jinnantonix Posted February 22, 2020 Share Posted February 22, 2020 Apologies if this is a hopelessly noobie question. I am using v1.6.9. The water drill does not collect water. Is there some trick to the deployment? Quote Link to comment Share on other sites More sharing options...
Rodger Posted February 22, 2020 Share Posted February 22, 2020 Have you scanned the base location for resources? Not everywhere has water available Quote Link to comment Share on other sites More sharing options...
jinnantonix Posted February 22, 2020 Share Posted February 22, 2020 (edited) 4 hours ago, Rodger said: Have you scanned the base location for resources? Not everywhere has water available Mining on the launch pad. Scanner advises heaps of water available. Have tried on Minmus also, same. Can't mine for ore either. Edit: I reloaded all the mods from scratch, and reverted to a previous save. All good now. Sorry, just having a noobie moment. Edited February 22, 2020 by jinnantonix Quote Link to comment Share on other sites More sharing options...
WolffXIII Posted February 28, 2020 Share Posted February 28, 2020 Hey, Just wondering when this will be available for 1.9. Just got back into the game and this was one of my favorite mods!!! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 28, 2020 Share Posted February 28, 2020 3 hours ago, WolffXIII said: Hey, Just wondering when this will be available for 1.9. Just got back into the game and this was one of my favorite mods!!! It probably works fine in 1.9 Quote Link to comment Share on other sites More sharing options...
Omar X Posted March 10, 2020 Share Posted March 10, 2020 First, I want to say, this is my favorite base mod in KSP. It's the only one that looks like it is an intentional, planned, well established base, instead of a collection of temporary components brought together. I would like to suggest a new, component of the same design that performs the logistics hub functions as those in the USI/MKS series. I would love to be able to fulfill all those functions with the PBS collection. If there already is a PBS component that fulfills the logistics hub functions, I am unaware. Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted March 10, 2020 Share Posted March 10, 2020 (edited) 1 hour ago, Omar X said: I would like to suggest a new, component of the same design that performs the logistics hub functions as those in the USI/MKS series. I would love to be able to fulfill all those functions with the PBS collection. If there already is a PBS component that fulfills the logistics hub functions, I am unaware. If patches don't already exist (they may, I'm not sure) you could create one that would add the MKS modules to the part config(s). Edited March 10, 2020 by leatherneck6017 Quote Link to comment Share on other sites More sharing options...
meeky Posted March 20, 2020 Share Posted March 20, 2020 (edited) Hi. Love your mod. I created an account to post this. TAC LS uses resource converter multipliers comes with specialist bonuses (engineer level). But your mod doesn't integrate this. So in gameplay planetry base parts becomes relatively weaker. Can you add these features too. I would try to do that but I don't know how to Edited March 20, 2020 by meeky Quote Link to comment Share on other sites More sharing options...
jinnantonix Posted March 23, 2020 Share Posted March 23, 2020 (edited) I am doing a Jool 500 Kolonisation mission, and using Kerbal Planetary Base Systems v1.6.9 with USI LS. Fantastic mod, I love it. Each base is delivered as a module for housing either 10 or 20 Kerbals, and I will be sending about 40 modules to the Jool system. There are some biomes on Laythe which allows >100% sustainability using algae farms and greenhouses, and this allows the generation of excess supplies to feed colonies on the other moons of Jool. Edited April 3, 2020 by jinnantonix Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 3, 2020 Author Share Posted April 3, 2020 (edited) On 11/10/2019 at 5:31 AM, PTNLemay said: I might be having a similar problem. Or maybe it's different, I'm not sure. I'm playing CTT, with all of Neartee's parts, USI Kolonization and USI life support, and KPBS. I've finally unlocked life support parts that aren't just new tanks of consumables, the first one being the K&K Oxygen Regenerator. I can store it in the cargo units, but when the ship actually loads outside of the VAB, the item has vanished. I can't seem to place the part anywhere on the ship, so I imagine it must be placed in an inventory. Do these "placeable parts" only work with KIS, or is it able to be placed using the Breaking Ground's inventory system? Sorry for the veeery late reply...Do there parts still disappear? They should not vanish when launched. They should work like any other part and not need KIS/KAS and/or Breaking Ground to be usable. Will test this too On 2/15/2020 at 2:28 PM, aluc24 said: @Nils277, I think I found a potential bug. When I try to place the Planetary Base Heat Shield on any craft in VAB, the KSP freezes and has to be shut down via Task Manager. Sometimes it doesn't freeze outright, the game allows me to place that shield, and freezes a few seconds later. I think it happens when I hover my mouse over the already placed heat shield. The log file shows no errors - actually, it continues to print out other messages (from other mods), but the game is unresponsive. This only happens with that particular heat shield, nothing else. No other parts from your mod ever caused a freeze as far as I've checked. Is there anything special about that heat shield that could cause this weird issue? Do you have any mods instaled that change things about the heat? I was not able to reproduce this bug yet On 3/10/2020 at 6:27 PM, Omar X said: First, I want to say, this is my favorite base mod in KSP. It's the only one that looks like it is an intentional, planned, well established base, instead of a collection of temporary components brought together. I would like to suggest a new, component of the same design that performs the logistics hub functions as those in the USI/MKS series. I would love to be able to fulfill all those functions with the PBS collection. If there already is a PBS component that fulfills the logistics hub functions, I am unaware. On 3/10/2020 at 8:06 PM, leatherneck6017 said: If patches don't already exist (they may, I'm not sure) you could create one that would add the MKS modules to the part config(s). There are patches for MKS which are linked in the first post. I don't know it they are up-to-date however. I do not really use MKS in my playthorughs and simply do not have enough knowledge about the complex game mechanics of MKS On 3/20/2020 at 8:54 AM, meeky said: Hi. Love your mod. I created an account to post this. TAC LS uses resource converter multipliers comes with specialist bonuses (engineer level). But your mod doesn't integrate this. So in gameplay planetry base parts becomes relatively weaker. Can you add these features too. I would try to do that but I don't know how to Will be added in the next release i'm working on right now Edited April 3, 2020 by Nils277 Quote Link to comment Share on other sites More sharing options...
Sebra Posted April 4, 2020 Share Posted April 4, 2020 On 4/3/2020 at 10:57 AM, Nils277 said: Will be added in the next release i'm working on right now While you working on it, let me ask about small changes: 1. Your K&K OSE material extractor has small Ore and Dirt storage, Workshop has EC. Would you add a small MaterialKits storage to any of them? As a mean to make proper big storage. 2. OSE Workshop limited to produce parts up to storage volume. Would you add inflatable KIS storagesmall enough initially but large enough inflated? As a mean to expand limits. 3. It seems you would need translation soon. Would be glad to help. Quote Link to comment Share on other sites More sharing options...
PTNLemay Posted April 4, 2020 Share Posted April 4, 2020 @Nils277 I basically just gave up on attaching parts for this playthrough. I didn't install KIS. I thought that Breaking Grounds gave you the same functionality, but it doesn't. I can still deposit the Breaking Grounds parts, so that works. I originally thought that these Planetary Base parts could only be attached to their slots using KIS-like mechanism of having kerbals walk around the ship and attach them manually. When I was trying to snap them into place in the VAB it wasn't working (I must have been aligning them wrong or something). Somehow at the time I got the parts into a cargo storage unit, and those are the things that were vanishing once the vehicle launch. I imagine because they were never meant to be fit into a cargo storage unit. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 13, 2020 Author Share Posted April 13, 2020 (edited) Update to 1.6.11 Changelog: Quote General: Recompile for KSP 1.9.1 Updated KSPModFileLocalizer to version 0.2.3.5 Localization: Updated chinese translation (thanks to WC12366) Mod Support: Added whitelist for Restock (thanks to @Rafael acevedo) Added specialist bonus to TAC-LS converters Updated OSE support Bug Fixes: Fixed potential crash from plugin when loading images (thanks to @linuxgurugamer) Fixed dry mass of some tanks to avoid negative mass for cryo tanks Download: On 4/4/2020 at 6:42 PM, Sebra said: While you working on it, let me ask about small changes: 1. Your K&K OSE material extractor has small Ore and Dirt storage, Workshop has EC. Would you add a small MaterialKits storage to any of them? As a mean to make proper big storage. 2. OSE Workshop limited to produce parts up to storage volume. Would you add inflatable KIS storagesmall enough initially but large enough inflated? As a mean to expand limits. 3. It seems you would need translation soon. Would be glad to help. 1. I added a very small MaterialKits storage to the Workshop 2. As far as i know KIS does not support inflatable storage by default. This does not seem to be a feasible idea 3. There actualle were no changes that needed a new translation Edited April 13, 2020 by Nils277 Quote Link to comment Share on other sites More sharing options...
PhilippeDS Posted May 11, 2020 Share Posted May 11, 2020 Hi, I'm a newbie in KSP and I play the french version. This mod works very well so, first of all, thank you very much. Neverless, the kspedia page doesn't appear in my kspedia menu. What can I do? Thank you. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 13, 2020 Author Share Posted May 13, 2020 On 5/11/2020 at 2:07 PM, PhilippeDS said: Hi, I'm a newbie in KSP and I play the french version. This mod works very well so, first of all, thank you very much. Neverless, the kspedia page doesn't appear in my kspedia menu. What can I do? Thank you. Due to a bug in KSP 1.9.0 and 1.9.1 itself KSPedia entries from other mods do not work. We need to wait for a fix in the next KSP Quote Link to comment Share on other sites More sharing options...
PhilippeDS Posted May 13, 2020 Share Posted May 13, 2020 3 hours ago, Nils277 said: Due to a bug in KSP 1.9.0 and 1.9.1 itself KSPedia entries from other mods do not work. We need to wait for a fix in the next KSP Thank you Nils277 for your answer and your very great job ! Quote Link to comment Share on other sites More sharing options...
MerlinsMaster Posted May 26, 2020 Share Posted May 26, 2020 Hey Nils, I'm playing with KPBS and Extraplanetary Launchpads. It seems KPBS has its own versions of every EL part, except for the survey station. Am I just missing it, or is there no part like that? If not, would you consider adding it to your wonderful mod? Quote Link to comment Share on other sites More sharing options...
jinnantonix Posted May 26, 2020 Share Posted May 26, 2020 I have just used Kerbal Planetary Base Systems and to USI-LS build a sustainable colony of 50 kerbals in the Sarnus system, see Sarnus 50 Kolonisation Mission. The mod works really well with USI-LS. I also had to add some serious nuclear reactor power though, using Near Future Electrical. Quote Link to comment Share on other sites More sharing options...
joynerm Posted May 31, 2020 Share Posted May 31, 2020 (edited) Hey Nils, reporting a bug here. Followed the steps. KSP: 1.9.1 Windows Problem: KPBS items do not show up in the vessel builder tabs. I have to search for the individual items but that didn't happen in previous editions. There are also some items missing such as the K&K Greenhouse and some others. Mods Installed: Astronomers Visual Pack 1.9.1 Chatterer 1.9.1 Community Tech Tree 1.9.1EVE 1.9.1 EVA Struts 1.9.1 Hide Empty Tech Tree Nodes 1.6.9KAS 1.9.1 KBPS 1.9.1KIS 1.9.1 Modular Flight Integrator 1.8.9 Module Manager 4.1.3 Reproduction steps: Go into vessel builder and look at the item category tabs on the left. Log https://docs.google.com/document/d/1_s5On_qPmB3Kt4FQhHQjc-PGYlFIbbBYDjTZBoalNjg/edit?usp=sharing Edited May 31, 2020 by joynerm Quote Link to comment Share on other sites More sharing options...
MerlinsMaster Posted May 31, 2020 Share Posted May 31, 2020 Anybody having issues with surface bases violently shaking apart? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 1, 2020 Author Share Posted June 1, 2020 On 5/26/2020 at 6:42 AM, MerlinsMaster said: Hey Nils, I'm playing with KPBS and Extraplanetary Launchpads. It seems KPBS has its own versions of every EL part, except for the survey station. Am I just missing it, or is there no part like that? If not, would you consider adding it to your wonderful mod? The Planetary Cupola and the Central Hub are Survey Stations 15 hours ago, joynerm said: Hey Nils, reporting a bug here. Followed the steps. KSP: 1.9.1 Windows Problem: KPBS items do not show up in the vessel builder tabs. I have to search for the individual items but that didn't happen in previous editions. There are also some items missing such as the K&K Greenhouse and some others. Mods Installed: Astronomers Visual Pack 1.9.1 Chatterer 1.9.1 Community Tech Tree 1.9.1EVE 1.9.1 EVA Struts 1.9.1 Hide Empty Tech Tree Nodes 1.6.9KAS 1.9.1 KBPS 1.9.1KIS 1.9.1 Modular Flight Integrator 1.8.9 Module Manager 4.1.3 Reproduction steps: Go into vessel builder and look at the item category tabs on the left. Log https://docs.google.com/document/d/1_s5On_qPmB3Kt4FQhHQjc-PGYlFIbbBYDjTZBoalNjg/edit?usp=sharing Hmm, seems that something went completely wrong and the parts are not loaded at all. Unfortunately the log you shared is empty for me. Almost all of the time i encountered this, the problem was that the parts went into the wrong folder in the KSP installation. Can you re-check this, if there happened an error? 14 hours ago, MerlinsMaster said: Anybody having issues with surface bases violently shaking apart? From time to time yes, its a problem of KSP from the very beginning. An interaction of parts with the ground are not always peaceful Do you use the legs for placing the bases on the ground or is the base directly in contact with it? I think the legs can reduce this problem Quote Link to comment Share on other sites More sharing options...
WolfS Posted June 4, 2020 Share Posted June 4, 2020 Hey @Nils277! I love your mod! Actual I am playing around with Kerbalism. Unfortunately I think I found a bug? I use KSP 1.7.3; I have module manager 4.0.3; I use your mod v1.6.9. In the file "KPBS_MM_Kerbalism_Habitation" (PlanetaryBaseInc/ModSupport/Config/Kerbalism) I can find for the deployable "Habitat MK2 (KKAOSS_Habitat_MK2_g) a volume of 16,56 and a surface of 23,29. However in the game this part has only a volume of 2,62 m3 with a surface of 31,48 m2. That seems a little bit to low if you compare it with the volume of the MK2 crew cabine of 2,35m3 with a surface of 7,42m2. It seems that your mod somehow mix the correct values which gives me a hard time. And that is also true for all others parts with living space in it. In which file can I change the right volume? Thx for your help Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 4, 2020 Share Posted June 4, 2020 5 hours ago, WolfS said: Actual I am playing around with Kerbalism. Unfortunately I think I found a bug? The patch seems to be outdated for the current Kerbalism patching mechanism. It tries to apply updates to the habitat modules during the :AFTER[Kerbalism] ModuleManager pass but the Kerbalism patches don't create that module until the later :FOR[KerbalismDefault] step. All the other patches in the same folder (PlanetaryBaseInc/ModSupport/Config/Kerbalism) use the :FOR[PlanetarySurfaceStructures] pass which would work for this purpose as well. I suggest (untested) changing the patch to be: Spoiler //-------------The Habitat MK2----------------- @PART[KKAOSS_Habitat_MK2_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures] { %MODULE[Habitat] { %volume = 16.56 %surface = 23.29 //inflate = Habitat_MK2_deploy %state = disabled } //!MODULE[PlanetaryModule]:HAS[#animationName[Habitat_MK2_deploy]] {} } //-------------The Laboratory----------------- @PART[KKAOSS_Science_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures] { %MODULE[Habitat] { %volume = 19.32 %surface = 27.17 //inflate = Science_Deploy %state = disabled } //!MODULE[PlanetaryModule]:HAS[#animationName[Science_Deploy]] {} } //-------------The Control Room----------------- @PART[KKAOSS_Control_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures] { %MODULE[Habitat] { %volume = 3.68 %surface = 7.76 } } //-------------The Cupola----------------- @PART[KKAOSS_Cupola_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures] { %MODULE[Habitat] { %volume = 2.45 %surface = 5.17 } } //-------------The Freezer----------------- @PART[CRY-5000Freezer]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures] { %MODULE[Habitat] { %volume = 7.36 %surface = 15.53 } } //-------------The Habitat MK1----------------- @PART[KKAOSS_Habitat_MK1_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures] { %MODULE[Habitat] { %volume = 7.36 %surface = 15.53 } } //-------------The Central Hub----------------- @PART[KKAOSS_Central_Hub]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures] { %MODULE[Habitat] { %volume = 22.08 %surface = 23.56 } } //-------------The Airlock----------------- @PART[KKAOSS_airlock_mid_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures] { %MODULE[Habitat] { %volume = 1.84 %surface = 3.88 } } //-------------The Airlock End----------------- @PART[KKAOSS_airlock_end_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures] { %MODULE[Habitat] { %volume = 1.71 %surface = 3.62 } } Looking at some of the other patches in KerbalismConfig/Support for the likes of HabTech and SSPX which are both space station type habitat parts there may be need to add some additional patches for other life support systems (CO2 srubbers, recycler, sabatier processors etc.) to the KPBS parts but I haven't gotten far enough in the Kerbalism career game I'm currently playing to have a proper feel for what might be needed. Quote Link to comment Share on other sites More sharing options...
MerlinsMaster Posted June 5, 2020 Share Posted June 5, 2020 On 6/1/2020 at 7:14 AM, Nils277 said: The Planetary Cupola and the Central Hub are Survey Stations Oh great. Thank you. On 6/1/2020 at 7:14 AM, Nils277 said: From time to time yes, its a problem of KSP from the very beginning. An interaction of parts with the ground are not always peaceful Do you use the legs for placing the bases on the ground or is the base directly in contact with it? I think the legs can reduce this problem I'll give that a try. Pity, though, I was trying to get away from using legs...sick of my bases hopping 5 meters into the air every time they load... Quote Link to comment Share on other sites More sharing options...
joynerm Posted June 7, 2020 Share Posted June 7, 2020 (edited) On 5/31/2020 at 3:50 PM, joynerm said: Hey Nils, reporting a bug here. Followed the steps. KSP: 1.9.1 Windows Problem: KPBS items do not show up in the vessel builder tabs. I have to search for the individual items but that didn't happen in previous editions. There are also some items missing such as the K&K Greenhouse and some others. Mods Installed: Astronomers Visual Pack 1.9.1 Chatterer 1.9.1 Community Tech Tree 1.9.1EVE 1.9.1 EVA Struts 1.9.1 Hide Empty Tech Tree Nodes 1.6.9KAS 1.9.1 KBPS 1.9.1KIS 1.9.1 Modular Flight Integrator 1.8.9 Module Manager 4.1.3 Reproduction steps: Go into vessel builder and look at the item category tabs on the left. Log https://docs.google.com/document/d/1_s5On_qPmB3Kt4FQhHQjc-PGYlFIbbBYDjTZBoalNjg/edit?usp=sharing On 6/1/2020 at 7:14 AM, Nils277 said: The Planetary Cupola and the Central Hub are Survey Stations Hmm, seems that something went completely wrong and the parts are not loaded at all. Unfortunately the log you shared is empty for me. Almost all of the time i encountered this, the problem was that the parts went into the wrong folder in the KSP installation. Can you re-check this, if there happened an error? From time to time yes, its a problem of KSP from the very beginning. An interaction of parts with the ground are not always peaceful Do you use the legs for placing the bases on the ground or is the base directly in contact with it? I think the legs can reduce this problem Hey Nils, I solved the problem. Basically I deleted and redownloaded, and downloaded the community category, tech tree etc. via CKAN to make sure that was done properly. After doing that, previously unavailable tech tree sections appeared so that I could research the missing items. In previous KSP versions, I had them unlocked so I guess that changed with the new update maybe? Idk, either way I'm good now! Edited June 8, 2020 by joynerm updated with solved problem Quote Link to comment Share on other sites More sharing options...
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