Merkov Posted April 13, 2017 Share Posted April 13, 2017 1 hour ago, RoverDude said: Bingo But even something like Ore... you're going to find transportation costs exceed your potential profits This reminds me of the annoying (to me, anyway) stock Ore mining and transportation contracts. I always find myself wishing that, if someone was putting out a contract to bring back resources from off world, they would want more valuable resources. Might be time to learn how Contract Configurator works... Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 13, 2017 Share Posted April 13, 2017 1 hour ago, DGerry said: Is there a limit to the number of different things that can be stored in the Planetary warehouse? For some reason I can't push water into planetary storage on Minmus, but I can on Kerbin - the vessel in question on Minmus happily pushes all sorts of other things into planetary storage just fine, so I don't think it's a question of not having the right modules/crew etc. Is the container you are keeping the water in planetary warehouse-enabled? 1 hour ago, Merkov said: This reminds me of the annoying (to me, anyway) stock Ore mining and transportation contracts. I always find myself wishing that, if someone was putting out a contract to bring back resources from off world, they would want more valuable resources. Might be time to learn how Contract Configurator works... Does that mean you're thinking of making a mod that makes stockalike contracts to ship more valuable MKS resources from A to B? If you do, could you release it (since it sounds much better than the stock ones)? Quote Link to comment Share on other sites More sharing options...
Merkov Posted April 14, 2017 Share Posted April 14, 2017 3 hours ago, voicey99 said: Does that mean you're thinking of making a mod that makes stockalike contracts to ship more valuable MKS resources from A to B? If you do, could you release it (since it sounds much better than the stock ones)? Certainly not anytime soon. First, work situation is rather not great at the moment. Second, when it comes to computer work, I'm pretty hit and miss. So... yeah. I have wondered in the past what a MKS (or USI suite) contract system would look like. Contracts for reaching certain colonization bonuses on specific planets? Does it make any sense to have a contract for recovering MKS resources on Kerb in since you already get paid for them? Should there be contracts to deliver Machinery, Specialized Parts, or Colony Supplies to other worlds? Maybe a World First Society contract for constructing the first new vessel with Ground Construction? I feel like there are so many ways to play KSP with MKS that for any contract system to do it justice, there would need to be a lot of contract types. Thanks to seeing what people here can do, I know that I only use a small amount of MKS' potential in my play. I'm not sure I would know how to do it justice. Boy, did I ever just take off down a rabbit hole. Back on topic: if I have a chace to play with mining contracts, I will. If they are any good, I'll share them. No promises to either of those things, though. Quote Link to comment Share on other sites More sharing options...
DGerry Posted April 14, 2017 Share Posted April 14, 2017 (edited) 8 hours ago, voicey99 said: Is the container you are keeping the water in planetary warehouse-enabled? Yes, it's one of the MKS logistics containers. Using the same container on Kerbin, attached to a Duna logistics module allows me to pre-fill it with water and then on launch half of the water is properly pushed to planetary storage. The other half can be forced out by clicking the "stop/go" button beside the resource bar in the right-click context menu for the tank. Neither of these things happen on my Minmus base. I suspect it may have something to do with an interaction between planetary and local logistics, but I haven't been able to confirm that yet. I'm about to try just sending a brand new craft up to a different part of Minmus with *just* a logistics module and a tank(and necessary power and control) to see if it will work. Edit: So I sent up a craft consisting of just a Duna logistics module, tank, battery, probe core, and I was able to push water into PL storage...so I really don't understand why my base can't do it - it can push other things kept in the exact same tanks into PL just fine. Edited April 14, 2017 by DGerry Quote Link to comment Share on other sites More sharing options...
TauPhraim Posted April 14, 2017 Share Posted April 14, 2017 Regarding automated maintenance (ModuleAutoRepairer, when an engineer is in a workshop): it does not work during catchup (except once on initial refocus), but it should, right ? (just for confirmation). Less important, but I was thinking: the "log" for it is rather uninformative and quickly lost (lots of messages spammed on top of the screen). How about there was some facility for a persistent-ish log (not saved, but not lost if you don't read fast enough). This could be even more important for life support messages: "Jounh Kerman refuses to work" is an important thing that you wouldn't want to miss. I don't know if the future "trading" system can produce events outside of user interaction, but if so, it could benefit from that too. Quote Link to comment Share on other sites More sharing options...
Urses Posted April 14, 2017 Share Posted April 14, 2017 @Merkov Like your idea with CC. But your "rabbit hole" will be much deaper i think. It will be something like Phase definition for Kolonisation? A. Establishment Search for a place. Establish sience and prospecting outpost. Mark up to x Ressource spots. B. Outpost phase Install a Base Install LS Support for x Kerbals for 1-5 years reserve. Install Emergency Evacuation Capabilities for personal. C. Colonisation Reach percentage point at Col Bio and Geo of x. Install industrial capabilities. Install trade support for x tonnage Volume. Deploy and delegate a trade and support fleet for x tonnage volume. D. Selfsustainment Reach Colonisation of 500% and growth the colony for at least double of the start population. Something like this maybe? Because this way you don't get a doubled income for processed goods. Urses Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 14, 2017 Share Posted April 14, 2017 26 minutes ago, Urses said: @Merkov Like your idea with CC. But your "rabbit hole" will be much deaper i think. It will be something like Phase definition for Kolonisation? <schnip> Most of these are already covered by the Bases and Stations (a.k.a. Kerbin Space Station) contract pack which supports MKS/USI-LS. And @DGerry by that I meant is the option enabled on the kontainer? There should be clickables to enable and disable it on each kontainer (advanced tweakables setting?). If no, throw me a save and I'll take a look. Quote Link to comment Share on other sites More sharing options...
Kwarazi Posted April 14, 2017 Share Posted April 14, 2017 (edited) 30 minutes ago, voicey99 said: Most of these are already covered by the Bases and Stations (a.k.a. Kerbin Space Station) contract pack which supports MKS/USI-LS. And @DGerry by that I meant is the option enabled on the kontainer? There should be clickables to enable and disable it on each kontainer (advanced tweakables setting?). If no, throw me a save and I'll take a look. If you go to this post you will see that the mod "Bases and Stations" is no longer going to be supported by the OP he is moving on to other things so it may not work after 1.3 released, he is also unsure if contract config mod will continue either as its author has been very quiet recently. Edited April 14, 2017 by Kwarazi grammer Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 14, 2017 Share Posted April 14, 2017 1 minute ago, Kwarazi said: If you go to this post <schnip> you will see that the mod "Bases and Stations" is no longer going to be supported the OP is moving on to other things so it may not work after 1.3 released, he is also unsure if contract config mod will continue either as its author has been very quiet recently. Contract Configurator is too big to be abandoned, I don't consider it likely that it has been or will continue to be. As for B&S, unless CC undergoes some major changes (which it probably won't), it will probably stay compatible. 1.3 is many months away (and 1.2.9 doesn't seem to have made any modbreaking changes to contracts), by which time someone else has a good chance of picking it up-probably linux, as they seem to be the forums' patron saint of abandoned mods. Quote Link to comment Share on other sites More sharing options...
Urses Posted April 14, 2017 Share Posted April 14, 2017 1 hour ago, voicey99 said: Most of these are already covered by the Bases and Stations (a.k.a. Kerbin Space Station) contract pack which supports MKS/USI-LS. Yes mostly but not realy USI compatible. As example if i have to bring a payload Spezialist it would be a Technician for USI not a Tourist like in Base&Stations? That would be interesting to see a CC-Pack specialy for USI like Sounding rockets. Urses Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 14, 2017 Share Posted April 14, 2017 3 minutes ago, Urses said: Yes mostly but not really USI compatible. As example if i have to bring a payload specialist it would be a Technician for USI not a tourist like in Bases & Stations? That would be interesting to see a CC-Pack specially for USI like Sounding rockets. Urses Its compatibility is with USI-LS rather than MKS but, for now, it's the closest you're going to get to an MKS contract system. Maybe if someone else picks up the curation of the mod, they could take it in that direction. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 14, 2017 Author Share Posted April 14, 2017 10 hours ago, DGerry said: Edit: So I sent up a craft consisting of just a Duna logistics module, tank, battery, probe core, and I was able to push water into PL storage...so I really don't understand why my base can't do it - it can push other things kept in the exact same tanks into PL just fine. Toss me a save file tied to a Github issue, best way to test things like this. And yeah, would be awesome to have a set of MKS specific contracts for learning stuff, or base upkeep in general. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 14, 2017 Share Posted April 14, 2017 1 minute ago, RoverDude said: And yeah, would be awesome to have a set of MKS specific contracts for learning stuff, or base upkeep in general. Or a tutorial scenario dedicated to teaching you the basics of MKS. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 14, 2017 Author Share Posted April 14, 2017 Yup Quote Link to comment Share on other sites More sharing options...
Coachbalrog Posted April 14, 2017 Share Posted April 14, 2017 (edited) 1 hour ago, voicey99 said: Or a tutorial scenario dedicated to teaching you the basics of MKS. 1 hour ago, RoverDude said: Yup That would be awesome! I agree that it would be great if there were a series of contracts available as tutorial to get you started. Edited April 14, 2017 by Coachbalrog I'm a silly person. Quote Link to comment Share on other sites More sharing options...
DGerry Posted April 14, 2017 Share Posted April 14, 2017 2 hours ago, RoverDude said: Toss me a save file tied to a Github issue, best way to test things like this. I would but my modlist is...somewhat extensive. That being said I did solve the issue(or rather I should say, things are working now - I can't pin down a specific solution necessarily). I basically just turned off all logistics on both water tanks, then turned planetary back on and presto - they're working. In lieu of my save(which I can send you if you'd like despite the 60-some mods I have) I can describe the setup that I believe contributed to this situation - I had a base deployed as a single vessel from a ground construction DIY kit and this base had a water tank on it. I attached a second vessel, something specifically for processing hydrates, to the original base via one of your flexo-tube things(kerbitrail? I can't remember what they're called). This second vessel also had a water tank on it, and both tanks were of the MKS logistics variety. Both tanks originally had local and planetary logistics on, and wouldn't interact with PL at all. I turned both local and planetary logistics off and then turned PL back on and the system worked. Quote Link to comment Share on other sites More sharing options...
garwel Posted April 14, 2017 Share Posted April 14, 2017 Got an issue with the Kolonization Monitor: when I clicked it at KSC, there was an NRE and the game froze. The log Quote Link to comment Share on other sites More sharing options...
serneth Posted April 14, 2017 Share Posted April 14, 2017 (edited) I've run into an issue where I can't use certain parts, even though I've researched and bought them from R&D. Some parts also still have the option to purchase them, even though I already have and they're available It's made playing rather frustrating as I'm never sure what parts I'm actually going to have access too. Any ideas on how to fix this? Also, is it possible to transport enriched/depleted uranium via planetary logistics? Edited April 14, 2017 by serneth Quote Link to comment Share on other sites More sharing options...
serneth Posted April 15, 2017 Share Posted April 15, 2017 Another thing that just doesn't seem right is being paid to hire on colonists.... Is that intended? An oversight? or a bug in my install somewhere? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted April 15, 2017 Share Posted April 15, 2017 15 minutes ago, serneth said: Another thing that just doesn't seem right is being paid to hire on colonists.... Is that intended? An oversight? or a bug in my install somewhere? It has already been posted here and is a known issue. Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted April 15, 2017 Share Posted April 15, 2017 17 hours ago, RoverDude said: And yeah, would be awesome to have a set of MKS specific contracts for learning stuff, or base upkeep in general. I am not sure I really understand the features of 1.3 and the DLC but I am hoping it will provide a relatively easy to use system for me to define my own base building (and making history style) missions. If it will also be possible to share that work with others then even better. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 15, 2017 Author Share Posted April 15, 2017 8 hours ago, goldenpsp said: It has already been posted here and is a known issue. Known issue Quote Link to comment Share on other sites More sharing options...
Waxing_Kibbous Posted April 15, 2017 Share Posted April 15, 2017 Regarding MKS contracts and tutorials, I feel the new DLC could be just the tool to make this happen (I'm assuming it will work for addons as well as stock, considering they are so ingrained in the community). Quote Link to comment Share on other sites More sharing options...
shinobi614 Posted April 17, 2017 Share Posted April 17, 2017 So i just put the constellation pack into my 1.1.3 version but it won't even load. It becomes stuck on files relating to USI stuff. the loading text path seems normal but doubles the file in question. appearing like "umbraspaceindustries/mks/parts/mks_flexotube/mks_flexotube" It doesnt seem to be one part or addon in particular, as it will do the same for another part after deleting the flexotube or a different part from another addon after deleting mks as a whole. I got the game to play after deleting a few USI addons but id really like to be able to use a few of the deleted ones. any help would be appreciated Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted April 17, 2017 Share Posted April 17, 2017 3 minutes ago, shinobi614 said: So i just put the constellation pack into my 1.1.3 version but it won't even load. It becomes stuck on files relating to USI stuff. the loading text path seems normal but doubles the file in question. appearing like "umbraspaceindustries/mks/parts/mks_flexotube/mks_flexotube" It doesnt seem to be one part or addon in particular, as it will do the same for another part after deleting the flexotube or a different part from another addon after deleting mks as a whole. I got the game to play after deleting a few USI addons but id really like to be able to use a few of the deleted ones. any help would be appreciated post your KSP.log and a screenshot of your GameData and UmbraSpaceIndustries folders and I'll see if I can help Quote Link to comment Share on other sites More sharing options...
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