Merkov Posted April 4, 2017 Share Posted April 4, 2017 34 minutes ago, ZuluDoggy said: Thanks, I downloaded the patch to see if that will help. I'll attempt to post some pictures later, but as simply put as I can make it: I'm using a Buffalo rover that has a storage container on it. I also added 4 of USI's MEU-100-A drills, set to mine metallic ore. I take the rover to the mining location, drill (which fills the storage container), bring the rover/ore back to my base, and attempt to transfer the ore into KPBS' Metal Ore storage structure. The transfer into the Metal Ore storage structure is where I'm having problems. Any help is appreciated, and again, I'll try installing your patch to see if it helps as well. Now to see if I can get some pictures and post them... As was mentioned, it sounds like the problem you're running into is that Metal Ore and Metallic Ore are not the same resource. You can't store Metallic Ore in tanks meant for Metal Ore or vice versa. Quote Link to comment Share on other sites More sharing options...
ZuluDoggy Posted April 5, 2017 Share Posted April 5, 2017 1 hour ago, Merkov said: As was mentioned, it sounds like the problem you're running into is that Metal Ore and Metallic Ore are not the same resource. You can't store Metallic Ore in tanks meant for Metal Ore or vice versa. I believe that this is indeed the problem more than anything else. I've been tinkering with my rover design and replaced the USI drills with the metal ore drill from KPBS. It won't fill any of the storage tanks (since they only accept 'ore' and not 'metal ore'), but if I run a winch line from the rover directly to KPBS's Metal Ore storage building while the drill is running, the building begins to fill. Off to see if I can find yet another mod that adds metal ore storage containers... Thanks for the help folks! (As I suspected initially, it was my fault... *sigh*) Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 5, 2017 Share Posted April 5, 2017 55 minutes ago, ZuluDoggy said: I believe that this is indeed the problem more than anything else. I've been tinkering with my rover design and replaced the USI drills with the metal ore drill from KPBS. It won't fill any of the storage tanks (since they only accept 'ore' and not 'metal ore'), but if I run a winch line from the rover directly to KPBS's Metal Ore storage building while the drill is running, the building begins to fill. Off to see if I can find yet another mod that adds metal ore storage containers... Thanks for the help folks! (As I suspected initially, it was my fault... *sigh*) I was suggesting my mod because it adds Metallic Ore storage containers in the KPBS size. If you need metal ore, I suggest you look at Keridian Dynamics. (Metal Ore is basically an EL resource, so you need to look for parts that specifically augment EL. Quote Link to comment Share on other sites More sharing options...
sadphonics Posted April 5, 2017 Share Posted April 5, 2017 (edited) I'm missing parts that I really want to use. Mainly the cupola module, the habitat module, the science lab etc, but I looked in the folders and it appears that they're all in there just not in the game. Do I need another mod for these to activate? - Nevermind I figured it out I forgot I was playing in career mode I hadn't unlocked the parts yet Edited April 5, 2017 by sadphonics Problem Fixed Quote Link to comment Share on other sites More sharing options...
ZuluDoggy Posted April 5, 2017 Share Posted April 5, 2017 20 hours ago, DStaal said: I was suggesting my mod because it adds Metallic Ore storage containers in the KPBS size. If you need metal ore, I suggest you look at Keridian Dynamics. (Metal Ore is basically an EL resource, so you need to look for parts that specifically augment EL. Thanks for the recommend. I just d/l'd it. One would think that there would be more containers out there that can be configured to hold metal ore. I have your mod running as well but as you noted it adds metallic ore storage containers instead of metal ore. Ah well, what's another mod between friends? :-) Quote Link to comment Share on other sites More sharing options...
stali79 Posted April 5, 2017 Share Posted April 5, 2017 (edited) 5 hours ago, sadphonics said: I'm missing parts that I really want to use. Mainly the cupola module, the habitat module, the science lab etc, but I looked in the folders and it appears that they're all in there just not in the game. Do I need another mod for these to activate? - Nevermind I figured it out I forgot I was playing in career mode I hadn't unlocked the parts yet Lol thats as bad as me opening a GM ticket in STO because i couldnt retrieve an item from ingame mail system and forgetting you can only do that if you access mail from a mail console and not from the mail icon in the ui Edited April 5, 2017 by stali79 Quote Link to comment Share on other sites More sharing options...
JayPee Posted April 7, 2017 Share Posted April 7, 2017 hmmm. it seems like my base is oh-so-slowly sliding down a hill? slope is maybe 1 or 2 % How do I stop this? Quote Link to comment Share on other sites More sharing options...
overkill13 Posted April 7, 2017 Share Posted April 7, 2017 Usually landing legs. They seem to have some kind of grip function when extended. Wheels with brakes might work, or if you use KIS/KAS you could use a ground pylon and a hose/strut to anchor it. Quote Link to comment Share on other sites More sharing options...
Odonian Posted April 7, 2017 Share Posted April 7, 2017 Many MKS parts have "ground tethering" which stops sliding and jitters in ground structures. If you aren't opposed to adding another mod, sticking an MKS part onto your base and "tethering" it (no actual connection is graphically represented) is a good solution to sliding. Quote Link to comment Share on other sites More sharing options...
JayPee Posted April 8, 2017 Share Posted April 8, 2017 okay. Semi-related question: Is there a way to use the square concrete pads that come with KPBS to mitigate this problem / is this expressly what they're for? Quote Link to comment Share on other sites More sharing options...
Wadusher0 Posted April 9, 2017 Share Posted April 9, 2017 (edited) On 4/7/2017 at 1:33 AM, JayPee said: hmmm. it seems like my base is oh-so-slowly sliding down a hill? slope is maybe 1 or 2 % How do I stop this? 3 hours ago, JayPee said: okay. Semi-related question: Is there a way to use the square concrete pads that come with KPBS to mitigate this problem / is this expressly what they're for? If you don't want the gargantuan part pack that is MKS you can use AirPark to freeze your vessels above the ground. The game won't perform physics calculations on parked vessels until you unpark them. As for the concrete pads, they're meant to be stored in KIS containers, then attached to the ground next to your base, at which point you use KAS's EVA struts to tether your base to them. They're your more permanent, aesthetically pleasing option for attaching things to the ground, whereas Airpark is meant for mobile bases, ISRU landers and airships - things that are parked for long stretches of time but not forever. Edited April 9, 2017 by wadusher1 Quote Link to comment Share on other sites More sharing options...
JayPee Posted April 14, 2017 Share Posted April 14, 2017 @wadusher1 confound it what am i doing wrong Quote Link to comment Share on other sites More sharing options...
Wadusher0 Posted April 14, 2017 Share Posted April 14, 2017 2 minutes ago, JayPee said: @wadusher1 confound it what am i doing wrong If you press the link button on the strut you've right clicked it will, as the name suggests, link that strut with the strut currently attached to your kerbal. Unless you tried that...? Quote Link to comment Share on other sites More sharing options...
Merkov Posted April 14, 2017 Share Posted April 14, 2017 No, the KAS struts only let you strengthen the connection between two parts of the same vessel. Since the pad and the base are not connected, you can't use the struts that way. Now, you could use a KAS pipe instead, since those allow you to link two vessels together. Quote Link to comment Share on other sites More sharing options...
Wadusher0 Posted April 14, 2017 Share Posted April 14, 2017 (edited) 2 minutes ago, Merkov said: No, the KAS struts only let you strengthen the connection between two parts of the same vessel. Since the pad and the base are not connected, you can't use the struts that way. Now, you could use a KAS pipe instead, since those allow you to link two vessels together. Oh. Yeah I normally use the pipes myself - I don't think I used the struts before. The pipes are fairly good structural pieces as well. Edited April 14, 2017 by wadusher1 Quote Link to comment Share on other sites More sharing options...
JayPee Posted April 14, 2017 Share Posted April 14, 2017 @wadusher1 @Merkov okay. got it. pipes then. I'll jsut feed those struts back into the recycler lol Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted April 14, 2017 Share Posted April 14, 2017 (edited) 8 hours ago, Merkov said: No, the KAS struts only let you strengthen the connection between two parts of the same vessel. Since the pad and the base are not connected, you can't use the struts that way. Now, you could use a KAS pipe instead, since those allow you to link two vessels together. @JayPee Here's how to do it. You cannot strut two different vessels together. What you CAN do is connected them via the KIS/KAS piping first. That will then make the two crafts ''one'' at which point you can then link them with the struts. Behold: Edited April 14, 2017 by Calvin_Maclure Quote Link to comment Share on other sites More sharing options...
JayPee Posted April 14, 2017 Share Posted April 14, 2017 @Calvin_Maclure ahhhhhhhhhhhhhhh okay Quote Link to comment Share on other sites More sharing options...
Blackline Posted April 15, 2017 Share Posted April 15, 2017 (edited) I am sorry, forgot to press the "RELEASE" button... EDIT: I think its @Boots ReCoupler Addon... Anyone else having his EL-built ships stuck on the KPBS launchpad? <SNIP> Edited April 15, 2017 by Blackline Quote Link to comment Share on other sites More sharing options...
Justinjah91 Posted April 21, 2017 Share Posted April 21, 2017 (edited) Im getting a "freeze" during loading on one of the extraplanetary launchpad modules. I'd post a log, but the game doesn't actually crash so there is no log. It just sits there forever on the loading screen. Screenshot below. Edit: problem fixed by redownloading and reinstalling ksp Edited April 21, 2017 by Justinjah91 Problem solved Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted April 21, 2017 Share Posted April 21, 2017 1 hour ago, Justinjah91 said: Im getting a freeze during loading on one of the extraplanetary launchpad modules. post a link to your KSP.log Quote Link to comment Share on other sites More sharing options...
Justinjah91 Posted April 21, 2017 Share Posted April 21, 2017 14 hours ago, TheRagingIrishman said: post a link to your KSP.log I just saw your reply after I completely read downloaded Kerbal Space Program and reinstalled all the mods. Everything's working now, so I'm guessing I just had a corrupted download. Quote Link to comment Share on other sites More sharing options...
Operation40 Posted April 25, 2017 Share Posted April 25, 2017 I know this mod probably isn't aiming for aerodynamics, but wanted to share some weird stuff indicating some of the parts aren't the same size (sorry if this is a known issue, I admit, I didn't read this whole thread) http://steamcommunity.com/sharedfiles/filedetails/?id=913048723 the fuel tank connected to the small adapter should probably be both YP=0 and YN=0 (shows YP=.1, which is pretty close) then the service bay attached to that fuel tank is the same size but has YP=.53 the K&K drill attached to the service bay is fine (YP and YN 0) but then it gets super nasty with the storage unit.. not only is the first item on the storage stack showing like it's in front, but the next item is also showing the same. Probably because they are connecting on "X" instead of "Y" again, I know it's not an aerodynamic part pack, just wanted to share this data. I may try to tweak the storage units to work like a cargo bay for YN/YP -- but try to keep XP, ZP, and ZN.. erm somehow.. Quote Link to comment Share on other sites More sharing options...
Verios44 Posted April 26, 2017 Share Posted April 26, 2017 I am interested in trying this base mod out. Is there any compatability issues with USI MKS? Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted April 26, 2017 Share Posted April 26, 2017 8 minutes ago, Verios44 said: I am interested in trying this base mod out. Is there any compatability issues with USI MKS? No issues. Right now it just has USI-ls compatibility so no mks manufacturing stuff in KPBS form factor. There is a compatibility project which you can see at the link below. Quote Link to comment Share on other sites More sharing options...
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