Gurki Posted March 30, 2018 Share Posted March 30, 2018 7 hours ago, juanml82 said: Related to this mod (specifically, when scouting for bases), is there another mod that projects the biome map from the cheat menu into the flight scene? ScanSat would be what you are looking for. It provide planetary/moon overlay for all resources as well as altimetry and biomes in tracking station. You just have to scan the body first with dedicated parts. Not sure if it's available during flight. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted March 30, 2018 Share Posted March 30, 2018 7 hours ago, juanml82 said: Related to this mod (specifically, when scouting for bases), is there another mod that projects the biome map from the cheat menu into the flight scene? It appears inflight anyway, but only when the camera is a certain distance away from the body. Just zoom out really far. Quote Link to comment Share on other sites More sharing options...
juanml82 Posted March 30, 2018 Share Posted March 30, 2018 I'm back with more questions. Is it at all possible have a PDU plus drilling gear and converters and have everything working at once? No matter how many radiators I spawn, the PDU always overheat The Tundra Mobile Workshop reports "Material Kits: 20.45% load". What produces that value and how can I increase it? Quote Link to comment Share on other sites More sharing options...
Gurki Posted March 30, 2018 Share Posted March 30, 2018 @juanml82 which kind of radiator are you using ? Some of them (mostly radials) only work on parents and grand parents parts as some other (like extendable) work on the entire vessel (it's a stock functionality). Quote Link to comment Share on other sites More sharing options...
juanml82 Posted March 30, 2018 Share Posted March 30, 2018 17 minutes ago, Gurki said: @juanml82 which kind of radiator are you using ? Some of them (mostly radials) only work on parents and grand parents parts as some other (like extendable) work on the entire vessel (it's a stock functionality). The stock extendable ones. Here's a screenshot https://i.imgur.com/4n4jicG.png Quote Link to comment Share on other sites More sharing options...
voicey99 Posted March 30, 2018 Share Posted March 30, 2018 27 minutes ago, juanml82 said: The Tundra Mobile Workshop reports "Material Kits: 20.45% load". What produces that value and how can I increase it? Calculations are detailed here. They're also capped by the raw material input. Install MKS Explainer to get a live breakdown of where your load % is coming from. 5 minutes ago, juanml82 said: The stock extendable ones. They really don't play nice with MKS drills, which have a huge cooling cap to give them the headroom they need for load increases. The drills seem to suck up all the cooling and take priority, depriving everything else of cooling. Either use the MKS Thermal Control System (which is designed for situations like this) or use radiator panels on non-drill parts that need cooling, since they can only cool the parent part and any parts attached to that, so as long as a drill isn't attached to the part it is attached to it will reserve its cooling for all the parts within its "reach". Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 30, 2018 Author Share Posted March 30, 2018 23 minutes ago, voicey99 said: Calculations are detailed here. They're also capped by the raw material input. Install MKS Explainer to get a live breakdown of where your load % is coming from. They really don't play nice with MKS drills, which have a huge cooling cap to give them the headroom they need for load increases. The drills seem to suck up all the cooling and take priority, depriving everything else of cooling. Either use the MKS Thermal Control System (which is designed for situations like this) or use radiator panels on non-drill parts that need cooling, since they can only cool the parent part and any parts attached to that, so as long as a drill isn't attached to the part it is attached to it will reserve its cooling for all the parts within its "reach". The caps have changed - are you on 1.4.x? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted March 30, 2018 Share Posted March 30, 2018 1 hour ago, RoverDude said: The caps have changed - are you on 1.4.x? I'm not. What's different now? If the problem has been fixed in 1.4 and they are experiencing it, I would assume they are still on 1.3. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 30, 2018 Author Share Posted March 30, 2018 2 minutes ago, voicey99 said: I'm not. What's different now? If the problem has been fixed in 1.4 and they are experiencing it, I would assume they are still on 1.3. Yeah the caps have changed in the configs for 1.4.x (along with some stock changes). Quote Link to comment Share on other sites More sharing options...
TDplay Posted March 30, 2018 Share Posted March 30, 2018 (edited) CKAN doesn't seem to want to download the USI mods at the moment, says "access denied". Anyone else encountering this? Will download the constellation and feed it to CKAN that way if nobody can help. EDIT: CKAN troubleshooting page says 403s from Github may be due to a "limit of downloads" so I'll try again later E2: Worked now! Edited March 30, 2018 by TDplay Quote Link to comment Share on other sites More sharing options...
Skystorm Posted March 31, 2018 Share Posted March 31, 2018 Is there a way to change the drill's (MEU-100), active separator to a different resource in the field, and if so, what is required to do so? I have 5-start engineers and scientists on site. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 31, 2018 Author Share Posted March 31, 2018 53 minutes ago, Skystorm said: Is there a way to change the drill's (MEU-100), active separator to a different resource in the field, and if so, what is required to do so? I have 5-start engineers and scientists on site. Yep, EVA engineer Quote Link to comment Share on other sites More sharing options...
Skystorm Posted March 31, 2018 Share Posted March 31, 2018 Ahh. Didn't realize I needed to be outside. Thanks. Quote Link to comment Share on other sites More sharing options...
TDplay Posted March 31, 2018 Share Posted March 31, 2018 (edited) 8 hours ago, Skystorm said: Ahh. Didn't realize I needed to be outside. Thanks. Just to fill you in, an EVA engineer can reconfigure most modules with some MKs and EC (if the module needs it), and if you 'repaint' a Kontainer or the ranger inflatable warehouse thing it changes what it stores (kontainers store resources, inflatable stores a resource and the resources to make it). @RoverDude can we have a 'Make Transfer Credits' option for the inflatable that stores LFO and MKs to make TCs? Also I think it'd be cool to add Dirt as an oceanic resource to be extracted by a Filtered Oceanic Pump, which would have 2 extractors on it, water and dirt, to allow for self-sustaining seabases. Edited March 31, 2018 by TDplay Quote Link to comment Share on other sites More sharing options...
techgamer16 Posted March 31, 2018 Share Posted March 31, 2018 On 3/29/2018 at 7:22 PM, TDplay said: in GameData\UmbraSpaceIndustries\MKS\Parts, there are files called MKS_Drill_ and then either 01, 01A, 02, 02A, 03 or 03A, each corresponds to an MEU drill ingame (01 = 100, 01A = 100A, 02 = 500, 02A = 500A, 03 = Industrial Strip Miner, 03A = Automated Industrial Strip Miner. Go into each that won't appear ingame and add // in front of the lines from "MODEL" to the next "}" (NOT the "{" on the very next line) and that will change it to the stock one. Or write an MM patch for that drill (start it with @PART[MKS_Drill_(number for the drill you want, 01, 01A etc)]) containing "!MODEL". Thanks very much, all is sorted and working now. For some reason the Kolony dashboard icon is missing from my game. Any ideas? Quote Link to comment Share on other sites More sharing options...
TDplay Posted March 31, 2018 Share Posted March 31, 2018 Can we have the little toroidal things from the FlexOTube and the Multitruss separately, because I think there would be LOADS of times when they are aesthetically pleasing. Quote Link to comment Share on other sites More sharing options...
ksp_colin Posted March 31, 2018 Share Posted March 31, 2018 On 3/18/2018 at 8:05 PM, RoverDude said: On 3/17/2018 at 11:22 PM, AtilaElari said: Either it's a bug or I'm missing something: I deploy the Material Processing Unit (on the launchpad for now), right-click on it and I see all the conversion options. But then 5 seconds later they all disappear, leaving only the option for LFO. What's going on? Sorted in a later release, I assume you are on 1.3.1? I am observing something similar. Testing on the launchpad with any of the three Material Processing Units. I cannot change their conversion type in the VAB so stuck with default. Every time click next/previous/install buttons nothing happens. And on the launchpad I deploy the Material Processing Unit and I just get a message that I am missing Ore for LFO conversion (I don't want to convert to LFO ), since I dont think I ever correctly reconfigured the MPU for a non-default conversion. Yes I am on 1.3.1, since they recently removed 1.3.0. Is there a simple fix? Many of my mods that I run are not 1.4.x compatible... Quote Link to comment Share on other sites More sharing options...
Bionic bulldog Posted March 31, 2018 Share Posted March 31, 2018 Hi. I tried what the post below suggested. On 29/03/2018 at 7:22 PM, TDplay said: in GameData\UmbraSpaceIndustries\MKS\Parts, there are files called MKS_Drill_ and then either 01, 01A, 02, 02A, 03 or 03A, each corresponds to an MEU drill ingame (01 = 100, 01A = 100A, 02 = 500, 02A = 500A, 03 = Industrial Strip Miner, 03A = Automated Industrial Strip Miner. Go into each that won't appear ingame and add // in front of the lines from "MODEL" to the next "}" (NOT the "{" on the very next line) and that will change it to the stock one. Or write an MM patch for that drill (start it with @PART[MKS_Drill_(number for the drill you want, 01, 01A etc)]) containing "!MODEL". but missing drills still don't appear. so think I am doing something wrong. below is what I did. please can someone let me know if I did it right or wrong. thanks. MODEL { // model = Squad/Parts/Resources/RadialDrill/TriBitDrill // texture = TriBitDrill, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL // scale = 2,2,2 } Quote Link to comment Share on other sites More sharing options...
TDplay Posted March 31, 2018 Share Posted March 31, 2018 2 minutes ago, Bionic bulldog said: Hi. I tried what the post below suggested. but missing drills still don't appear. so think I am doing something wrong. below is what I did. please can someone let me know if I did it right or wrong. thanks. MODEL { // model = Squad/Parts/Resources/RadialDrill/TriBitDrill // texture = TriBitDrill, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL // scale = 2,2,2 } Try this: //MODEL //{ // model = Squad/Parts/Resources/RadialDrill/TriBitDrill // texture = TriBitDrill, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL // scale = 2,2,2 //} Quote Link to comment Share on other sites More sharing options...
Bionic bulldog Posted March 31, 2018 Share Posted March 31, 2018 48 minutes ago, TDplay said: Try this: //MODEL //{ // model = Squad/Parts/Resources/RadialDrill/TriBitDrill // texture = TriBitDrill, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL // scale = 2,2,2 //} thanks for the post. tried that, still no drills appear. still only showing the stock drills and the two meu 100 pulse drills. o well. Quote Link to comment Share on other sites More sharing options...
TDplay Posted March 31, 2018 Share Posted March 31, 2018 Just now, Bionic bulldog said: thanks for the post. tried that, still no drills appear. still only showing the stock drills and the two meu 100 pulse drills. o well. sorry Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted March 31, 2018 Share Posted March 31, 2018 19 minutes ago, Bionic bulldog said: thanks for the post. tried that, still no drills appear. still only showing the stock drills and the two meu 100 pulse drills. o well. Comment out the TEXTURE LINE in the MODEL section.... MODEL { model = Squad/Parts/Resources/RadialDrill/TriBitDrill //texture = TriBitDrill, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL scale = 2,2,2 } Quote Link to comment Share on other sites More sharing options...
TDplay Posted March 31, 2018 Share Posted March 31, 2018 Just now, Jebs_SY said: Comment out the TEXTURE LINE in the MODEL section.... MODEL { model = Squad/Parts/Resources/RadialDrill/TriBitDrill //texture = TriBitDrill, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL scale = 2,2,2 } oh whoops Quote Link to comment Share on other sites More sharing options...
Gurki Posted March 31, 2018 Share Posted March 31, 2018 Alternatively, this PR make them load using MKS custom texture. It remove the texture line and use the new stock texture switch to apply only one variant. Quote Link to comment Share on other sites More sharing options...
Bombard Posted March 31, 2018 Share Posted March 31, 2018 Gents, Ladies, I've discovered that the MKS auto drills have reverted to mining Dirt since the update. Unlike a previous poster, these were on three automated mining probes en route to Duna, and I dont have an engineer handy to reset them. I think I'll have to edit the ship files to set them back to mining the intended resource- has anyone any guidance on how to do that? Regards Quote Link to comment Share on other sites More sharing options...
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