notthebobo Posted January 15, 2017 Share Posted January 15, 2017 That has to be one of the most kerbal'd designed rover's I've seen. Good job @jd284. Quote Link to comment Share on other sites More sharing options...
Stikkychaos Posted January 15, 2017 Share Posted January 15, 2017 (edited) I think i have missed a few updates, but what are those "resource iodes"? How does one approach them? Do we just point a drill at it and mine? What resource does it yield? How do we check what resources would it yield? Edited January 15, 2017 by Stikkychaos Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 15, 2017 Share Posted January 15, 2017 2 minutes ago, Stikkychaos said: I think i have missed a few updates, but what are those "resource iodes"? How does one approach them? Do we just point a drill at it and mine? What resource does it yield? How do we check what resources would it yield? It's like dirt in that it'll give you what ever you have storage for. You use have to grapple the lode and then you can use a separate function on the sifter to sift the lode. This is the craft i use, notice the stock claw on the back and the sifter on the top at the front. Quote Link to comment Share on other sites More sharing options...
Stikkychaos Posted January 15, 2017 Share Posted January 15, 2017 Thank you @dboi88, but does that mean i can have a truck with an empty exoticminerals tank and then fill it using that iode alone? Or, is there a math to how much exoticmineral do i get per 1resource from iode? Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 15, 2017 Share Posted January 15, 2017 @Stikkychaos There's some math but i don't know what it is. So depends on the size of the lode and the size of the tank. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 15, 2017 Author Share Posted January 15, 2017 The ratio of stuff you get out of a lode (not iode :)) is based on planetary concentrations. Quote Link to comment Share on other sites More sharing options...
damerell Posted January 16, 2017 Share Posted January 16, 2017 Thanks. I must have missed that on the Wiki. Sorry. Quote Link to comment Share on other sites More sharing options...
Terwin Posted January 16, 2017 Share Posted January 16, 2017 According to the Ranger Sifter config file, ResourceLode produces 4 times the resources as a similar amount of dirt and a sifter can process 100 times as much ResourceLode as it can dirt. And instead of drilling for all that dirt, you just need to drive out and collect the node(or process it on-site). Quote Link to comment Share on other sites More sharing options...
dlrk Posted January 16, 2017 Share Posted January 16, 2017 Does anyone have an example of a research base? I see that there are science boosts in some MKS parts and crew types. Is the small commlab the only lab? Quote Link to comment Share on other sites More sharing options...
Uberns Posted January 16, 2017 Share Posted January 16, 2017 I'm not understanding what this ScienceMultiplier, RepMultiplier, FundsMultiplier under the KOLONIZATION_SETTINGs is supposed to be for. Is this saying that every scientist I have in flight is passively giving me science (same with rep and funds for the pilot and engineer)? Because I absolutely do not want that to be happening. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 16, 2017 Author Share Posted January 16, 2017 Every scientist in a landed MKS base generates that. So if it is something you don't want, you can either (a) remove it, or (b) don't collect it (it has to be actively collected, similar to the MPL). Quote Link to comment Share on other sites More sharing options...
Uberns Posted January 16, 2017 Share Posted January 16, 2017 36 minutes ago, RoverDude said: Every scientist in a landed MKS base generates that. So if it is something you don't want, you can either (a) remove it, or (b) don't collect it (it has to be actively collected, similar to the MPL). I see. Then I'm just going to set those multipliers to zero so that I cant accidentally collect it. Thanks! Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted January 16, 2017 Share Posted January 16, 2017 with the latest updates i got also filter extensions .. now i have the USI-related branches doubled (categorys on the left side --> Kolonization, Construction, Logistics, Manufacturing & Rovers) I wonder if anyone noticed tourists give a massive bonus on the tundra industrial refinerys ;P (about 500% ++ load?) anyone else noticed these 2 things? love the update anyways! Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 16, 2017 Share Posted January 16, 2017 5 minutes ago, LatiMacciato said: with the latest updates i got also filter extensions .. now i have the USI-related branches doubled (categorys on the left side --> Kolonization, Construction, Logistics, Manufacturing & Rovers) Confirmed. You want to file the bug report on Github? Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted January 16, 2017 Share Posted January 16, 2017 1 minute ago, DStaal said: Confirmed. You want to file the bug report on Github? I did already so many .. kinda feel bad already LOL .. I totally enjoy MKS, just stumble over things, and wish to help etc Quote Link to comment Share on other sites More sharing options...
Uberns Posted January 16, 2017 Share Posted January 16, 2017 40 minutes ago, LatiMacciato said: with the latest updates i got also filter extensions .. now i have the USI-related branches doubled (categorys on the left side --> Kolonization, Construction, Logistics, Manufacturing & Rovers) I wonder if anyone noticed tourists give a massive bonus on the tundra industrial refinerys ;P (about 500% ++ load?) anyone else noticed these 2 things? love the update anyways! And here I was thinking that I had caused those duplications when doing the latest mod updates. Been retracing my steps for the last hour or so to make sure it wasn't me before I posted something. Thanks for posting! Now I know I can move on to other things haha Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 16, 2017 Author Share Posted January 16, 2017 For the duplicate categories, delete any copy of USITools not in the 000_USITools folder. For the tourist issue - more specifics and preferably a screenshot Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted January 16, 2017 Share Posted January 16, 2017 (edited) 1 hour ago, RoverDude said: For the duplicate categories, delete any copy of USITools not in the 000_USITools folder. marked that as solved, this works out: USI-related branches are doubled in categorys (ty for the quick reply tho hehe) EDIT: "USITools.dll" & "USITools.pdb" in the MKS folder! EDIT 2: "Fixed texture path for Toolbar icons (Thanks fat-lobyte!)" --> not for me .. still purple if I rename the folder "Kolonization" --> error from log: [ERR 07:50:17.974] [Toolbar] [ERROR] button texture not found: UmbraSpaceIndustries/Kolonization/Kolony24 Edited January 16, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
symmeclept Posted January 16, 2017 Share Posted January 16, 2017 I'm having a strange issue with the Akita wheels. Maybe it's CollisionFX at fault, but whenever it's rolling, there's lots of sparks like parts are colliding. Seems mostly cosmetic, driving is unaffected. Just wondering if it's known or something to be concerned with. Hate to put one on Duna and have the Kraken eat it. Quote Link to comment Share on other sites More sharing options...
zabieru Posted January 16, 2017 Share Posted January 16, 2017 (edited) Anybody else getting insane-o-load with the new release? All my refineries/factories/etc are running like 3000% load, as are smelters and crushers configured for efficiency (which, before I turned off the smelters, was draining EC so fast I thought it was some kind of PDU/PL bug). Reactors were ramping up similarly in reaction, but heat efficiency meant they couldn't keep up. Doesn't seem to be affecting drills, though. I tried a quick delete-and-reinstall, but it's still acting weird. EDIT: Also, zee governors, ze do nothink. This is what they're for, right? But my workshop does 2341.98% with the governor at 1.0, and 2341.98% with the governor at 0.1 as well. Edited January 16, 2017 by zabieru Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 16, 2017 Share Posted January 16, 2017 12 hours ago, damerell said: Thanks. I must have missed that on the Wiki. Sorry. Nope, it's just not up there yet (this is a new mechanic). I'm in the middle of updating the KSPedia entry for all the new mechanics and part of that is putting together a guide and craft files for 'Active Resource Harvesting' which i'll update on the wiki once done. On that front @jd284 could you send me the craft file for that rover you've designed. It's a pretty inventive way to move the new lodes around. I'm on page 1 of 19 in this new thread and the changelog is already 19 entries long. This is gonna be a big update! 6 hours ago, symmeclept said: I'm having a strange issue with the Akita wheels. Maybe it's CollisionFX at fault, but whenever it's rolling, there's lots of sparks like parts are colliding. Seems mostly cosmetic, driving is unaffected. Just wondering if it's known or something to be concerned with. Hate to put one on Duna and have the Kraken eat it. If you can upload a craft file i'll happily take a look. 4 hours ago, zabieru said: Anybody else getting insane-o-load with the new release? All my refineries/factories/etc are running like 3000% load, as are smelters and crushers configured for efficiency (which, before I turned off the smelters, was draining EC so fast I thought it was some kind of PDU/PL bug). Reactors were ramping up similarly in reaction, but heat efficiency meant they couldn't keep up. Doesn't seem to be affecting drills, though. I tried a quick delete-and-reinstall, but it's still acting weird. EDIT: Also, zee governors, ze do nothink. This is what they're for, right? But my workshop does 2341.98% with the governor at 1.0, and 2341.98% with the governor at 0.1 as well. Seems to have been noted a couple of times but there is no definitive bug report yet, others have mentioned Tourists as possibly being the issue. If you can it'd be useful if you can recreate the issues in a brand new save with only USI + Stock installed and then post the save file for others to confirm. I'll get on this in a couple of hours if someone doesn't before then. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 16, 2017 Author Share Posted January 16, 2017 7 hours ago, symmeclept said: I'm having a strange issue with the Akita wheels. Maybe it's CollisionFX at fault, but whenever it's rolling, there's lots of sparks like parts are colliding. Seems mostly cosmetic, driving is unaffected. Just wondering if it's known or something to be concerned with. Hate to put one on Duna and have the Kraken eat it. Yeah that's CollisionFX doing something 5 hours ago, zabieru said: Anybody else getting insane-o-load with the new release? All my refineries/factories/etc are running like 3000% load, as are smelters and crushers configured for efficiency (which, before I turned off the smelters, was draining EC so fast I thought it was some kind of PDU/PL bug). Reactors were ramping up similarly in reaction, but heat efficiency meant they couldn't keep up. Doesn't seem to be affecting drills, though. I tried a quick delete-and-reinstall, but it's still acting weird. EDIT: Also, zee governors, ze do nothink. This is what they're for, right? But my workshop does 2341.98% with the governor at 1.0, and 2341.98% with the governor at 0.1 as well. Yeah, I need to take a look. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 16, 2017 Author Share Posted January 16, 2017 Ok - there's a fix up Also some catch-up on the changelog: 0.50.13 - 2017.01.16 -------------------- Fixed runaway efficiency bonuses Removed duplicate USITools 0.50.12 - 2017.01.15 -------------------- Performance updates Added the ability for MKS modules to enable ground tethering. Added additional fixes for overly 'jittery' bases. Added weight transfer to the small KIS container (Thanks Wyzard256!) Added weight transfer to the radial liquid tank and other Ranger-size tanks (Thanks dboi88!) Fixed texture path for Toolbar icons (Thanks fat-lobyte!) Fixed issue where the KoloniationMonitor was displaying incorrect resources (thanks again fat-lobyte!) Efficiency Parts are no longer bound to skill bonuses 0.50.11 - 2017.01.08 -------------------- Fixed an issue where multi-bay modules were not operating at peak efficiency (Note that this is a USI Tools change so be sure to have the latest version! This is why I bundle MiniAVC ;)) Reduced the size of Resource Lodes to 5kl Added a new resource lode that can be found via the orbital survey scanner. Unlike the smaller ones found with the Pioneer module, these are planet-wide and significantly larger (500kl). Scouts can now be recruited. The USI-LS window no longer conflicts with the Kolonization Dashboard. Fixed prices of Tundra manufacturing modules. Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 16, 2017 Share Posted January 16, 2017 Bug fix releases before I've even had a chance to download and test, I love it! Roll around 5pm! I'd give you a like but i'm all out for the day Quote Link to comment Share on other sites More sharing options...
jon chef Posted January 16, 2017 Share Posted January 16, 2017 Is that on the Constellation 2017.01.15.01 release as well ? Quote Link to comment Share on other sites More sharing options...
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