sh1pman Posted October 16, 2017 Share Posted October 16, 2017 On 10/16/2017 at 2:51 PM, goldenpsp said: I haven't looked at the config but they used to just be re-modeled KAS pipes. So to be accurate you'd want KAS installed. But in order to attach them like you would a KAS pipe you'd want KIS as well. Expand You can pre-attach them in VAB. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 16, 2017 Share Posted October 16, 2017 On 10/16/2017 at 2:52 PM, sh1pman said: You can pre-attach them in VAB. Expand Ok of course. I obviously wasn't clear. I think everyone gets the idea however. If you want to attach them "in the field" like you would a KAS pipe you would wan't KIS as well. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 16, 2017 Author Share Posted October 16, 2017 On 10/16/2017 at 2:49 PM, sh1pman said: Don't they've work without KIS? Expand Sure, but they would just be a paperweight (and as I recall, the config specifically hides them if KIS is not installed). Though OP may be referring to the multitrusses, which just use stock modules. Quote Link to comment Share on other sites More sharing options...
Quetsche Posted October 16, 2017 Share Posted October 16, 2017 (edited) Hi, i have trouble making the planetary logistics work. here's my setup : A mining ship with kontainers full of resources and a duna pioneer module (uncrewed) A base with plenty of empty Kontainers and a pioneer tundra module (crewed with a lvl 3 pilot) The planetary logistics gui is empty Am i doing something wrong? Edited October 16, 2017 by Quetsche Quote Link to comment Share on other sites More sharing options...
psvialli Posted October 16, 2017 Share Posted October 16, 2017 OK need some help just installed this amazing mod and wanted to build my first little rover but having issues adding the wheels just cannot get them to snap on correct any suggestions on how to get the wheels on ? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted October 16, 2017 Share Posted October 16, 2017 On 10/16/2017 at 7:08 PM, Quetsche said: A mining ship with kontainers full of resources and a duna pioneer module (uncrewed) Expand The Duna Pioneer Module is not a logistics module (the Tundra Pioneer-Logistics module is), so you need either a dedicated Duna Logistics Module (not necessarily manned) or a Mobile Processing Unit on the vessel to push to PL. On 10/16/2017 at 7:09 PM, psvialli said: OK need some help just installed this amazing mod and wanted to build my first little rover but having issues adding the wheels just cannot get them to snap on correct any suggestions on how to get the wheels on ? Expand Which wheels are you talking about? Karibou? Malemute? Quote Link to comment Share on other sites More sharing options...
psvialli Posted October 16, 2017 Share Posted October 16, 2017 sorry Karibou Quote Link to comment Share on other sites More sharing options...
voicey99 Posted October 16, 2017 Share Posted October 16, 2017 On 10/16/2017 at 7:22 PM, psvialli said: sorry Karibou Expand Karibou wheels are node-attach only, there should be some nodes on the underside of Karibou parts for them to snap on to. If you want to use them with non-Karibou rovers (not recommended), put a cubic strut or something on the side to provide a node. @RoverDude I'm going to be submitting a PR to fix the USI-LS config on the Karibou Crew Cab shortly, should it require power or not? Quote Link to comment Share on other sites More sharing options...
Quetsche Posted October 16, 2017 Share Posted October 16, 2017 On 10/16/2017 at 7:13 PM, voicey99 said: The Duna Pioneer Module is not a logistics module (the Tundra Pioneer-Logistics module is), so you need either a dedicated Duna Logistics Module (not necessarily manned) or a Mobile Processing Unit on the vessel to push to PL. Expand That was it. It works now, thank you. Quote Link to comment Share on other sites More sharing options...
psvialli Posted October 16, 2017 Share Posted October 16, 2017 I am really having problems getting my habitas , to minmus even the demo ranger, could someone please post an image of what they are using and how they are dropping them onto minmus , do I need a skycrane or something as well waiting ? Thanks Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 16, 2017 Share Posted October 16, 2017 On 10/16/2017 at 8:48 PM, psvialli said: I am really having problems getting my habitas , to minmus even the demo ranger, could someone please post an image of what they are using and how they are dropping them onto minmus , do I need a skycrane or something as well waiting ? Thanks Expand @RoverDude has hours of gameplay on his twitch channel for his various career games. There are plenty of youtube let's plays as well. Even if they are a bit old the general concepts are the same. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted October 16, 2017 Share Posted October 16, 2017 On 10/16/2017 at 8:48 PM, psvialli said: I am really having problems getting my habitas , to minmus even the demo ranger, could someone please post an image of what they are using and how they are dropping them onto minmus , do I need a skycrane or something as well waiting ? Thanks Expand I'm using 3.75m BFRs to drop anything anywhere. Reveal hidden contents Quote Link to comment Share on other sites More sharing options...
notthebobo Posted October 17, 2017 Share Posted October 17, 2017 (edited) On 10/16/2017 at 8:48 PM, psvialli said: I am really having problems getting my habitas , to minmus even the demo ranger, could someone please post an image of what they are using and how they are dropping them onto minmus , do I need a skycrane or something as well waiting ? Thanks Expand This simple Hab supports three kerbals for 358 days, with supplies for 320 days. There are three mini hab modules (look like grey igloos) around the base, plus a Ranger Scout 200 power pack. The white tank has Supplies and the gold tanks have LF/Ox. Both sets can be used later as local planetary storage, that's why I used them instead of stock fuel tanks and USI-LF Life Support Tank. Reveal hidden contents A simple launcher gves 6.396 dV, with 1,209 in the final stage, plenty to land on Minmus. Reveal hidden contents Edited October 17, 2017 by notthebobo Quote Link to comment Share on other sites More sharing options...
Geek_Squad_999 Posted October 17, 2017 Share Posted October 17, 2017 On 10/16/2017 at 7:43 AM, voicey99 said: We don't know. Is there something wrong? Expand Oh sorry I forgot to mention that I can't see any of the parts/items in the mod in both vehicle assembly buildings. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted October 17, 2017 Share Posted October 17, 2017 (edited) On 10/17/2017 at 3:12 AM, Geek_Squad_999 said: Oh sorry I forgot to mention that I can't see any of the parts/items in the mod in both vehicle assembly buildings. Expand What did you put into GameData? The MKS folder should have in it folders for USITools, Firespitter, AT Utils, CCK, CRP and UmbraSpaceIndustries. Copy all of them over to your GameData (leave all the files inside the USI folder). Or use CKAN (note: latest CKAN version is buggy!). Edited October 17, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
psvialli Posted October 17, 2017 Share Posted October 17, 2017 (edited) On 10/17/2017 at 1:33 AM, notthebobo said: Expand Many thanks for that that helps ! Edited October 17, 2017 by psvialli Quote Link to comment Share on other sites More sharing options...
wenth Posted October 18, 2017 Share Posted October 18, 2017 I'm trying to use the rocket parts option for launchpads with MKS but I don't know how to switch it from Materialkits and specialized parts to rocket parts. Is there a guide or is it even possible to tell it to switch? (rocket parts are listed in the descriptions but it shows up as material kits when i go to build some thing) Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted October 18, 2017 Share Posted October 18, 2017 On 10/18/2017 at 1:44 AM, wenth said: I'm trying to use the rocket parts option for launchpads with MKS but I don't know how to switch it from Materialkits and specialized parts to rocket parts. Is there a guide or is it even possible to tell it to switch? (rocket parts are listed in the descriptions but it shows up as material kits when i go to build some thing) Expand It's a setting in PatchManager, and if it doesn't correctly change after switching the option and restarting, you can find it in the Active Patches folder in the PatchManager folder in USI, then just delete it there. Quote Link to comment Share on other sites More sharing options...
wenth Posted October 18, 2017 Share Posted October 18, 2017 On 10/18/2017 at 1:57 AM, Krakatoa said: It's a setting in PatchManager, and if it doesn't correctly change after switching the option and restarting, you can find it in the Active Patches folder in the PatchManager folder in USI, then just delete it there. Expand *holding various guts and bits of code* hay it worked!!! thanks! love mks but would love an option to only have to use it for larger parts or some thing instead of every thing. Quote Link to comment Share on other sites More sharing options...
Esendis Posted October 18, 2017 Share Posted October 18, 2017 Trying to piece together a drill calculator and stuck at the last part, heat generation. Am i right to assume that each module has its own cooling requirements? For example,1 module of an automated industrial strip miner digging a resource of 100% concetration at 100% efficiency will require 1200Kw cooling or the full 6000Kw stated at the part description? Also @RoverDude any chance for a bigger karbonite generator? Would love to power an entire base with karbonite without spamming the 2.5m one. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted October 18, 2017 Share Posted October 18, 2017 On 10/18/2017 at 12:54 PM, Esendis said: Trying to piece together a drill calculator and stuck at the last part, heat generation. Am i right to assume that each module has its own cooling requirements? For example,1 module of an automated industrial strip miner digging a resource of 100% concetration at 100% efficiency will require 1200Kw cooling or the full 6000Kw stated at the part description? Also @RoverDude any chance for a bigger karbonite generator? Would love to power an entire base with karbonite without spamming the 2.5m one. Expand Yep, each module generates its own core heat and has its own cooling requirements. Quote Link to comment Share on other sites More sharing options...
DStaal Posted October 18, 2017 Share Posted October 18, 2017 On 10/18/2017 at 3:31 AM, wenth said: *holding various guts and bits of code* hay it worked!!! thanks! love mks but would love an option to only have to use it for larger parts or some thing instead of every thing. Expand In theory it's possible, but it'd be a lot of work: You can specify a recipe on a per-part basis, but there isn't a way to specify based on anything but the part name. So if you were to go through and make a list of all the small/large parts, you could put the shorter list on dedicated recipes while you put the larger on generic recipes. Not something I'd ship as part of a mod - it's way to fiddly - but if you want to go to the work for your own use, go ahead. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 18, 2017 Author Share Posted October 18, 2017 On 10/18/2017 at 12:54 PM, Esendis said: Also @RoverDude any chance for a bigger karbonite generator? Would love to power an entire base with karbonite without spamming the 2.5m one. Expand Log me a Github issue I know I say that a lot, but I do cull through them when working on the projects Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted October 18, 2017 Share Posted October 18, 2017 Does mks allow for the creation of generational ships? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted October 18, 2017 Share Posted October 18, 2017 On 10/18/2017 at 5:18 PM, The-Doctor said: Does mks allow for the creation of generational ships? Expand It would, if kerbals weren't immortal. Quote Link to comment Share on other sites More sharing options...
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