siderr Posted April 15, 2018 Share Posted April 15, 2018 Hi! Both EL Parts needs an update, without it, they wont load. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 15, 2018 Share Posted April 15, 2018 1 hour ago, siderr said: Hi! Both EL Parts needs an update, without it, they wont load. The EL parts are depreciated. They have deliberately been set to be unavailable in the VAB, but kept around to not break existing ships. Quote Link to comment Share on other sites More sharing options...
N8-Toe Posted April 15, 2018 Share Posted April 15, 2018 I'm getting ready for a campaign using MKS as I want to do a game focused around bases. I'm stuck on using either ground construction or extra planetary launchpads for it. as well as Karbonite. wanted to ask people who had more experience with this mod which works best with it. Thanks! Quote Link to comment Share on other sites More sharing options...
enewmen Posted April 16, 2018 Share Posted April 16, 2018 (edited) On 4/15/2018 at 2:37 AM, juanml82 said: I'm using MKS 0.55 with at utils 1.5 and usi tools 0.12 in KSP 1.4.2 There is no life support/habitation button in the toolbar, only the kolonization dashboard (which also appears in the KSC and VAB/SPH instead of the life support button). The configuration button at the KSC is missing as well. Hi. I'm using KSP 1.4.2. Where can I download the MKS 0.55.0.0 and USITools 0.12.0.0 I can only find a curseforge/spacedock download link for MKS .50 and USITools .8. I also have no habitation functionality (defaults to indefinite ) - I think because I need ALL the USI mods to make this work. I also found the MKS .55 in CKAN, but I can't download because of a "Ground Construction" requirement and that only supports 1.4.1. EDIT: I found it here in the Changelog: https://spacedock.info/mod/162 But not sure of the Ground Construction will work with 1.4.2 EDIT 2: After installing MKS 0.55, looks like nothing happened and not getting an error. habitation is still indefinite with a low-tech hitchhiker storage container.. . I think I'm missing something else. This is my CKAN showing installed USI mods. I installed the MKS manually. Edited April 16, 2018 by enewmen Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 16, 2018 Share Posted April 16, 2018 7 hours ago, enewmen said: After installing MKS 0.55, looks like nothing happened and not getting an error. habitation is still indefinite with a low-tech hitchhiker storage container.. . Go to the main KSC screen, and check you actually have habitation enabled with the USI-LS applet. Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 16, 2018 Share Posted April 16, 2018 14 hours ago, N8-Toe said: I'm getting ready for a campaign using MKS as I want to do a game focused around bases. I'm stuck on using either ground construction or extra planetary launchpads for it. as well as Karbonite. wanted to ask people who had more experience with this mod which works best with it. Thanks! Personally? Both. Use GC for initial base planting - you can land a DIY kit of your base core, and build it out using a lander or a drop-pod and inflatables. Long-term, larger more complex bases are easier to build using EL and surveyed builds - easier to put it exactly where you want, and for something large and complex, the size of the DIY kit gets awkward to ship up - while EL will just have you sending multiple stocks of resources. Quote Link to comment Share on other sites More sharing options...
Terwin Posted April 16, 2018 Share Posted April 16, 2018 14 hours ago, N8-Toe said: I'm getting ready for a campaign using MKS as I want to do a game focused around bases. I'm stuck on using either ground construction or extra planetary launchpads for it. as well as Karbonite. wanted to ask people who had more experience with this mod which works best with it. Thanks! I use a combination of Ground Construction(for the initial base) and OSE Workshop(to build modules that expand that initial base). After finding a good base location(and deploying any automated miners needed to cover missing resources), I land 3 ships: DIY container, Material Kit container, Construction ship(the only one with crew/habitation) The starter base in the DIY kit can make material kits and only needs a nuclear refinery, a dditional nuclear power(I usually launch with a 10% fueled 1.25m plant in the kit), and a second industrial refinery to be able to make specialized parts and machinery. After that is is just a balancing act as power, production, and habitation are increased.(I usually drop off at least a dozen Kolonists once there is habitation to support them, using their shuttle as the emergency escape vehicle for the entire station crew as all three of the original ships get dismantled or integrated as part of building the base) Note: you need the largest KIS container(5m?) to be able to make 3.75m MKS parts. 9 hours ago, enewmen said: Hi. I'm using KSP 1.4.2. Where can I download the MKS 0.55.0.0 and USITools 0.12.0.0 I can only find a curseforge/spacedock download link for MKS .50 and USITools .8. I also have no habitation functionality (defaults to indefinite ) - I think because I need ALL the USI mods to make this work. I also found the MKS .55 in CKAN, but I can't download because of a "Ground Construction" requirement and that only supports 1.4.1. The first posting in this thread has a link to the github repository where Roverdude deploys his releases. You can get any released version of USITools, MKS, or any other USI product from there. Quote Link to comment Share on other sites More sharing options...
enewmen Posted April 16, 2018 Share Posted April 16, 2018 (edited) 4 hours ago, voicey99 said: Go to the main KSC screen, and check you actually have habitation enabled with the USI-LS applet. Bingo! You get a full thumbs up LIKE. Strange I don't remember needing this before. @Terwin "The first posting in this thread has a link to the github repository where Roverdude deploys his releases. " This was the first place I looked - maybe I didn't check hard enough. I only found the .50 version before and checked Curseforge. I see the .55 now on the first post - Curseforge still has .50. Anyway, I appreciate all the replies and I'll buy Roverdude a beer just for his awesomeness ! Edited April 16, 2018 by enewmen Quote Link to comment Share on other sites More sharing options...
ksp_colin Posted April 16, 2018 Share Posted April 16, 2018 I have a Duna Logistics module landed crewed by a Level 2 Pilot. Powered with good Comms, ect. I have been mining ore and other resources to transfer up to the orbiting SS, but am told I cannot begin T Credits: Missing Liquid Fuel, it says when I right click. But on the same vessel/kolony, attached across a Flexotube connecting to another section of my base, there is a big full tank of fuel. Why does the logistics module say there is not LF available on the vessel when there clearly is? 5 minutes ago, ksp_colin said: I have a Duna Logistics module landed crewed by a Level 2 Pilot. Powered with good Comms, ect. I have been mining ore and other resources to transfer up to the orbiting SS, but am told I cannot begin T Credits: Missing Liquid Fuel, it says when I right click. But on the same vessel/kolony, attached across a Flexotube connecting to another section of my base, there is a big full tank of fuel. Why does the logistics module say there is not LF available on the vessel when there clearly is? Screen Capture of the message: https://imgur.com/a/XIOza Quote Link to comment Share on other sites More sharing options...
KhaosCorp Posted April 17, 2018 Share Posted April 17, 2018 Hiyas....been away from KSP for so long =( Getting back into it and of course I gotta have the USI mods. Ran into a bit of an issue though... I can not get the Ground Construction mod to work with MKS. I can get the mod working just fine without any USI mods (and it is a cool alternative to EPLP) but trying to use it with MKS and it stops functioning. The parts are there, but when I try to load a craft into the DIY crate nothing happens. Sorry if this has been addressed, skimmed the last 20ish pages and didn't see anything about this issue. Quote Link to comment Share on other sites More sharing options...
Terwin Posted April 18, 2018 Share Posted April 18, 2018 22 hours ago, KhaosCorp said: Ran into a bit of an issue though... I can not get the Ground Construction mod to work with MKS. I can get the mod working just fine without any USI mods (and it is a cool alternative to EPLP) but trying to use it with MKS and it stops functioning. The parts are there, but when I try to load a craft into the DIY crate nothing happens. The MKS install includes a version of GC, but I do not think that it includes the updated version that Allista has packaged for 1.4. Is it possible that you allowed MKS to over-write your GC install? Quote Link to comment Share on other sites More sharing options...
Gilph Posted April 18, 2018 Share Posted April 18, 2018 On 4/12/2018 at 11:06 AM, Gilph said: I'll try to do the same this weekend. My vessel is part of a larger Hab base ( I call it my hotel). It's got recyclers, hab modules, inflatables, SSPRx pieces, etc. to allow for indefinite stay for as many as 7 kerbals. I had a version of this in a previous KSP version and reused the craft file. I can try to create from scratch as you did to see if it happens. @tseitsei89, I also did the same test of making a new test craft and could not replicate the issue under 1.3.1. I have one more thing to try, but I suspect that if I use a craft file before a certain version, it causes the issue. Both my hotels on two different moons have the issue, and the only thing they have in common so far is they were based on the same craft file. Quote Link to comment Share on other sites More sharing options...
1990eam Posted April 18, 2018 Share Posted April 18, 2018 (edited) Hello! I'm getting a couple errors from ModuleManager upon launching the game related to Kerbalism. I have over 60 mods installed and started with a clean install to determine which one was causing the problem. It's affecting both MKS and StationPartsExpansionRedux mod. Any idea why? Is there any way to provide you with a better log? Thanks for the help. Edited April 18, 2018 by 1990eam Quote Link to comment Share on other sites More sharing options...
Brigadier Posted April 18, 2018 Share Posted April 18, 2018 (edited) 2 hours ago, 1990eam said: Hello! I'm getting a couple errors from ModuleManager upon launching the game related to Kerbalism. I have over 60 mods installed and started with a clean install to determine which one was causing the problem. It's affecting both MKS and StationPartsExpansionRedux mod. Any idea why? Is there any way to provide you with a better log? Thanks for the help. Since you've double-posted in SSPXR (and got one reply there) and I have no experience with Kerbalism, I won't attempt to provide any solution just some steps you can take. First, read this thread How To Get Support (READ FIRST) - Technical Support (PC, modded installs) - Kerbal Space Program Forums (and comply ). It's a little out-of-date now that we have KSP 1.4.x. Second, what are your ModuleManager, KSP and MKS versions? Third, you can do some troubleshooting yourself by starting with a stock KSP install and then add the suspect mods one at a time to see when and if the error occurs. Fourth, if, after all this, you still think that this is still an MKS problem, posting links to a log file and picture of your GameData folder uploaded to a file sharing site, such as Dropbox or GoogleDrive, are a must. Under KSP 1.4.x the log file (output_log.txt) can be found at your ...\[user]\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt (at least is it for me under Win10, which makes it much harder to find than in earlier versions of KSP). KSP 1.3.x puts that file in your_KSP_folder\KSP_x64_Data\. These steps will help people who really do know how to solve these problems. Good luck Edited April 18, 2018 by Brigadier Quote Link to comment Share on other sites More sharing options...
sstabeler Posted April 19, 2018 Share Posted April 19, 2018 I'm fairly sure Kerbalism doesn't actually play well with SSPRx, which may be the problem, but ModuleManager errors aren't uncommon in my experience. I'm fairly sure those errors won't affect gameplay much (IIRC, those patches are to add Snacks storage to relevant parts. You can work around it by just including a Snacks container on the vessel, IIRC._ Quote Link to comment Share on other sites More sharing options...
strudo76 Posted April 19, 2018 Share Posted April 19, 2018 Couple of questions. 1/ Is it possible for separate options for homesickness and habitation? I want to have habitation constraints, but I consider my astronauts to be professional and have strong fortitude, so I'd like to disable ill effects from homesickness. They signed up for the space program after all, I'd expect them to be excited to get out and see the system, not crying for mummy after 2 weeks. Maybe an option to keep homesickness effects if the kerbal is the only crew member. 2/ Instead of the lowest ill effect (other than none) being making kerbals useless tourists, would it be possible to have an additional option where the kerbal keeps working, but lose their traits. For example, a Quartermaster loses their LogisticsSkill trait (or even all their traits). That would allow an additional level of configuration, leabing Kerbals still be able to control their craft and still do some stuff, but won't have the speciality skills that make them useful in their role. Thanks Quote Link to comment Share on other sites More sharing options...
sstabeler Posted April 19, 2018 Share Posted April 19, 2018 It's not well known- and NASA disputes it occurring- but the crew of skylab 4 actually mutinied at about the halfway point of their mission. That was after 6 weeks. So no, it's not particularly realistic for even professional Kerbals to put up with being away from Kerbin for extended periods without you needing to put some thought into it. Quote Link to comment Share on other sites More sharing options...
strudo76 Posted April 19, 2018 Share Posted April 19, 2018 1 hour ago, sstabeler said: It's not well known- and NASA disputes it occurring- but the crew of skylab 4 actually mutinied at about the halfway point of their mission. That was after 6 weeks. So no, it's not particularly realistic for even professional Kerbals to put up with being away from Kerbin for extended periods without you needing to put some thought into it. Uh, yeah, but they didn't completely shut down for the remainder of the mission, they stopped their duties for one day, then resumed for several weeks. That doesn't happen like that in MKS. Once they stop working, they'll stay non working until they die. Does that seem particularly realistic? I never said I didn't want to put thought into it. The professional crew on Skylab had what at most is a mini mutiny, and then continued on with their mission. You could say they stopped performing their specialist duties for a day. If MKS did that, I'd be fine, but it doesn't. So I'm offering a suggestion for a compromise, that being the kerbals lose their specialist functions until their hab timer is taken care of. Thanks Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 19, 2018 Share Posted April 19, 2018 3 minutes ago, strudo76 said: Uh, yeah, but they didn't completely shut down for the remainder of the mission, they stopped their duties for one day, then resumed for several weeks. That doesn't happen like that in MKS. Once they stop working, they'll stay non working until they die. Does that seem particularly realistic? I never said I didn't want to put thought into it. The professional crew on Skylab had what at most is a mini mutiny, and then continued on with their mission. You could say they stopped performing their specialist duties for a day. If MKS did that, I'd be fine, but it doesn't. So I'm offering a suggestion for a compromise, that being the kerbals lose their specialist functions until their hab timer is taken care of. Thanks Note that 'controlling the craft' is a specialist function. But that's basically what the 'tourist' setting gets you - they'll stop working until you take care of their timer, at which point they'll revert back to their original class/level. Also, if you look at the USI-LS configuration panel you'll notice that homesickness and habitation are already separate - they have separate timers, and can have separate effects. Quote Link to comment Share on other sites More sharing options...
Terwin Posted April 19, 2018 Share Posted April 19, 2018 16 hours ago, 1990eam said: Hello! I'm getting a couple errors from ModuleManager upon launching the game related to Kerbalism. I have over 60 mods installed and started with a clean install to determine which one was causing the problem. It's affecting both MKS and StationPartsExpansionRedux mod. Any idea why? Kerbalism replaces the RoverDude designed stock background processing system(no processing when outside of the 2km simulation range, and then catch-up in 6 hour batches when back under simulation) with a flavor of continuous simulation of all vessels in game(presumably with lots of short-cuts to improve performance). It is well known that Kerbalism does not fully simulate all vessels outside of the current focus, and this breaks many parts of the MKS harvesting and manufacturing processes which depend on either active simulation or the stock background process. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 19, 2018 Share Posted April 19, 2018 10 hours ago, strudo76 said: Couple of questions. 1/ Is it possible for separate options for homesickness and habitation? I want to have habitation constraints, but I consider my astronauts to be professional and have strong fortitude, so I'd like to disable ill effects from homesickness. They signed up for the space program after all, I'd expect them to be excited to get out and see the system, not crying for mummy after 2 weeks. Maybe an option to keep homesickness effects if the kerbal is the only crew member. 2/ Instead of the lowest ill effect (other than none) being making kerbals useless tourists, would it be possible to have an additional option where the kerbal keeps working, but lose their traits. For example, a Quartermaster loses their LogisticsSkill trait (or even all their traits). That would allow an additional level of configuration, leabing Kerbals still be able to control their craft and still do some stuff, but won't have the speciality skills that make them useful in their role. This is for USI-LS rather than MKS, but for the first one you can get around it by sending up a station with over 50yrs of habtime per kerbal and sending them to it to make home time infinite (hab time will become temporarily infinite as well), and then sending them all over. Quote Link to comment Share on other sites More sharing options...
Rryk Posted April 20, 2018 Share Posted April 20, 2018 Amazing mod. Thanks so much for creating it. On 3/21/2018 at 12:07 AM, DStaal said: Ground Construction is fully integrated - and currently requires DIY kits. Off-Kerbin building of DIY kits is still a work in progress. Is there some issue on GitHub where I can watch to see progress / contribute to make this possible sooner? I'd really like to get rid of the need to launch anything from Kerbin (due to deep gravity well) as well as make Kerbals a space-faring civilization where there is no dependency on the home planet at all. But I don't want to be using something that is deprecated (EL) and have to reconstruct all my ships/bases later on. Quote Link to comment Share on other sites More sharing options...
mrstoned Posted April 20, 2018 Share Posted April 20, 2018 I'm using EL to build the DIY-kits offworld. I landed a small EL Surveystation and planted 4 stakes where i want the kits to build out. I have a small "forklift" rover with winch and magnets with which i can move the boxes if needed as well as any base-modules that needs to be put in correct positions after completing the DIYbox. I also use the Konstruktion-docking ports to weld segments that should be together. Flexotubes for the rest. /MrStoned Quote Link to comment Share on other sites More sharing options...
Kwarazi Posted April 20, 2018 Share Posted April 20, 2018 (edited) 56 minutes ago, mrstoned said: I'm using EL to build the DIY-kits offworld. I landed a small EL Surveystation and planted 4 stakes where i want the kits to build out. I have a small "forklift" rover with winch and magnets with which i can move the boxes if needed as well as any base-modules that needs to be put in correct positions after completing the DIYbox. I also use the Konstruktion-docking ports to weld segments that should be together. Flexotubes for the rest. /MrStoned @mrstoned Will that work I thought DIY kits were hardcoded to only allow construction in the VAB ? and as EL is no longer officially supported by @RoverDude I can see how it would actually work. Edited April 20, 2018 by Kwarazi changes Quote Link to comment Share on other sites More sharing options...
mrstoned Posted April 20, 2018 Share Posted April 20, 2018 1 hour ago, Kwarazi said: @mrstoned Will that work I thought DIY kits were hardcoded to only allow construction in the VAB ? and as EL is no longer officially supported by @RoverDude I can see how it would actually work. While EL is depreciated in MKS, you can still make the DIY-kit in SPH/VAB and save it as a "ship". I usually name them something like DIY-Driller or DIY-"function" and then you can build that "ship" in EL, i use the stakes as i found the runway/launchpad2 to be a bit krakenexplosivehappy /MrStoned Quote Link to comment Share on other sites More sharing options...
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