ksp_colin Posted April 1, 2018 Share Posted April 1, 2018 12 minutes ago, TDplay said: Well, I'd suggest what @Gilph just said - USI Tools 10.1. I just downloaded the 10.1.zip from the version history link: https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases but after extracting it I am a little confused by the contents. There are two directories, each with not a lot in them (compared to my existing 10.2 folder in the install directory), '000_USITools' and 'UmbraSpaceIndustries'. Is there a cleaner way to this revision migration to 10.1? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted April 1, 2018 Share Posted April 1, 2018 2 minutes ago, ksp_colin said: I just downloaded the 10.1.zip from the version history link: https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases but after extracting it I am a little confused by the contents. There are two directories, each with not a lot in them (compared to my existing 10.2 folder in the install directory), '000_USITools' and 'UmbraSpaceIndustries'. Is there a cleaner way to this revision migration to 10.1? Just overwrite those folders... Quote Link to comment Share on other sites More sharing options...
TDplay Posted April 1, 2018 Share Posted April 1, 2018 2 minutes ago, jack gamer said: When I click deploy, nothing happens, what version is this for? What MKS version and KSP version are you running? MKS version - KSP version MKS 0.55.x - KSP 1.4.1 MKS 0.54.x - KSP 1.4.0 MKS 0.53.x - KSP 1.3.1 et cetera 4 minutes ago, ksp_colin said: I just downloaded the 10.1.zip from the version history link: https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases but after extracting it I am a little confused by the contents. There are two directories, each with not a lot in them (compared to my existing 10.2 folder in the install directory), '000_USITools' and 'UmbraSpaceIndustries'. Is there a cleaner way to this revision migration to 10.1? Drag them both to GameData and tell your computer to "Replace the files in the destination". Should work. Quote Link to comment Share on other sites More sharing options...
jack gamer Posted April 1, 2018 Share Posted April 1, 2018 (edited) 5 minutes ago, TDplay said: What MKS version and KSP version are you running? MKS version - KSP version MKS 0.55.x - KSP 1.4.1 MKS 0.54.x - KSP 1.4.0 MKS 0.53.x - KSP 1.3.1 et cetera Im running 1.3.1 and the deploy button doesn't work. Edited April 1, 2018 by jack gamer Quote Link to comment Share on other sites More sharing options...
TDplay Posted April 1, 2018 Share Posted April 1, 2018 Just now, jack gamer said: Im running 1.3.1 and the deploy button doesn't work. Which MKS? Make sure it's one of the 0.53.x versions and also ensure you're running USI Tools 0.10.1.0 because people further upthread were having issues with USI Tools 0.10.2.0. Quote Link to comment Share on other sites More sharing options...
ksp_colin Posted April 1, 2018 Share Posted April 1, 2018 (edited) 27 minutes ago, ksp_colin said: Well, I'd suggest what @Gilph just said - USI Tools 10.1. You have provided a workaround to my issue!! I am ungated and the Material Processing Units are again configurable in the VAB! Thanks @TDplay, @Gilph = My workaround was to download the USI/Tools_10.1.0.zip file from https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases and after extracting, replace the 000_USITools directory in your /<install>/GateData directory. After updating all of the other mods in 1.3.1 in ckan prior to this, the solution worked for me. Edited April 1, 2018 by ksp_colin Quote Link to comment Share on other sites More sharing options...
techgamer16 Posted April 1, 2018 Share Posted April 1, 2018 (edited) I may have posted this before but for some reason the Kolony dashboard icon is missing from my game so I cant access logistics etc. Is this an update issue or is it something I havent done right as it was working before I updated to 1.4.1. Edited April 1, 2018 by techgamer16 Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 1, 2018 Share Posted April 1, 2018 Just now, techgamer16 said: I may have posted this before but for some reason the Kolony dashboard is missing from my game so I cant access logistics etc. Is this an update issue or is it something I havent done right as it was working before I updated to 1.4.1. I've had this issue before in that one of the versions had a mismatch between the files and filepathing. Make a UI folder in UmbraSpaceIndustries\MKS\Assets if there isn't one and transfer all the UI icons into it. Quote Link to comment Share on other sites More sharing options...
Bombard Posted April 1, 2018 Share Posted April 1, 2018 23 hours ago, Bombard said: 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 On reading the quicksave file, it looks like the loadout of the modules is correct, but the ship itself still shows only Dirt on both miners-at least thats what I think I'd seeing- extract of the part attached. I'd appreciate if anyone who has seen this before could help with this. I've three sister ships enroute and a base with a 100-A where this has also happened PART { name = MKS.Drill.02A cid = 4291902542 uid = 658813735 mid = 716476794 persistentId = 4081698171 launchID = 58 parent = 18 position = -0.058687448501586914,6.8860359191894531,-0.74979829788208008 rotation = -2.10734381E-08,0.70710665,-1.47513973E-07,-0.707107008 mirror = 1,1,1 symMethod = Radial istg = 0 resPri = 0 dstg = 9 sqor = -1 sepI = 1 sidx = -1 attm = 1 sym = 21 srfN = srfAttach, 18 mass = 1.66600001 shielded = True temp = 259.24861781599668 tempExt = 259.3151544117477 tempExtUnexp = 310.71325344832417 expt = 0.5 state = 0 attached = True autostrutMode = Off rigidAttachment = False flag = Squad/Flags/default rTrf = MKS.Drill.02A modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleOverheatDisplay isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleSwappableConverter isEnabled = True currentLoadout = 4 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleSwappableConverter isEnabled = True currentLoadout = 4 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleSwappableConverter isEnabled = True currentLoadout = 5 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 2 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 1 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleCoreHeat isEnabled = True CoreTempGoalAdjustment = 0 CoreThermalEnergy = 270836.07567647181 stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAnimationGroup isEnabled = True isDeployed = False stagingEnabled = True EVENTS { } ACTIONS { DeployModuleAction { actionGroup = None } RetractModuleAction { actionGroup = None } ToggleModuleAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = MKSModule isEnabled = True Governor = 1 lastCheck = 4895469.6304327277 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleLogisticsConsumer isEnabled = True lastCheck = 4895469.6304327277 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_ModuleRecycleablePart isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } } PART Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted April 2, 2018 Share Posted April 2, 2018 (edited) @Bombard Please include such wall of text at least in SPOILER tags... You need to change the number on "currentLoadout = 4" on the DRILLS (attention, other modules can also have converters, I think)... to find out the number you need, go in a new save, spawn a drill with the desired configuration, and then search for the number. Sidenote: CURRENTLY this list COULD match for drills, no guarantee, tho... and this numbering can change with a new version... 0 = Dirt 1 = Gypsum 2 = Minerals 3 = Substrate 4 = MetallicOre 5 = Water 6 = Hydrates 7 = Uraninite 8 = RareMetals 9 = ExoticMinerals 10 = Silicates 11 = Rock 12 = Ore 13 = Karbonite 14 = Karborundum Edited April 2, 2018 by Jebs_SY Quote Link to comment Share on other sites More sharing options...
Skystorm Posted April 2, 2018 Share Posted April 2, 2018 (edited) Perhaps you can help me understand an overheating problem with an automated mining vessel I'm testing. Here is the relevant information: Cooling is handled by a single MKS 'Ranger' Thermal Control System with 3,000Kw of core heat transfer. Power is provided by a 1.25m Nuclear Reactor providing 200 EC/s and requiring 450Kw of cooling. There are 2x MEU-500-A Pulse Drills w/3 separators each. Each requires a max cooling of 100Kw. If my math is correct, a total of 3,000Kw of cooling - 450Kw - 6x * 100Kw leaves 1,950Kw of excess cooling, so here is the problem: 1. If I run both drills with only a single separator on each, cooling works fine. No overheating problems. 2. If I run a single drill with two separators, the drill's core temperature rises rapidly while the thermal control system is still only at 61% load. The reactor is steady with no overheating. 3. If I run one drill with a single separator and one drill with two separators, cooling works fine on the drill with only one separator active. However, core temperature on the drill with two separators active rises rapidly. The reactor again has no overheating. If on the drill with two separators active which is overheating I then turn one of the separators off, leaving only one separator running, the temperature returns to nominal. It almost seems as though it is not possible to pull enough heat away to run multiple separators on the MEU-500-A. KSP 1.4.1.2089 USI Core 0.7.0.0 USI Kolonization Systems 0.55.0.0 USI Life Support 0.9.0.0 USI Tools 0.12.0.0 Edited April 2, 2018 by Skystorm Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 2, 2018 Author Share Posted April 2, 2018 On 3/31/2018 at 6:38 AM, TDplay said: 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. Nope for the first one, add a github issue for the second one On 3/31/2018 at 1:44 PM, TDplay said: 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. Need more specifics please Also a reminder to please post KSP/MKS/USITools versions when asking for support, even on follow-ups as this is a fast moving thread. And community support only for anything prior to KSP 1.4.x Quote Link to comment Share on other sites More sharing options...
TDplay Posted April 2, 2018 Share Posted April 2, 2018 (edited) 8 hours ago, RoverDude said: Nope for the first one, add a github issue for the second one Alright. Will post the Github issue. 8 hours ago, RoverDude said: Need more specifics please I mean the little round thing that shows up on the second node on the ends of the multitruss, with a node on either end so we can make 1.25m components fit flushly with the Ranger hub. Will add pic to show what I mean later. Have got pic : Can we have those things available on their own, so they can be used to flushly attach 1.25m things (the things on the end of that minitruss)? While I'm at it, may as well ask for a flush ranger to 2.5m adapter (a bit like the ranger to 1.25m adapter that's on the very end nodes but bigger, and a separate part). EDIT: Just found the Making History FL-A215 1.875m to 2.5m adapter works nicely. Edited April 2, 2018 by TDplay Quote Link to comment Share on other sites More sharing options...
techgamer16 Posted April 2, 2018 Share Posted April 2, 2018 13 hours ago, voicey99 said: I've had this issue before in that one of the versions had a mismatch between the files and filepathing. Make a UI folder in UmbraSpaceIndustries\MKS\Assets if there isn't one and transfer all the UI icons into it. All the icons are all in the UI folder so I'm not sure. Quote Link to comment Share on other sites More sharing options...
TDplay Posted April 2, 2018 Share Posted April 2, 2018 Umm, am definitely logging an issue on Github for this. Pal Wheels deploy too fast. Forklift has issues stowing. Pal likes going boom. Quote Link to comment Share on other sites More sharing options...
juanml82 Posted April 2, 2018 Share Posted April 2, 2018 I'm using KSP 1.3.1, USI tools 0.10.1 and MKS 0.53 The Ranger Mini hab thing (the small one which doesn't require material kits to deploy) doesn't have room for personal inventory, so (using KIS) kerbals carrying stuff on them (like wrenches or kis drills) loose them when entering the minihab. More precisely, items in the kerbals' inventory vanish. Is this intended behavior or is it an oversight? (using them as airlocks would be practical!) What is "maintenance" supposed to do and is it only supposed to consume machinery? I've been time warping fast within a base while trying to stock up in specialized parts, and part of the existing stock vanishes during time warp. I thought it could be related to local or planetary logistics, but nothing should be demanding sp other than the main base (where sp are being stored) I had issues with parts separating from their parent part during time warp. Is that a bug with the ground tether or some sort of conflict with other mods, like maybe KJR? Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 2, 2018 Share Posted April 2, 2018 1 minute ago, juanml82 said: The Ranger Mini hab thing (the small one which doesn't require material kits to deploy) doesn't have room for personal inventory, so (using KIS) kerbals carrying stuff on them (like wrenches or kis drills) loose them when entering the minihab. More precisely, items in the kerbals' inventory vanish. Is this intended behavior or is it an oversight? (using them as airlocks would be practical!) Known limitation in KIS. Parts that do no have seats at launch will not have personal inventory. Stow tools before entering bouncy castles. 3 minutes ago, juanml82 said: What is "maintenance" supposed to do and is it only supposed to consume machinery? I've been time warping fast within a base while trying to stock up in specialized parts, and part of the existing stock vanishes during time warp. I thought it could be related to local or planetary logistics, but nothing should be demanding sp other than the main base (where sp are being stored) Maintenance keeps your equipment - drills, ISRUs, etc. - operating at peak efficiency. Without regular maintenance your converters, drills, etc. will gradually wear out and produce less. Doing Mainenance requires Machinery, a qualified Kerbal, and either a place for them work, or for them to go on EVA and work on each individual part. Quote Link to comment Share on other sites More sharing options...
Tewa Posted April 2, 2018 Share Posted April 2, 2018 I can't find the MEU-500 Pulse Drill in the tech tree anywhere. Was it removed? Running KSP 1.4.1 Community Tech Tree 3.3 (latest version, from March 22) MKS 0.55.0.0 (latest version) The MEU-100 is in "Advanced Science Tech" but I can't find the MEU-500. Quote Link to comment Share on other sites More sharing options...
IT Luddite Posted April 3, 2018 Share Posted April 3, 2018 1 hour ago, Tewa said: I can't find the MEU-500 Pulse Drill in the tech tree anywhere. Was it removed? Running KSP 1.4.1 Community Tech Tree 3.3 (latest version, from March 22) MKS 0.55.0.0 (latest version) The MEU-100 is in "Advanced Science Tech" but I can't find the MEU-500. They've got a bug, and don't show up. You can modify the part file to get them to show up, but then the cooling doesn't work on them. Quote Link to comment Share on other sites More sharing options...
Tewa Posted April 3, 2018 Share Posted April 3, 2018 OK, thanks! Thought I was just going crazy. What are folks doing for their mining without it, any tips until it's fixed? Quote Link to comment Share on other sites More sharing options...
juanml82 Posted April 3, 2018 Share Posted April 3, 2018 23 hours ago, Skystorm said: Perhaps you can help me understand an overheating problem with an automated mining vessel I'm testing. Here is the relevant information: Cooling is handled by a single MKS 'Ranger' Thermal Control System with 3,000Kw of core heat transfer. Power is provided by a 1.25m Nuclear Reactor providing 200 EC/s and requiring 450Kw of cooling. There are 2x MEU-500-A Pulse Drills w/3 separators each. Each requires a max cooling of 100Kw. If my math is correct, a total of 3,000Kw of cooling - 450Kw - 6x * 100Kw leaves 1,950Kw of excess cooling, so here is the problem: 1. If I run both drills with only a single separator on each, cooling works fine. No overheating problems. 2. If I run a single drill with two separators, the drill's core temperature rises rapidly while the thermal control system is still only at 61% load. The reactor is steady with no overheating. 3. If I run one drill with a single separator and one drill with two separators, cooling works fine on the drill with only one separator active. However, core temperature on the drill with two separators active rises rapidly. The reactor again has no overheating. If on the drill with two separators active which is overheating I then turn one of the separators off, leaving only one separator running, the temperature returns to nominal. It almost seems as though it is not possible to pull enough heat away to run multiple separators on the MEU-500-A. KSP 1.4.1.2089 USI Core 0.7.0.0 USI Kolonization Systems 0.55.0.0 USI Life Support 0.9.0.0 USI Tools 0.12.0.0 I don't really understand KSP heat mechanics nor whatever MKS drills do regarding heat, but they seem to soak up every extendable radiator in the ship. No matter how many extendable radiators you spam, the onboard reactor will overheat. AFAIK, this also happens with the MKS thermal control thing and any mod radiator which radiates heat from the entire vessel. If putting the drills in a separate vessel isn't an option (it isn't for automated systems), attach fixed radiators to the reactor. The stock fixed radiators only take heat away from the part they are attached to, so those will ignore the MKS drills. Quote Link to comment Share on other sites More sharing options...
Skystorm Posted April 3, 2018 Share Posted April 3, 2018 @juanml82 The problem is that running 3 drills each with only 1 separator active is essentially the same thing as running 1 drill with all 3 separators active. Each generates the same amount of core heat: 100Kw per drill per separator for a total of 300Kw of core heat, except that the 3 separate drills never overheat while the single drill with 3 separators always overheats every time. Further, I tried adding two additional MKS 'Ranger' Thermal Control Systems for a total of 9,000 Kw of cooling, 3 times as much as before with the same two drills, and the results are exactly the same as my previous post. Any drill running more than one separator always overheats while all other components, including other drills and the reactor, on the vessel are running at their ideal core temperature. It behaves as though the required cooling is per separator but the max coolant is global to the core itself. Meaning that a drill with 3 separators each requiring 100Kw will produce 300Kw of core heat while the core only allows a max of 100Kw of cooling. This makes it impossible to ever cool a drill with multiple separators running even if there is plenty of cooling to be had. To test this I made a simple module manager patch which raises the max cooling for the MEU-500-A from 100Kw to 300Kw in order to allow enough core heat to be pulled away by the radiator when all 3 separators are active. Running the same tests as in my previous post showed that no overheating occurs even with all 3 separators running on both drills. @PART[MKS_Drill_02A] { @MODULE[ModuleCoreHeat] { @MaxCoolant = 300 } } Incidentally, I wasn't using any other radiators, folding or otherwise, but rather only the single MKS 'Ranger' Thermal Control System. Also, the reactor itself never overheated even when the drill did. Quote Link to comment Share on other sites More sharing options...
Skystorm Posted April 3, 2018 Share Posted April 3, 2018 @Tewa I created the following module manager patch to address the missing drills and my heating issues with them. It know things are working for the MEU-500-A, but I haven't tested the other 3 drills. I can see all 6 drills now instead of just the two MEU-100's. Spoiler @PART[MKS_Drill_02] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_RD } @MODULE[ModuleCoreHeat] { @MaxCoolant = 300 } } @PART[MKS_Drill_02A] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_GN } @MODULE[ModuleCoreHeat] { @MaxCoolant = 300 } } @PART[MKS_Drill_03] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_WT } @MODULE[ModuleCoreHeat] { @MaxCoolant = 1000 } } @PART[MKS_Drill_03A] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL } @MODULE[ModuleCoreHeat] { @MaxCoolant = 1000 } } Quote Link to comment Share on other sites More sharing options...
TDplay Posted April 3, 2018 Share Posted April 3, 2018 21 minutes ago, Skystorm said: @Tewa I created the following module manager patch to address the missing drills and my heating issues with them. It know things are working for the MEU-500-A, but I haven't tested the other 3 drills. I can see all 6 drills now instead of just the two MEU-100's. Reveal hidden contents @PART[MKS_Drill_02] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_RD } @MODULE[ModuleCoreHeat] { @MaxCoolant = 300 } } @PART[MKS_Drill_02A] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_GN } @MODULE[ModuleCoreHeat] { @MaxCoolant = 300 } } @PART[MKS_Drill_03] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_WT } @MODULE[ModuleCoreHeat] { @MaxCoolant = 1000 } } @PART[MKS_Drill_03A] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL } @MODULE[ModuleCoreHeat] { @MaxCoolant = 1000 } } Thanks! (Installation instructions for anyone who's confused: Copy it and paste into a cfg file somewhere in GameData, preferably a new one) Quote Link to comment Share on other sites More sharing options...
TDplay Posted April 3, 2018 Share Posted April 3, 2018 (edited) On 4/1/2018 at 11:22 PM, Bombard said: On reading the quicksave file, it looks like the loadout of the modules is correct, but the ship itself still shows only Dirt on both miners-at least thats what I think I'd seeing- extract of the part attached. I'd appreciate if anyone who has seen this before could help with this. I've three sister ships enroute and a base with a 100-A where this has also happened PART { name = MKS.Drill.02A cid = 4291902542 uid = 658813735 mid = 716476794 persistentId = 4081698171 launchID = 58 parent = 18 position = -0.058687448501586914,6.8860359191894531,-0.74979829788208008 rotation = -2.10734381E-08,0.70710665,-1.47513973E-07,-0.707107008 mirror = 1,1,1 symMethod = Radial istg = 0 resPri = 0 dstg = 9 sqor = -1 sepI = 1 sidx = -1 attm = 1 sym = 21 srfN = srfAttach, 18 mass = 1.66600001 shielded = True temp = 259.24861781599668 tempExt = 259.3151544117477 tempExtUnexp = 310.71325344832417 expt = 0.5 state = 0 attached = True autostrutMode = Off rigidAttachment = False flag = Squad/Flags/default rTrf = MKS.Drill.02A modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleOverheatDisplay isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleSwappableConverter isEnabled = True currentLoadout = 4 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleSwappableConverter isEnabled = True currentLoadout = 4 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleSwappableConverter isEnabled = True currentLoadout = 5 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 2 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 1 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleResourceHarvester_USI isEnabled = False EfficiencyBonus = 0 IsActivated = False stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleCoreHeat isEnabled = True CoreTempGoalAdjustment = 0 CoreThermalEnergy = 270836.07567647181 stagingEnabled = True lastUpdateTime = 4895472.7104326589 EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAnimationGroup isEnabled = True isDeployed = False stagingEnabled = True EVENTS { } ACTIONS { DeployModuleAction { actionGroup = None } RetractModuleAction { actionGroup = None } ToggleModuleAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = MKSModule isEnabled = True Governor = 1 lastCheck = 4895469.6304327277 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleLogisticsConsumer isEnabled = True lastCheck = 4895469.6304327277 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_ModuleRecycleablePart isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } } PART Please put huge textwalls into spoilers (make one by clicking the eye) or code blocks (make one by clicking the <>) so as to not make a page unnecessarily long. Spoilers also work great for uploading lotsa pictures: Spoiler This was the first picture that came up when I wrote tinypic. Very appropriate for this discussion. Otherwise the thread becomes horrible for others to read. Anyway, I have a question: Is the physics range extender mod good for getting resources that I have to mine from really far away without having to switch to my mining outposts? Edited April 3, 2018 by TDplay Reply merging isn't great at formatting Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.