CaprisunDrinker Posted November 5, 2022 Share Posted November 5, 2022 There seems to be a weird issue with the Mk2 habitat in career mode - it holds 4 kerbals but when the station is being controlled it counts as holding 0. This means I get no progress towards the contract and future contracts will require a vast increase in crew capacity to make up for the preexisting mk2s Quote Link to comment Share on other sites More sharing options...
MacintoshKSP Posted November 7, 2022 Share Posted November 7, 2022 Will this work if installed DIRECTLY off the CurseForge desktop app? Quote Link to comment Share on other sites More sharing options...
noobkerblkat Posted November 19, 2022 Share Posted November 19, 2022 is there a way to unhide the mod support parts ? i hve played in the past with some mods that had extra parts added by this mod now i changed my modpack and they are gone is there a way to make them apear without having the other mods instaled? even if they dont have all the functionality Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted November 19, 2022 Share Posted November 19, 2022 8 minutes ago, noobkerblkat said: is there a way to unhide the mod support parts You would need to modify the part's config file. They are likely done as an MM patch that checks for the presence of the mod they are supposed to support. You would need to remove any :NEEDS[<required md>] elements from the PART line in the config Quote Link to comment Share on other sites More sharing options...
noobkerblkat Posted November 19, 2022 Share Posted November 19, 2022 thanks for the help Quote Link to comment Share on other sites More sharing options...
KSP engineer Posted May 15, 2023 Share Posted May 15, 2023 What should I do if want to use this mod in the environment of RSSRO(Real Solar System & Realism Overhaul ) Quote Link to comment Share on other sites More sharing options...
daddyboomalati Posted May 22, 2023 Share Posted May 22, 2023 Hello, I conducted a search and cannot find the answer. I built a rocket with it's own controller, and two PBS modules with their own HAL and MAL. When I separate the modules from the rocket, I end up losing one, i.e., it is no longer tracked. They each have sufficient electricity and an antenna. What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted June 30, 2023 Share Posted June 30, 2023 Why do the habitation and science labs not appear in the VAB? Quote Link to comment Share on other sites More sharing options...
WolfieKSP Posted October 7, 2023 Share Posted October 7, 2023 Is there a possibility of you adding props to this mod? Like in freeiva you have doors that open and stuff Quote Link to comment Share on other sites More sharing options...
rmaine Posted October 8, 2023 Share Posted October 8, 2023 On 6/29/2023 at 5:30 PM, Richmountain112 said: Why do the habitation and science labs not appear in the VAB? I realize that post is a bit old, but my attention having been drawn to this thread, figured I'd do my best at an "answer", such as it is. I first wonder whether you are talking about the same mod. There is no such thing as a habitation lab in this mod. Closest thing is the greenhouse. I had forgotten there is a science lab (as I tend to use the central hub instead), but if you are looking for it, it is called "K&K Planetary Laboratory"; the word science doesn't appear in the name. So my second thought is that you might be searching on the wrong names. And, of course, there's the question of whether you have advanced science enough to unlock the parts. Also, there's an option to group all the parts from this mod together in the VAB; I find that convenient for finding them. Other than that, you haven't really given enough detail for a good diagnosis. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 8, 2023 Share Posted October 8, 2023 On 10/8/2023 at 12:55 AM, WolfieKSP said: Is there a possibility of you adding props to this mod? Like in freeiva you have doors that open and stuff Freeiva with this mod would be awesome! Quote Link to comment Share on other sites More sharing options...
Nikolai Posted October 11, 2023 Share Posted October 11, 2023 On 10/8/2023 at 12:53 PM, theJesuit said: Freeiva with this mod would be awesome! According to the front page of the FreeIva mod, it works with Kerbal Planetary Base Systems if you have HabTech Props. Quote Link to comment Share on other sites More sharing options...
Foxy5410 Posted October 21, 2023 Share Posted October 21, 2023 Is there any chance for this mod to work with version 1. 12. 5? Quote Link to comment Share on other sites More sharing options...
Paxey Posted October 21, 2023 Share Posted October 21, 2023 6 hours ago, Foxy5410 said: Is there any chance for this mod to work with version 1. 12. 5? Yes. This mod works great with version 1.12.5 Quote Link to comment Share on other sites More sharing options...
Mr_Memetic Posted January 23 Share Posted January 23 I've been having trouble using the K&K Inline drill to mine an asteroid. I had it attached to my craft via a radial attachment point bz52. Anybody else have this issue? The normal drills function in it's place, but when I select Asteroid Harvester with the K&K the temp flashes. Quote Link to comment Share on other sites More sharing options...
Nicoco Posted March 18 Share Posted March 18 Hello Nils277, i really like this mod. But for some resaons: the feline convert-o-tron (i don't know if it's name in english but that your feline refinery) can't make metal, the vanilla refinery can do it but now yours (it doesn't show any button but in the description it can make metal). It is intended ? Quote Link to comment Share on other sites More sharing options...
springnutica Posted May 7 Share Posted May 7 I can't find the inline drill, I checked the files and it's there but it doesn't appear in game, I have gotten the tech node I should have seen from the files Quote Link to comment Share on other sites More sharing options...
springnutica Posted May 7 Share Posted May 7 1 hour ago, springnutica said: I can't find the inline drill, I checked the files and it's there but it doesn't appear in game, I have gotten the tech node I should have seen from the files ok I found the fix and it had to do with uninstalling simple repaint even though the bug with that was fixed Quote Link to comment Share on other sites More sharing options...
Kimera Industries Posted May 19 Share Posted May 19 How much does this conflict with MKS? Quote Link to comment Share on other sites More sharing options...
TNTDoggo14 Posted May 25 Share Posted May 25 Where do I put the mod?? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 25 Share Posted May 25 On 5/19/2024 at 3:47 PM, Kimera Industries said: How much does this conflict with MKS? It shouldn't conflict i think 3 hours ago, TNTDoggo14 said: Where do I put the mod?? You put it in the Gamedata folder. Quote Link to comment Share on other sites More sharing options...
TNTDoggo14 Posted May 25 Share Posted May 25 This is what I see just a blackness Quote Link to comment Share on other sites More sharing options...
ttikkoo Posted May 25 Share Posted May 25 36 minutes ago, TNTDoggo14 said: This is what I see just a blackness No image has been posted. Here is a mod installation guide from Mike Aben. Here is the mod installation guide on the forums. Quote Link to comment Share on other sites More sharing options...
lBoBl Posted June 3 Share Posted June 3 Does someone have patches for an up to date version of the full MKS/WOLF colony system? I would greatly appreciate if you could share them. Otherwise, I will Probably. Still planning my modlist atm. Quote Link to comment Share on other sites More sharing options...
rostamike Posted June 7 Share Posted June 7 Hello I built a vehicle using KPBS and DeepFreeze parts (among other things but that's irrelevant now) and everytime I press Launch in the VAB, my game crashes with a "NullReferenceException: Object reference not set to an instance of an object" error. I re-launched the game about 3 times, removing sections of my vehicle trying to narrow down what caused the crash and it was one of the KPBS parts. I went into the ksp.log file to and found errors and "NullReferenceExceptions" regarding 1 part, which is the CRY-5000, the Planetary DeepFreezer. So I went back to the game, removed that one part, and I was able to Launch the vehicle without the game crashing. If the CRY-5000 is installed, my game crashes. How can I fix this problem? Other DeepFreeze parts work, like the CRY-3000, I can install it and Launch without issues. [ERR 13:23:21.051] [RasterPropMonitorComputer]: UpdateLocalCrew() - no internal model! [ERR 13:23:21.132] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 13:23:21.154] [RasterPropMonitor]: No RasterPropMonitorComputer module found on part CRY-5000Freezer for prop LightSwitch in internal Cry-5000Internals [ERR 13:23:21.155] [JSIActionGroupSwitch]: Exception configuring prop 4 (LightSwitch): System.NullReferenceException: Object reference not set to an instance of an object at JSI.JSIActionGroupSwitch.Start () [0x00ade] in <ecc97696119b4d078a20020bb4e1bac9>:0 [ERR 13:23:21.155] [JSIActionGroupSwitch]: INITIALIZATION ERROR, CHECK CONFIGURATION. [EXC 13:23:21.159] NullReferenceException: Object reference not set to an instance of an object JSI.VariableOrNumberRange..ctor (JSI.RasterPropMonitorComputer rpmComp, System.String sourceVariable, System.String range1, System.String range2, System.String moduloVariable) (at <ecc97696119b4d078a20020bb4e1bac9>:0) JSI.VariableAnimationSet..ctor (ConfigNode node, InternalProp thisProp, JSI.RasterPropMonitorComputer rpmComp, JSI.JSIVariableAnimator parent) (at <ecc97696119b4d078a20020bb4e1bac9>:0) JSI.JSIVariableAnimator.Start () (at <ecc97696119b4d078a20020bb4e1bac9>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 13:23:21.159] [RasterPropMonitor]: No RasterPropMonitorComputer module found on part CRY-5000Freezer for prop DFGlykerolGaugeBar in internal Cry-5000Internals These are some examples I found in the ksp.log file and it's all related to CRY-5000. Quote Link to comment Share on other sites More sharing options...
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