sh1pman Posted March 17, 2017 Share Posted March 17, 2017 Quote When using OSE Workshop, all recipes now require a quantity of specialized parts Wow, that was super fast! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 17, 2017 Author Share Posted March 17, 2017 3 minutes ago, sh1pman said: Wow, that was super fast! Quote Link to comment Share on other sites More sharing options...
Gilph Posted March 17, 2017 Share Posted March 17, 2017 (edited) Hi, just installed new release. Power distribution not working. Any building that pulls power from PDUs just runs out of power. It also sees the correct number of PDUs available. One more thing, ground tether no longer works, the bases just bounce if I try to enable. Edited March 17, 2017 by Gilph Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 17, 2017 Author Share Posted March 17, 2017 4 minutes ago, Gilph said: Hi, just installed new release. Power distribution not working. Any building that pulls power from PDUs just runs out of power. It also sees the correct number of PDUs available. One more thing, ground tether no longer works, the bases just bounce if I try to enable. Sounds like a hotfix... Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 17, 2017 Author Share Posted March 17, 2017 Ok - a fix is up in the form of a new USITools download Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted March 17, 2017 Share Posted March 17, 2017 This is most likely just me. What I did: Copied my current career of KSP and updated it. I went to my MKS Minerals drill site / Chemical Refine site and it started to bounce a little. I thought perhaps the ground tether was no enabled. I clicked the ground tether button and the bounding stopped. [message indicated that it was released] I clicked the button again and it started to bounce again. I then unlinked part of it to see if perhaps there was some stress at a certain part, then enabled the tether again and it exploded . Thinking that perhaps it was must that site, I loaded up the copy [not upgraded] and the same drill site had no bouncing. Is there anything that I share that might help? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 17, 2017 Author Share Posted March 17, 2017 Confirm your USI Tools version. 0.8.17 had a bug. 0.8.18 is good, as is 0.8.16 (for your specific situation) Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted March 17, 2017 Share Posted March 17, 2017 9 minutes ago, RoverDude said: Confirm your USI Tools version. 0.8.17 had a bug. 0.8.18 is good, as is 0.8.16 (for your specific situation) I had the bad apple... as is 0.8.17 Rig Flipping situation Thanks Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 17, 2017 Author Share Posted March 17, 2017 There ya go You caught it in a couple of hours of bugginess! Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted March 17, 2017 Share Posted March 17, 2017 2 minutes ago, RoverDude said: There ya go You caught it in a couple of hours of bugginess! I can confirm, no more bouncy rigs.. Quote Link to comment Share on other sites More sharing options...
Gilph Posted March 17, 2017 Share Posted March 17, 2017 All fixed. PDU is fine and tethers seem OK also Quote Link to comment Share on other sites More sharing options...
Smorfty Posted March 17, 2017 Share Posted March 17, 2017 (edited) The MKS 'Tundra' Mobile Workshop (2.5m) part's price seems bugged. - In the tooltip it says it costs 790 funds. Seems ridiculously cheap. - When you build it, the VAB says it "costs" -16,620 funds and when you launch it, you actually gain that amount of funds. - In the part's file (Tundra_Workshop250.cfg) it says it's supposed to cost 8000 which sound reasonable. I have loads of mods though. Haven't tried reproducing the bug in a clean install. P.S. The Ranger workshop costs almost twice as much as the Tundra 3.75m workshop. Is that correct? Edited March 17, 2017 by Smorfty Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 17, 2017 Author Share Posted March 17, 2017 @smorfty - these are good things to log issues for. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted March 17, 2017 Share Posted March 17, 2017 The nuclear fuel container costs 2 million to build with OSE. Bug or a feature? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 17, 2017 Author Share Posted March 17, 2017 2 minutes ago, sh1pman said: The nuclear fuel container costs 2 million to build with OSE. Bug or a feature? That seems.... off. Which size? Quote Link to comment Share on other sites More sharing options...
sh1pman Posted March 17, 2017 Share Posted March 17, 2017 Just now, RoverDude said: That seems.... off. Which size? The big one. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 17, 2017 Author Share Posted March 17, 2017 hmm... check the VAB cost, tbh. EnrichedUranium is expensive. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted March 17, 2017 Share Posted March 17, 2017 Just now, RoverDude said: hmm... check the VAB cost, tbh. EnrichedUranium is expensive. Yeah, but it's built empty, and still costs more that 2kk. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 17, 2017 Author Share Posted March 17, 2017 No idea then - not sure how OSE calculates cost (or why it does so) Quote Link to comment Share on other sites More sharing options...
Gilph Posted March 17, 2017 Share Posted March 17, 2017 Make sure to visit your MPUs. Mine were all turned off. Quote Link to comment Share on other sites More sharing options...
Gilph Posted March 18, 2017 Share Posted March 18, 2017 @RoverDude, issue 1189 that I opened was not successfully fixed in this release. I have a youtube clip to demonstrate: https://youtu.be/DEdoCYaDtyU Would you please reopen or should I open a new one? Thanks Quote Link to comment Share on other sites More sharing options...
FirroSeranel Posted March 18, 2017 Share Posted March 18, 2017 (edited) Since a Colonization Module can consume Colony Supplies, and freeze and extend hab/home timers, is there any reason to have a Medical Bay as well? Edited March 18, 2017 by FirroSeranel Quote Link to comment Share on other sites More sharing options...
zabieru Posted March 18, 2017 Share Posted March 18, 2017 25 minutes ago, FirroSeranel said: Since a Colonization Module can consume Colony Supplies, and freeze and extend hab/home timers, is there any reason to have a Medical Bay as well? Yes, if you have crew who've been tourist-ized and you want to turn them back. Quote Link to comment Share on other sites More sharing options...
FirroSeranel Posted March 18, 2017 Share Posted March 18, 2017 43 minutes ago, zabieru said: Yes, if you have crew who've been tourist-ized and you want to turn them back. Ah, so the Colonization Module can't do that... and the Med Bay can't extend hab timers, then? Quote Link to comment Share on other sites More sharing options...
Finnyk Posted March 18, 2017 Share Posted March 18, 2017 can i have EL parts hiding again as an option (except survey stake and mallet)? it was so good, i dont need them if i have MKS =( i deleted those hex cans and others from EL folder, but they are still in a game. Quote Link to comment Share on other sites More sharing options...
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