voicey99 Posted February 11, 2017 Share Posted February 11, 2017 (edited) 21 hours ago, Sassenach said: Got a bit of an odd problem in that I have a base which has landed nearby (<150m) two vessels with the 4500 unit cylindrical containers filled with machinery. The base itself has 2000 machinery in one of the modules. Having my single engineer go outside and perform maintenance on a module causes the 2000 machinery belonging to the base to shuffle to the appropriate module, but it takes it from other base modules rather than the landed containers nearby. I've had a few searches to see if their is some common error I am missing. I could directly attach the landers using KAS, but I'd prefer not to have to. Here's a picture, if that helps elucidate my description: <schnip> The machinery is in the two identical landers with solar panels. The large structure in the foreground is where I want it to go. One's in front of the vessel with ISMs in the top right, so it's hard to see. Apologies if I'm being dense. The recent integration of Ground Construction with MKS completely borked the maintenance and bay switch mechanics. The latest USITools fixes maintenance and bay switching, but not the resultant nullrefs (not sure about machinery being drawn from other parts, that's not supposed to happen). Edited February 11, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 11, 2017 Author Share Posted February 11, 2017 Sorry, said bug has zero to do with Ground Construction to be clear. All about owning up to bugs (and sorting them), but let's not blame another mod please. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted February 11, 2017 Share Posted February 11, 2017 Since CC is now bundled with MKS, I think it's ok if I post this here. Basically, CC breaks all stock fuel tanks, so that they can't hold anything. In VAB they are empty, and cannot be filled with LF/O or anything else. When I deleted the CC folder, everything went back to normal. Has anyone else encountered this issue? I'm using the latest version of MKS. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 11, 2017 Author Share Posted February 11, 2017 CC is being removed as a hard dependency, along with a lot of the overrides from GC itself (basically with MKS you will just get the DIYKit, with the workshop capability limited to specific modules). Quote Link to comment Share on other sites More sharing options...
sh1pman Posted February 11, 2017 Share Posted February 11, 2017 Just now, RoverDude said: CC is being removed as a hard dependency, along with a lot of the overrides from GC itself (basically with MKS you will just get the DIYKit, with the workshop capability limited to specific modules). So I can safely remove CC, and nothing will break? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 11, 2017 Author Share Posted February 11, 2017 You will need to remove CC and the Ground Construction skycrane part (possibly the workshop as well - see if it locks up) Quote Link to comment Share on other sites More sharing options...
sh1pman Posted February 11, 2017 Share Posted February 11, 2017 Just now, RoverDude said: You will need to remove CC and the Ground Construction skycrane part (possibly the workshop as well - see if it locks up) Got it. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 11, 2017 Author Share Posted February 11, 2017 FYI - shooting for a release tonight Quote Link to comment Share on other sites More sharing options...
sh1pman Posted February 11, 2017 Share Posted February 11, 2017 Cool. Also, the ducted fans still require tiny amount of EC. Only the Micro ducted fan was fixed in the latest update. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 11, 2017 Author Share Posted February 11, 2017 Just now, sh1pman said: Cool. Also, the ducted fans still require tiny amount of EC. Only the Micro ducted fan was fixed in the latest update. Saw. Tho that will be in a later update - today I am just doing MKS and USI-LS Quote Link to comment Share on other sites More sharing options...
Stratickus Posted February 11, 2017 Share Posted February 11, 2017 6 minutes ago, RoverDude said: CC is being removed as a hard dependency, along with a lot of the overrides from GC itself (basically with MKS you will just get the DIYKit, with the workshop capability limited to specific modules). Your new avatar threw me off. I was confused as to who was speaking with such authority on matters that really only you should. Until I realized you were you. Anyway, has there been any sort of road map mentioned with regard to USI/MKS and GC integration? Or is it still very much a WIP with no real firm plan? I've caught bits and pieces of it since its recent integration, such as GC being about 90% of what you intended to do anyway, possibly creating your own (USI) workshops and limiting specific modules etc. I checked the dev thread and didn't see anything like a road map. Just curious. Cheers, Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 11, 2017 Author Share Posted February 11, 2017 You covered most of it The short term plan is that I am working with @allista on the integration points (the latest cut that goes out tonight removes some parts, configs, and CC for example - but I believe Allista still has to handle the CKAN side). We're also discussing off-world DIYKit creation as the next step. It's still a WIP, but making progress Quote Link to comment Share on other sites More sharing options...
Stratickus Posted February 11, 2017 Share Posted February 11, 2017 1 minute ago, RoverDude said: You covered most of it The short term plan is that I am working with @allista on the integration points (the latest cut that goes out tonight removes some parts, configs, and CC for example - but I believe Allista still has to handle the CKAN side). We're also discussing off-world DIYKit creation as the next step. It's still a WIP, but making progress No worries. As busy as you probably are and how quickly this thread moves, I wouldn't have been surprised if I had missed it. No doubt having to answer the same questions over and over slows down progress, so I just wanted to see if it had been covered previously as opposed to you having to re explain it. Again.. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 11, 2017 Author Share Posted February 11, 2017 All good Quote Link to comment Share on other sites More sharing options...
adgriff2 Posted February 12, 2017 Share Posted February 12, 2017 I thought i understood scavenging logistics, but It doesn't seem to be working as I thought. I have a large Kontainer full of material kits with local and planetary warehouse turned on. Spoiler Next to that, I have a GC workshop without any material kits but it is manned and has the 'logistics consumer' module. Spoiler I thought when a manned logistics consumer was within 150m of a full logistics warehouse that stuff (other than machinery and EC) would transfer from the warehouse to the consumer. That doesn't seem to be happening. Is my assumption wrong or is this not working correctly? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 12, 2017 Author Share Posted February 12, 2017 That should be working fine. I'll test it out given that I am prepping a new release anyway Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 12, 2017 Author Share Posted February 12, 2017 FYI - no release today - coordinating everything with Allista as we want to roll both the GC update and the corresponding MKS update simultaneously. Quote Link to comment Share on other sites More sharing options...
Starfire70 Posted February 12, 2017 Share Posted February 12, 2017 (edited) 1.2.2 on Windows 7. My agri and hab inflatable modules won't deploy/inflate. Says they require a certain number of material kits (like a thousand). That can't be right. Running latest releases. MKS 'Ranger' Inflatable Storage Module - deployed without issue MKS 'Ranger' Agriculture module - no deploy option in right-click menu, EVA kerbalnaut tries to deploy and gets "Missing resources to assemble module: 1000 Material Kits MKS 'Ranger' Habitation module - no deploy option in right-click menu, EVA kerbalnaut tries to deploy and gets "Missing resources to assemble module: 8000 Material Kits Nothing is showing up in the KSP.log when I try to do deploy, I just have this line spamming: [LOG 01:18:10.030] IN: edited EnrichedUranium ratio to 1.08599998327463E-07 Maybe one of my fission reactions isn't set properly but I have 12 of the small ones at the base...I'll have to check them: Edited February 12, 2017 by Starfire70 Quote Link to comment Share on other sites More sharing options...
adgriff2 Posted February 12, 2017 Share Posted February 12, 2017 4 minutes ago, Starfire70 said: 1.2.2 on Windows 7. My agri and hab inflatable modules won't deploy/inflate. Says they require a certain number of material kits (like a thousand). That can't be right. Running latest releases. MKS 'Ranger' Inflatable Storage Module - deployed without issue MKS 'Ranger' Agriculture module - no deploy option in right-click menu, EVA kerbalnaut tries to deploy and gets "Missing resources to assemble module: 1000 Material Kits MKS 'Ranger' Habitation module - no deploy option in right-click menu, EVA kerbalnaut tries to deploy and gets "Missing resources to assemble module: 8000 Material Kits Nothing is showing up in the KSP.log when I try to do deploy, I just have this line spamming: [LOG 01:18:10.030] IN: edited EnrichedUranium ratio to 1.08599998327463E-07 Maybe one of my fission reactions isn't set properly but I have 12 of the small ones at the base...I'll have to check them: The storage modules can inflate without any cost, but the other stuff require material kits and sometimes specialized parts Quote Link to comment Share on other sites More sharing options...
Starfire70 Posted February 12, 2017 Share Posted February 12, 2017 (edited) 3 minutes ago, adgriff2 said: The storage modules can inflate without any cost, but the other stuff require material kits and sometimes specialized parts Ah, that's new. It's been a while since I've used Kolonization. Thanks. Time for a cargo run. Edited February 12, 2017 by Starfire70 Quote Link to comment Share on other sites More sharing options...
Admac Posted February 12, 2017 Share Posted February 12, 2017 (edited) Anyone else not able to reconfig the drills since the last release? The menu is there, but it doesn't change my substrate drill to a water drill (or any other to any other) Heaps of Matkits and Spec parts, but no error, or any yellow text at all. This is the in the field reconfig obviously, the in hanger one works just fine. Edit: Yeah the new USI tools fixed everything, thanks forums! Edited February 12, 2017 by Admac Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted February 12, 2017 Share Posted February 12, 2017 7 hours ago, Starfire70 said: [LOG 01:18:10.030] IN: edited EnrichedUranium ratio to 1.08599998327463E-07 This is a NearFutureElectrical bug, I believe it will be fixed in their next version. Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted February 12, 2017 Share Posted February 12, 2017 On 2/9/2017 at 5:44 PM, DStaal said: Working as intended. If Machinery auto-pushed, bad things would happen as converters/etc. suddenly wouldn't work correctly. How can I force push machinery? I tried putting it in its ISM with planetary logistics then disable the tank. Normally that pushes the contents into the planet but it isn't working. Also happens with supplies and fertilizer? Quote Link to comment Share on other sites More sharing options...
Terwin Posted February 12, 2017 Share Posted February 12, 2017 1 hour ago, Liquid5n0w said: How can I force push machinery? I tried putting it in its ISM with planetary logistics then disable the tank. Normally that pushes the contents into the planet but it isn't working. Also happens with supplies and fertilizer? I have seen the 'disabling flow does not push to planetary storage' on occasion as well, but it is generally something that I do not currently have in PS, so my suspicion is that the 'disable flow push' only works if the resource is already present in planetary storage. (and from reading this thread, Machinery may not work at all, currently.) Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted February 12, 2017 Share Posted February 12, 2017 44 minutes ago, Terwin said: I have seen the 'disabling flow does not push to planetary storage' on occasion as well, but it is generally something that I do not currently have in PS, so my suspicion is that the 'disable flow push' only works if the resource is already present in planetary storage. (and from reading this thread, Machinery may not work at all, currently.) Well I did accidentally put some things into planetary storage on Gael (the home planet in the GPP pack), including machinery. So it must be possible to get machinery into the planet somehow... Quote Link to comment Share on other sites More sharing options...
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