Aaron Also Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 1:28 PM, voicey99 said: Are you using USI-LS? If you're not, then the hab function (which is the other type of bay) on the expandable habs (or kerbitats, for that matter) won't work. Expand Doh! I knew that.... In my updating I deleted anything USI, including LS and forgot to reinstall.... I feel like I total dufus, good thing it's my day off - I don't get paid to think today. Thanks for the assistance. Quote Link to comment Share on other sites More sharing options...
ISE Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 1:16 PM, Aaron Also said: That would be a clear NO GO It is in the release notes. TAC-LS and USI-LS are the only supported life support mods I think. Kerbalism is not supported. Expand Even if I'm not using USI LS? the parts just aren't compatible with herbalism huh? Quote Link to comment Share on other sites More sharing options...
Aaron Also Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 1:33 PM, ISE said: Even if I'm not using USI LS? the parts just aren't compatible with herbalism huh? Expand IDK about Herbalism. KSP might not be compatible with Herbalism for some people. As for Kerbalism and USI - MKS, they do not play well together as other posts have explained. I use USI-LS it's simple and can be setup to be very very strict. TAC works too but is too much micro managing for me tastes. Quote Link to comment Share on other sites More sharing options...
ISE Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 1:36 PM, Aaron Also said: IDK about Herbalism. KSP might not be compatible with Herbalism for some people. As for Kerbalism and USI - MKS, they do not play well together as other posts have explained. I use USI-LS it's simple and can be setup to be very very strict. TAC works too but is too much micro managing for me tastes. Expand Kerbalism***** aut correct kills me. and thanks got it Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 26, 2017 Author Share Posted February 26, 2017 On 2/26/2017 at 1:33 PM, ISE said: Even if I'm not using USI LS? the parts just aren't compatible with herbalism huh? Expand Right. As I explained.... Kerbalism does a wholesale update of one of the core stock mechanics - converters. Which is about 90% of what MKS does. So when you override all of this behavior and cut bits out, it is going to break stuff that depends on those stock functions existing. Quote Link to comment Share on other sites More sharing options...
stk2008 Posted February 26, 2017 Share Posted February 26, 2017 ohh that constellation package is handy Can I delete the USI LS folder as I use tac and every thing be ok? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 1:53 PM, stk2008 said: Can I delete the USI LS folder as I use tac and every thing be ok? Expand MKS is integrated with TAC and can function without USI-LS, but the habitation parts won't work or have a purpose. Quote Link to comment Share on other sites More sharing options...
stk2008 Posted February 26, 2017 Share Posted February 26, 2017 (edited) Thanks for replying. But am I safe to just delete the USI-LS folder from this package and every thing else work as expected? Basically as its a package I just want to make sure its not refrencing any thing different from if I was to download these mods seprate is all Thanks Edited February 26, 2017 by stk2008 Quote Link to comment Share on other sites More sharing options...
sh1pman Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 1:54 PM, voicey99 said: MKS is integrated with TAC and can function without USI-LS, but the habitation parts won't work or have a purpose. Expand I don't think MKS is integrated with TAC. Are TAC configs official? On 2/26/2017 at 1:57 PM, stk2008 said: But am I safe to just delete the USI-LS folder from this package and every thing else work as expected? Expand Yes. You can delete any folder from there, and it'll still work fine. I deleted ART and sounding rockets, for example. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 1:57 PM, stk2008 said: Thanks for replying. But am I safe to just delete the USI-LS folder from this package and every thing else work as expected? Thanks Expand Yes. Almost all mods in the Constellation are optional. Quote Link to comment Share on other sites More sharing options...
stk2008 Posted February 26, 2017 Share Posted February 26, 2017 awesome thanks all for the light speed reply`s Amazeing community Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 1:57 PM, sh1pman said: I don't think MKS is integrated with TAC. Are TAC configs official? Expand Well, a separate TAC-LS config comes with the mod so i suppose so. Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 1:21 PM, RoverDude said: For EL, it will be just like any other mod - there are no direct conflicts, but no assumed support. Patches will be community based, and very likely, optional. Because by definition, any EL patch is going to mess with how EL works, and will require either new parts or configs to EL - i.e. the entire reason, with the lack of an official EL 'detailed mode' I could dovetail off of, that got us to where things stand now. <snip...> @DStaal - going to hold off on merging anything EL related since either (a) we assume that there's no EL config change to the MKS production path (in which case, all we need to do is remove the current EL config entirely), or (b) if an optional EL config is included, it will need to override the behavior of EL parts to match the MKS production chain. I am ambivalent on this, either one works, since it's kinda in the same boat as TAC-LS (i.e. it works... but it is not native). Expand No problem - I actually expected that there would likely need to be some discussion, but in case the response was 'submit a PR', I wanted to start there. You can always ignore/decline a PR, after all. Main reason I thought about it was that the current situation technically conflicts with EL: There are no working, non-depreciated, launchpads with just MKS+EL. (There are still stakes, of course.) So it's time to transition to community patches - which means time to figure out what that will look like. Personally, I'm fine with having non-useful production parts in the game; they can be ignored or blocked in other ways, and this was the easiest patch to make. I'll do another PR that's just unblock the launchpads, and if I have time I'll look into doing one that unblocks and redoes the EL production parts to the MKS chain. On 2/26/2017 at 1:57 PM, sh1pman said: I don't think MKS is integrated with TAC. Are TAC configs official? Expand Define 'official'. They come with MKS, so they are official in that RoverDude ships them. However, he doesn't write or test them - they are community supplied. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 2:07 PM, DStaal said: Define 'official'. They come with MKS, so they are official in that RoverDude ships them. However, he doesn't write or test them - they are community supplied. Expand Yeah, that's what I meant. I wouldn't call MKS "integrated", it's the community that makes this integration. Quote Link to comment Share on other sites More sharing options...
stk2008 Posted February 26, 2017 Share Posted February 26, 2017 (edited) Oh how does one install/find these TAC.cfg files or do they enable by default if TAC is installed? Edited February 26, 2017 by stk2008 Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 26, 2017 Author Share Posted February 26, 2017 @DStaal - not sure if that TAC-LS config that was being worked in a separate thread ever made it in, nor am I quite sure what current TAC-LS integration looks like (as always, PRs are accepted). Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted February 26, 2017 Share Posted February 26, 2017 Hey all - I was curious if anyone had time to check out a MKS rover that came up with that tests out okay on Kerbin and have issues on the Mun? Here is the post that I did ealier: http://forum.kerbalspaceprogram.com/index.php?/topic/154587-122-modular-kolonization-system-mks/&do=findComment&comment=2968015 There are two links to a YT video that I made during my stream. The first link is testing on Kerbin, the second link is testing on the Mun. If this post is unprofessional or goes against the forums rules, it was not my intent , the MKS mod is really a diverse and open ended mod, while at the same time is not for the faint of heart. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 2:42 PM, gamerscircle said: Hey all - I was curious if anyone had time to check out a MKS rover that came up with that tests out okay on Kerbin and have issues on the Mun? Here is the post that I did ealier: http://forum.kerbalspaceprogram.com/index.php?/topic/154587-122-modular-kolonization-system-mks/&do=findComment&comment=2968015 There are two links to a YT video that I made during my stream. The first link is testing on Kerbin, the second link is testing on the Mun. If this post is unprofessional or goes against the forums rules, it was not my intent , the MKS mod is really a diverse and open ended mod, while at the same time is not for the faint of heart. Expand Did you have an engineer nearby? They do speed up the drills, along with EC usage. Also, Mun's geology rating affects drills, increasing their efficiency and EC consumption (if I remember correct). Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 26, 2017 Share Posted February 26, 2017 (edited) On 2/26/2017 at 2:55 PM, sh1pman said: Did you have an engineer nearby? They do speed up the drills, along with EC usage. Also, Mun's geology rating affects drills, increasing their efficiency and EC consumption (if I remember correct). Expand Miners do that as well. And RD wan't kidding when he said geology rating boosts drills, mine went from operating at the fixed 85% in earlier versions to almost 300% with the new update, and everything from cooling to power is now massively overloaded. For some reason, the large deployable TCS I have on my base just sits there at 12% load as the drills and reactor are melting. Edited February 26, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted February 26, 2017 Share Posted February 26, 2017 (edited) On 2/26/2017 at 2:55 PM, sh1pman said: Did you have an engineer nearby? They do speed up the drills, along with EC usage. Also, Mun's geology rating affects drills, increasing their efficiency and EC consumption (if I remember correct). Expand HI there @sh1pman - The video links show that on Kerbin, I can use 2 1.25 reactors to power 4 [12 separators] unmanned drills and all the cooling with about 85% load still left on the 2nd reactor. However; when I take the same setup to the Mun, I can only get 1 drill [3 separators] online. If I had to take an engineer along for the the unmanned drills.. lol , then I have to change the job posting at KSC. On 2/26/2017 at 3:01 PM, voicey99 said: Miners do that as well. And RD wan't kidding when he said geology rating boosts drills, mine went from operating at the fixed 85% in earlier versions to almost 300% with the new update, and everything from cooling to power is now massively overloaded. For some reason, the large deployable TCS I have on my base just sits there at 12% load as the drills and reactor are melting. Expand okay, I have that same issue with the stock deployable as well. About the only time I see them really attract heat, is when I land a craft anywhere near the structure. Still, I honestly can't understand that unmanned can have some diminishing returns and one would think that adding some additional power and cooling could balance? However; in the video that I made, it seems like you will need a 3:1 for the mun? For ever 1 drill [3 separators] you will need almost 2 1.25 reactors? Edited February 26, 2017 by gamerscircle Quote Link to comment Share on other sites More sharing options...
sh1pman Posted February 26, 2017 Share Posted February 26, 2017 @gamerscircle could be geology rating then. As @voicey99 said, it can really set your drills to turbo-mode, screwing your EC and cooling along the way. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 26, 2017 Author Share Posted February 26, 2017 But such a small price to pay for not having to spam drills once your kolony is established Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 3:15 PM, RoverDude said: But such a small price to pay for not having to spam drills once your kolony is established Expand Can't one plunder [insert pirate themed music] one planet to move further away from people and be happily isolated with his machines? No? On 2/26/2017 at 3:13 PM, sh1pman said: @gamerscircle could be geology rating then. As @voicey99 said, it can really set your drills to turbo-mode, screwing your EC and cooling along the way. Expand Well, then unfortunately - I will have to wait on further reports to see if that is really the situation [sure, realism and what not] in a KSP career mode, I don't see a feasible way of testing a planet for that.. [perhaps I just don't have the smarts] Back to using [err.. hiring] Kerbals and loading up their backpacks with lunchables and madlibs. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 3:21 PM, gamerscircle said: Well, then unfortunately - I will have to wait on further reports to see if that is really the situation [sure, realism and what not] in a KSP career mode, I don't see a feasible way of testing a planet for that.. [perhaps I just don't have the smarts] Expand What's your geology rating on the Mun, btw? Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted February 26, 2017 Share Posted February 26, 2017 On 2/26/2017 at 3:28 PM, sh1pman said: What's your geology rating on the Mun, btw? Expand That is a thing in KSP? I that with the new MKS skills, as I haven't really used them... Just trying to get the basics of MKS and getting a foot hold understanding of what I need.. then, trying to branch out to a little to refine what I have in place.. is a challenge. ie, I have an 'okay' infrastructure on the Mun, but it got to where I had to do supply drops to my drill sites almost every 30 days.. [I have to Agi mods making supplies] , then someone suggested that I include the small recycler at the drill sites. and "wham" I get over a year vs ... Then a suggestion to start converting the mulch to supplies... [this I thought I understood, but one step at a time.. as I need to swap out the current drill sites] Quote Link to comment Share on other sites More sharing options...
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