RoverDude Posted February 12, 2017 Author Share Posted February 12, 2017 In the next patch, Machinery can participate in Planetary Logistics only (not local logistics as maintenance covers that). This can happen because there are no machinery-using parts that are also warehouses. Quote Link to comment Share on other sites More sharing options...
Jivaii Posted February 12, 2017 Share Posted February 12, 2017 So I'm guessing that EPL is no longer utilized by MKS? Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted February 12, 2017 Share Posted February 12, 2017 (edited) 7 minutes ago, Jivaii said: So I'm guessing that EPL is no longer utilized by MKS? This has been asked about 100 times now. Please read back in the thread. To reiterate: You can still use EPL, it still works, and it's gonna be working for a while. After some time the MKS parts for EL will be deprecated, then after more time the parts will be removed. You can continue to use the EPL (non-MKS) parts, but the recipies are off and imbalanced, because cooperation between RoverDude and taniwha has been bumpy. Edited February 12, 2017 by Kobymaru Quote Link to comment Share on other sites More sharing options...
Jivaii Posted February 12, 2017 Share Posted February 12, 2017 Just now, Kobymaru said: This has been asked about 100 times now. Please read back in the thread. To reiterate: You can still use EPL, it still works, and it's gonna be working for a while. After some time the parts will be deprecated, then after more time the parts will be removed. You can continue to use the EPL (non-MKS) parts, but the recipies are off and imbalanced, because cooperation between RoverDude and taniwha has been bumpy. Then please indicate where it has been ask 100 times to the dot. I checked the op, and back two pages. Saw that Ground Construction was the new way. Wanted to verify. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 12, 2017 Author Share Posted February 12, 2017 I'd suggest using the thread search feature given the velocity at which this thread moves. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 12, 2017 Share Posted February 12, 2017 I wonder if there's a Kerbal re-training already planned for the future. I'd appreciate that instead of using SM or editing the savefile. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 12, 2017 Author Share Posted February 12, 2017 Sorry I don't understand the question Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 12, 2017 Share Posted February 12, 2017 (edited) 4 hours ago, RoverDude said: Sorry I don't understand the question 4 hours ago, LatiMacciato said: I wonder if there's a Kerbal re-training already planned for the future. I'd appreciate that instead of using SM or editing the savefile. ok, lemme try that again .. (i meant ship manifest by SM .. not what YOU think .. LOL) Would be cool to have some sort of re-training e.g. a farmer or a mechanic or an engineer (including costs ofc) and it would fit the training academy. Is there something planned where you can actually switch/change professions of Kerbals? EDIT: think of it as an enhancement/suggestion/an idea (which can be bad aswell) and I'm yet unsure if that's already a thing in one way or another Edited February 12, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
adgriff2 Posted February 12, 2017 Share Posted February 12, 2017 14 hours ago, adgriff2 said: 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. Reveal hidden contents Next to that, I have a GC workshop without any material kits but it is manned and has the 'logistics consumer' module. Reveal hidden contents 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? Anyone else able to reproduce this? I just created a new game and just have an unmanned material kits warehouse next to a manned GC mobile workshop, and it doesn't appear to transfer any material kits. Here's the save file: https://dl.dropboxusercontent.com/u/32521371/persistent.sfs Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 12, 2017 Author Share Posted February 12, 2017 I'll take a look at that save, Which vessel? Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 12, 2017 Share Posted February 12, 2017 Anyone tried field-assembling an Akita? I can mostly do it, but it's like there's no mesh target area for the right-side forward wheel's attachment point: I can't target the Akita Core near enough to the attachment point to get the wheel to lock in. (I can target it behind the seat and see the attachment point - but if I try to mouse over the attachment point I'll be targeting the seat, or the ground, or the other wheel, or basically anything else but the core.) Quote Link to comment Share on other sites More sharing options...
adgriff2 Posted February 12, 2017 Share Posted February 12, 2017 2 hours ago, RoverDude said: I'll take a look at that save, Which vessel? There's only 2 vessels in the savefile. The kontainer and the workshop. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted February 12, 2017 Share Posted February 12, 2017 1 hour ago, DStaal said: Anyone tried field-assembling an Akita? I can mostly do it, but it's like there's no mesh target area for the right-side forward wheel's attachment point: I can't target the Akita Core near enough to the attachment point to get the wheel to lock in. (I can target it behind the seat and see the attachment point - but if I try to mouse over the attachment point I'll be targeting the seat, or the ground, or the other wheel, or basically anything else but the core.) It's a little tricky because the Akita parts don't have colliders around the axle, and KIS only snaps to attachment nodes when the mouse is over a collider on the target part. You have to orient the camera so that the axle is in front of something with a collider — the back "wall" of the Akita core, or the flat part of the flatbed. It also helps to build the Akita upside-down, since otherwise the axles will fall through the ground (which makes it pretty hard to attach the wheels). Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 12, 2017 Share Posted February 12, 2017 (edited) 5 hours ago, RoverDude said: Sorry I don't understand the question I think it was silly to ask cuz I had an idea ..sorry to bother you. (and the answer might just be 42) Edited February 12, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted February 12, 2017 Share Posted February 12, 2017 6 hours ago, RoverDude said: In the next patch, Machinery can participate in Planetary Logistics only (not local logistics as maintenance covers that). This can happen because there are no machinery-using parts that are also warehouses. Great thank you. Is it intended that supplies mulch and fertilizer can't participate as well? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 12, 2017 Author Share Posted February 12, 2017 20 minutes ago, Liquid5n0w said: Great thank you. Is it intended that supplies mulch and fertilizer can't participate as well? Those are not blacklisted at all, so they should totally be able to participate. Just to be clear though, PL does not occur in the background in case that's what you are wondering 53 minutes ago, LatiMacciato said: I think it was silly to ask cuz I had an idea ..sorry to bother you. (and the answer might just be 42) Never a bother, just did not understand what your idea was Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 12, 2017 Share Posted February 12, 2017 (edited) 35 minutes ago, RoverDude said: Never a bother, just did not understand what your idea was okies, want me to explain further? EDIT: I might found a bug too .. should EnrichedUranium and DepletedFuel be transferable through warehouseing via PL/LL? if yes then its not pushing any. Edited February 12, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
jd284 Posted February 12, 2017 Share Posted February 12, 2017 54 minutes ago, Liquid5n0w said: Is it intended that supplies mulch and fertilizer can't participate as well? PL works fine for them. But remember you need a warehouse with enabled PL. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 12, 2017 Author Share Posted February 12, 2017 15 minutes ago, LatiMacciato said: okies, want me to explain further? Sure - go for it 2 hours ago, adgriff2 said: There's only 2 vessels in the savefile. The kontainer and the workshop. Ok, easy one. The current GC Workshop is not a Logistics Consumer. In the next MKS release, workshop functionality will be embedded in the Ranger workshop and the Tundra assembly plant, and no other modules (as the whitelist for all crewed parts is not included with GC-Core). Once I furnish @allista with a new mobile workshop model, an analogue will be added to MKS (only diff is that the GC-Full one will be model welded, and the MKS one will be lego-like so it can be dropped in via the new Osprey Construction Platform). 20 minutes ago, LatiMacciato said: okies, want me to explain further? EDIT: I might found a bug too .. should EnrichedUranium and DepletedFuel be transferable through warehouseing via PL/LL? if yes then its not pushing any. Nope- they are intentionally not transferable. Nuclear refueling will be a manual process (though fortunately, a rare one). Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 12, 2017 Share Posted February 12, 2017 (edited) got ya on the enriched uranium/depleted fuel (the buttons are confusing tho hehe) to my idea with the professions: since I seen more professions for Kerbals entered KSP via MKS i wondered if theres a way to "upgrade" a mechanic's knowledge and his/her training .. like teaching him/her to handle farming too ..or how to repair things. side-note: IRL you can go to a university and study several directions of human knowledge, like learning to be a baker and additional learning confectioner .. or IT branch beeing a system admin or beeing a software developer. If you wish you can become both, so I wonder if it might be possible to "upgrade" or rather said re-train a Kerbal on the fly (preferibly in any Training academy). Well .. it's just an idea but if that is limited to how KSP might treat changed professions while beeing in active duty = bad idea so it might be better to do so while Kerbals are returned to Kerbin. (retraining Kerbals is available through ShipManifest but currently it jerks up with the MKS professions, so savefile editing is the only option if you wish to do so) I will try explaining more if needed, ty for your time reading my comment Edited February 12, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
adgriff2 Posted February 12, 2017 Share Posted February 12, 2017 (edited) 36 minutes ago, RoverDude said: Ok, easy one. The current GC Workshop is not a Logistics Consumer. But it looks like it has the Logistics Consumer module? I thought this meant it was a logistics consumer? Edited February 13, 2017 by adgriff2 Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 13, 2017 Author Share Posted February 13, 2017 Ahh - my mistake. I expect the issue then is that logistics consumers look for inputs on standard converters... and I expect that the part in question does not have one. (thinking) I expect making it a warehouse may solve the issue for that particular part. Quote Link to comment Share on other sites More sharing options...
adgriff2 Posted February 13, 2017 Share Posted February 13, 2017 1 minute ago, RoverDude said: Ahh - my mistake. I expect the issue then is that logistics consumers look for inputs on standard converters... and I expect that the part in question does not have one. If that's the case, I suspect adding a native MKS logistics consumer and material kits container to the mobile workshop won't fix the problem. I guess i'll just have to wait for the next release to use scavenging with GC. Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted February 13, 2017 Share Posted February 13, 2017 2 hours ago, RoverDude said: Those are not blacklisted at all, so they should totally be able to participate. Just to be clear though, PL does not occur in the background in case that's what you are wondering. Oh, so if I setup a base mining rare metals and a small tank I need to watch it to get it's mining output into PL? What could be causing my problem supplies not going in then? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 13, 2017 Author Share Posted February 13, 2017 3 hours ago, adgriff2 said: If that's the case, I suspect adding a native MKS logistics consumer and material kits container to the mobile workshop won't fix the problem. I guess i'll just have to wait for the next release to use scavenging with GC. And that release will be very soon I'll test some things in the interim 1 hour ago, Liquid5n0w said: Oh, so if I setup a base mining rare metals and a small tank I need to watch it to get it's mining output into PL? What could be causing my problem supplies not going in then? For the first question, add a larger tank (something with a couple of days storage) and just visit it periodically. For the second, show me the vessel in question. Quote Link to comment Share on other sites More sharing options...
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