Sebastiaz Posted September 13, 2017 Share Posted September 13, 2017 31 minutes ago, voicey99 said: Assuming you mean the starship-bridge-looking part on the 2nd lower panel, that's the Orca Command Pod from USI FTT, not MKS. I don't believe all parts are tagged fully as well. Oh. Damn. xD Thanks for telling me that, got a bit confused. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted September 13, 2017 Share Posted September 13, 2017 Just now, Sebastiaz said: Oh. Damn. xD Thanks for telling me that, got a bit confused. It's been brought up a few times, you're not the first person to be confused by the mod overlap. Quote Link to comment Share on other sites More sharing options...
Sebastiaz Posted September 13, 2017 Share Posted September 13, 2017 3 minutes ago, voicey99 said: It's been brought up a few times, you're not the first person to be confused by the mod overlap. Not surprised. Well, back to playing KSP again, thanks for the help again! Quote Link to comment Share on other sites More sharing options...
IuliusCaesar Posted September 14, 2017 Share Posted September 14, 2017 On 12.9.2017 at 7:52 PM, CaiusIuliusCaesar said: Dear Roverdude, dear community, I am really enjoying the mod, I have it running together with Life support and a couple of other mods. I am running the last version before the 1.3 update, sine my game is still on 1.2.2. My question is: In this version of MKS, was the Duna colonization module bugged? Because even if I have colony supplies and start the module, neither the home time, not the habitation time gets increased or frozen. I tried it on the surface of Iota (GPP mod) and in orbit. Nothing, nada, nichts. Am I missing something? Cause this pretty much means I cannot kolonize.... For everyone interested, I figured it out. In order to freeze your hab and hone time, all of your kerbals have to be in colonization modules, even those that are immune (e.g. pilots). This renders it impossible to have e.g. the scientist in the colonization module while the pilot does something else. Much better to just stack hab time till you hit 50 years. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 14, 2017 Share Posted September 14, 2017 8 hours ago, Sebastiaz said: I know this seems a bit of a silly question, but, I'm missing a part from the mod which I really wanna know where it is, since after tons of looking, I can't seem to be finding it. The part is that Orion looking part on the second picture of the mod picture, any idea what option it is in? As I've checked in the pods menu, not there. I also seem to be getting limited parts when I type in "UmbraSpaceIndustries". If you're really struggling with finding parts in the tech tree, try the mod QuickSearch by Malah. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 14, 2017 Author Share Posted September 14, 2017 7 hours ago, IuliusCaesar said: For everyone interested, I figured it out. In order to freeze your hab and hone time, all of your kerbals have to be in colonization modules, even those that are immune (e.g. pilots). This renders it impossible to have e.g. the scientist in the colonization module while the pilot does something else. Much better to just stack hab time till you hit 50 years. That sounds like a bug - log a github issue please. Quote Link to comment Share on other sites More sharing options...
Sebastiaz Posted September 14, 2017 Share Posted September 14, 2017 12 hours ago, Brigadier said: If you're really struggling with finding parts in the tech tree, try the mod QuickSearch by Malah. Never knew that a search box mod existed, that will really come in handy. Thanks! Quote Link to comment Share on other sites More sharing options...
sh1pman Posted September 14, 2017 Share Posted September 14, 2017 Got a possible bug to report. Kolonization dashboard shows supplies in red, and the rate is negative, even though the amount of them is actually going up, as you can see on the stock resource panel. Spoiler Quote Link to comment Share on other sites More sharing options...
Gilph Posted September 14, 2017 Share Posted September 14, 2017 (edited) On 9/9/2017 at 5:19 PM, gamerscircle said: Hey all - I think I discovered a bug that might be been introduced in the latest MKS update? At first, I thought it was a mod conflict with my new KSP career, but I went back to a previous installation and have 2 separate bases setup that got the whole logistics working and was/is self sustaining. Now, i am by far no expert when it comes to MKS or anything. I play the game, get an understanding of the mod and have fun. On a drill, there is something called, [Resource Name] rate: When I first setup a drill, activate it everything runs fine! No issues, ore gets dug up, it goes into the container and the MPU pushes it based on the logistics. Sound okay so far.. right? What is the problem? When I swap away [leave psychics range ] and come back. The rate is n/a . If I stop and start them, the rate amount appears again.. but if I swap away and then back. The rate returns to n/a.https://imgur.com/Oh1XfDC I have this problem with a stock ORE and Gypsum drill. As I stated above, a prior career , I didn't have this problem , but after the MKS update. That is when I noticed it on this new career and when I want back to the previous [older career with the same updated MKS] the problem is there as well. Let me know if there is anything else you need to help. I see that in a GPP, non-MKS save that I'm playing now. I think it's a stock display bug. The drills were producing the correct amount, even though the drill display was wonky. I verified it with the resource window. Edit: sorry if this was answered....weird screen refresh made it look like a recent question Edited September 14, 2017 by Gilph Quote Link to comment Share on other sites More sharing options...
wenth Posted September 16, 2017 Share Posted September 16, 2017 On 8/31/2017 at 10:25 PM, Brigadier said: People can't figure out what might be glaring without seeing what you're seeing. You didn't really supply enough info for someone to help other than shotgunning a bunch of idea. Your helping to narrow the issue down is important. Excellent, although I'm sorry it took you so long. Perhaps passing on your discovery will help others - what do you end up doing? Im....not really sure any more....iv had so many other projects i had to take care of starting with a Komet coming almost directly at KSP I....may have forgotten. Quote Link to comment Share on other sites More sharing options...
HarukiHirosan Posted September 16, 2017 Share Posted September 16, 2017 It seems that this mod doesn't works for me and the problem is from the folders that starts with "000". It crashes whenever I play the game with those files in the game data folder. I use a Windows PC with Win 10 and I have over 10 mods. (I also can't use B9 Aerospace mod) Is there a solution? Please let me know if you need to look at the crash logs or something... Also which mods aren't compatible with this mod? Thanks Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 17, 2017 Share Posted September 17, 2017 14 hours ago, HarukiHirosan said: It seems that this mod doesn't works for me and the problem is from the folders that starts with "000". It crashes whenever I play the game with those files in the game data folder. I use a Windows PC with Win 10 and I have over 10 mods. (I also can't use B9 Aerospace mod) Is there a solution? Please let me know if you need to look at the crash logs or something... Also which mods aren't compatible with this mod? Thanks Which version of KSP and MKS are you using? How did you install your MKS mod (CKAN or manually)? It would be highly useful to those trying to help if you posted links to a) your output_log.txt file and b) a picture of your GameData folder. I suggest you read this topic for future reference. Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted September 17, 2017 Share Posted September 17, 2017 So umm is this work with Kerbal Planetary base? Quote Link to comment Share on other sites More sharing options...
maja Posted September 17, 2017 Share Posted September 17, 2017 1 hour ago, Mukita12 said: So umm is this work with Kerbal Planetary base? In the OP of KPBS is a mention of an integration patch, which you can find here: https://forum.kerbalspaceprogram.com/index.php?/topic/155883-122-095-kpbsmks-integration-pack/ Quote Link to comment Share on other sites More sharing options...
ebigunso Posted September 17, 2017 Share Posted September 17, 2017 Is there any version of this that works with 1.2.2? Does the 1.1 version work? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted September 17, 2017 Share Posted September 17, 2017 1 hour ago, ebigunso said: Is there any version of this that works with 1.2.2? Does the 1.1 version work? You can get the final 1.2 versions of all USI mods here. Note that to make that version of MKS work you have to make a new folder 'UI' in Assets and copy all the icon textures from the main folder into it. The final 1.1 version of MKS can be found here. Quote Link to comment Share on other sites More sharing options...
Rodger Posted September 17, 2017 Share Posted September 17, 2017 I'm having problems with power distribution, it's not keeping up with the power usage on my drilling platforms, so the drills shut down after about a minute of running. Each time the power transfers, it gets slightly less than it's used since last transfer. I'm using 4x medium drills, it uses about 280ec/s. Is there just a limit to how much power the distributors can handle? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted September 17, 2017 Share Posted September 17, 2017 3 minutes ago, Rodger said: I'm having problems with power distribution, it's not keeping up with the power usage on my drilling platforms, so the drills shut down after about a minute of running. Each time the power transfers, it gets slightly less than it's used since last transfer. I'm using 4x medium drills, it uses about 280ec/s. Is there just a limit to how much power the distributors can handle? I don't believe there is a limit. How much are you producing and how much is your storage capacity on the producing base? Quote Link to comment Share on other sites More sharing options...
Rodger Posted September 17, 2017 Share Posted September 17, 2017 18k storage and I think about 700 or so. I read in the KSPedia that a consumer can only request 10% of it's cap at a time though, so I'm gonna add some big batteries to the miners. Quote Link to comment Share on other sites More sharing options...
dshriver Posted September 17, 2017 Share Posted September 17, 2017 Is there a way to increase the interaction range when a Kerbal is on EVA? I would like to repaint the 15M Kontainers after launch. I sent an LH2 powered ship to collect solar K2. I was hoping to repaint the empty LH2 tanks, but I can't get the Kerbal close enough to the center of the tank for the repaint option to be available in the pop up window. I believe the default range is 3m and with a 15m sphere there is no way to get within 3m of the center. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted September 17, 2017 Share Posted September 17, 2017 6 minutes ago, dshriver said: Is there a way to increase the interaction range when a Kerbal is on EVA? I would like to repaint the 15M Kontainers after launch. I sent an LH2 powered ship to collect solar K2. I was hoping to repaint the empty LH2 tanks, but I can't get the Kerbal close enough to the center of the tank for the repaint option to be available in the pop up window. I believe the default range is 3m and with a 15m sphere there is no way to get within 3m of the center. This. Also applies to 5m KIS kontainers, its really hard to access their inventory. Quote Link to comment Share on other sites More sharing options...
ebigunso Posted September 17, 2017 Share Posted September 17, 2017 3 hours ago, voicey99 said: You can get the final 1.2 versions of all USI mods here. Note that to make that version of MKS work you have to make a new folder 'UI' in Assets and copy all the icon textures from the main folder into it. The final 1.1 version of MKS can be found here. Thanks! I got just what I needed. Now, it seems there was quite a big overhaul to UKS while I was away (v0.40.4 was the last one I was using) and I have to fix most of my configs tailored for RO. I have a few questions regarding that. Since there was a big change to part names, I can't tell what new part corresponds to what old part, which one of the old parts have been deprecated, and which one have just changed it's name. If anyone can give me a list on this, I'd be very grateful. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted September 17, 2017 Share Posted September 17, 2017 31 minutes ago, ebigunso said: Thanks! I got just what I needed. Now, it seems there was quite a big overhaul to UKS while I was away (v0.40.4 was the last one I was using) and I have to fix most of my configs tailored for RO. I have a few questions regarding that. Since there was a big change to part names, I can't tell what new part corresponds to what old part, which one of the old parts have been deprecated, and which one have just changed it's name. If anyone can give me a list on this, I'd be very grateful. Literally nothing is the same any more, and all the old partlines have been totally swept away and replaced. Most parts don't have an analogue, though a few survived unchanged. Quote Link to comment Share on other sites More sharing options...
ebigunso Posted September 17, 2017 Share Posted September 17, 2017 1 minute ago, voicey99 said: Literally nothing is the same any more, and all the old partlines have been totally swept away and replaced. Most parts don't have an analogue, though a few survived unchanged. Hmm, so if I don't find a corresponding counterpart of the old parts in the new install, I should assume it's gone for good? If there's any part that survived, but doesn't have the same or a similar name to what it had before, I'd like to know. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted September 17, 2017 Share Posted September 17, 2017 1 hour ago, dshriver said: Is there a way to increase the interaction range when a Kerbal is on EVA? I would like to repaint the 15M Kontainers after launch. I sent an LH2 powered ship to collect solar K2. I was hoping to repaint the empty LH2 tanks, but I can't get the Kerbal close enough to the center of the tank for the repaint option to be available in the pop up window. I believe the default range is 3m and with a 15m sphere there is no way to get within 3m of the center. It's hard coded in the FireSpitter plugin code. You can get around it by hand editing craft files before launch or the persistent/quicksave files after launch but it's tedious to do often. 1 hour ago, sh1pman said: This. Also applies to 5m KIS kontainers, its really hard to access their inventory. The KIS interaction limit is modable by a MM patch. Example: @KISConfig:AFTER[KIS] { @EvaPickup { @maxDistance = 20 } } Quote Link to comment Share on other sites More sharing options...
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