 in its name should show its capacity combined. The weird thing is, that i just looked into the config of it so see if i really made such a derp mistake and i found this: RESOURCE { name = LiquidFuel amount = 90 maxAmount = 90 } RESOURCE { name = Oxidizer amount = 110 maxAmount = 110 } So it shouldn't have such a high amount of fuel. Did you get the 450/550 with modular fuels too? Maybe the configs to support this mod are a bit outdated and have to be updated. Yeah seems to be a conflict with modular fuel tanks, my config file shows the same as yours. Removing MFT resulted in correct values in game. I am using 1.1.3 ....... but I've just put the latest versions of both mods and module manager in the latest game version and the problem still exists. Quote Link to comment Share on other sites More sharing options...
ethambutol Posted December 23, 2016 Share Posted December 23, 2016 (edited) 14 hours ago, Lord_intet said: Do the bases explode if we make them too large or is it just a length or sas thing that does it. I'm using it in conjunction with Epl and it's getting pretty large so I'm getting worried lol Yes. It all has to do with terrain clipping and the CoM for the base. You need to build on a pretty flat piece of terrain and watch where the weight distribution goes. Watch slowly in an incorrectly weight distributed base as slowly the modules vibrate, first gently, the more vigorously, then finally intensely and pieces get flung off and explode! (without KJR) or stay intact as the parts of your base furiously beat harder and harder against the surface of the planet/moon until they explode one by one (or together) until your base goes flying higher and higher above the ground, all the while with bits exploding (with KJR). Yours truly, Survivor of many base Krakenings. Edited December 23, 2016 by ethambutol More graphical scenes. Quote Link to comment Share on other sites More sharing options...
ethambutol Posted December 23, 2016 Share Posted December 23, 2016 (edited) @Nils277 @DavefromNZ I believe your problem lies in the MFT config in PBI/ModSupport/Configs/MFT/[longbloodyname].cfg file. In the file, the volume for that part is specified to be 1000, thus your 450/550 values. If MFT is not installed, it defaults to the container cfg (90/110) in the more intutitive place. This applies to *all* the containers that are influenced by MFT. @DavefromNZ That would explain why the problem goes away as if KPBS doesn't detect the mod, it won't use the Modsupport config values. Edited December 23, 2016 by ethambutol Moar info Quote Link to comment Share on other sites More sharing options...
Nils277 Posted December 23, 2016 Author Share Posted December 23, 2016 6 hours ago, ethambutol said: @Nils277 @DavefromNZ I believe your problem lies in the MFT config in PBI/ModSupport/Configs/MFT/[longbloodyname].cfg file. In the file, the volume for that part is specified to be 1000, thus your 450/550 values. If MFT is not installed, it defaults to the container cfg (90/110) in the more intutitive place. This applies to *all* the containers that are influenced by MFT. @DavefromNZ That would explain why the problem goes away as if KPBS doesn't detect the mod, it won't use the Modsupport config values. Expected as much...hmm at the time i made these configs the values seemed sensible to be. Will fix this in the next release Quote Link to comment Share on other sites More sharing options...
Tarquinn Posted December 24, 2016 Share Posted December 24, 2016 Please help. I have the latest version of the Planetary Base mod and KSP. I cannot run any science experiments. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted December 25, 2016 Author Share Posted December 25, 2016 19 hours ago, Tarquinn said: Please help. I have the latest version of the Planetary Base mod and KSP. I cannot run any science experiments. This mod does not do anything that should cause the experiments to not be runnable. What other mods do you have installed? Please upload a log file about when this happens (the KSP.log file that is at the same position as the KSP.exe). I need it to see what causes this bug. Quote Link to comment Share on other sites More sharing options...
Tarquinn Posted December 25, 2016 Share Posted December 25, 2016 10 hours ago, Nils277 said: This mod does not do anything that should cause the experiments to not be runnable. What other mods do you have installed? Please upload a log file about when this happens (the KSP.log file that is at the same position as the KSP.exe). I need it to see what causes this bug. Thanks for the reply. I seem to have fixed this myself. When I was getting the details about the mods you asked for, I finally noticed a GameData directory in the GameData directory with extra junk in it. Deleted it and problem solved. I love this mod. Please keep it going. Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 26, 2016 Share Posted December 26, 2016 (edited) Does this mod work well if I have USI /MKS and Extraplanetary Launchpads installed? (ksp 1.2.2) Does this break EL or something? Edited December 26, 2016 by Agustin Quote Link to comment Share on other sites More sharing options...
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