Kaa253 Posted May 7, 2018 Share Posted May 7, 2018 @HoS According to the changelog... https://raw.githubusercontent.com/BobPalmer/MKS/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/MKS/CHANGELOG.txt ... is officially supporting KSP 1.4.1 but I have found no problems with any of Roverdude's USI mods I have installed including MKS v0.55.0.0 (I am not currently using ART and Orion) and I am up to date playing on KSP version 1.4.3. So yes, as far as I am aware it's all compatible with versions 1.4.x. Quote Link to comment Share on other sites More sharing options...
HoS Posted May 7, 2018 Share Posted May 7, 2018 17 minutes ago, Kaa253 said: @HoS According to the changelog... https://raw.githubusercontent.com/BobPalmer/MKS/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/MKS/CHANGELOG.txt ... is officially supporting KSP 1.4.1 but I have found no problems with any of Roverdude's USI mods I have installed including MKS v0.55.0.0 (I am not currently using ART and Orion) and I am up to date playing on KSP version 1.4.3. So yes, as far as I am aware it's all compatible with versions 1.4.x. Thanks! Will give it a go. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 7, 2018 Author Share Posted May 7, 2018 Yep everything is still fine in 1.4.3 as it is a point release. Quote Link to comment Share on other sites More sharing options...
Gilph Posted May 7, 2018 Share Posted May 7, 2018 On 5/5/2018 at 9:16 PM, RoverDude said: Well the magic question is whether anyone else is having the issue I started to get it, but I am still on 1.3, meaning that it was working on 1.3 for a while and then I got the same error. I did not update any USI components, USI core is still at 0.5.1. Did not report it because it's 1.3. The only mods that I updated after USI worked are: BetterBurnTime Near FutureLaunchVehicles Scansat NearFutureProps EVATransfer Quote Link to comment Share on other sites More sharing options...
TheThirdCat Posted May 7, 2018 Share Posted May 7, 2018 (edited) Hi! First-time poster here! First of all, thanks RoverDude for this AWESOME work. At this point, I can't conceive KSP without MKS. My moon colony is almost self-sufficient by now, Minmus progresses steadily, and work is steadily in progress towards the first permanent Duna habitat... Now comes the whining ^_^' Since the update to KSP 1.4 I'm running into the issue described in https://github.com/UmbraSpaceIndustries/MKS/issues/1407 Shortly, assigning multiple bays to the same recipe does not provide extra efficiency. So far I've tested it with the Agriculture Support Module and the 3.75m MPU. The issue happened in my heavily modded save, and also in an "almost fresh" install (remove everything but Squad folder from GameData, add MKS from github and start new save). When looking at the part definitions I noticed that all the drills (which calculate efficiency correctly I think) had been changed to use the "ModuleSwappableConverterNew" module. However the converters still use the old "ModuleSwappableConverter" module. Perhaps the efficiency calculation was changed to depend on this new module somehow? I tried to change the MPU part file so that it uses the new modules (like the drills do), but failed miserably. Unsurprising, since I don't really know KSP fu. Is this happening to anyone else? Any ideas of what I can try? I'm not in a rush really, I just need to know that eventually I'll be able to continue with my old save, even if I have to manually edit every single vessel on it. Thanks! - KSP version 1.4.3 - MKS version 0.55 (github) Edited May 7, 2018 by TheThirdCat posted before finishing Quote Link to comment Share on other sites More sharing options...
draculthemad Posted May 7, 2018 Share Posted May 7, 2018 On 5/5/2018 at 9:16 PM, RoverDude said: Well the magic question is whether anyone else is having the issue FWIW, I was actually able to fix it by using kml to delete a transfer scenario listed as complete. After that I am able to bring the ui up and transfer things without issues. Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted May 8, 2018 Share Posted May 8, 2018 9 hours ago, draculthemad said: FWIW, I was actually able to fix it by using kml to delete a transfer scenario listed as complete. After that I am able to bring the ui up and transfer things without issues. Reading about your problem over the last few days has been driving me a little nuts as I have been trying to remember why the same thing happened to me one time about 3 months ago. Sorry to say it was your solution that jogged my memory . Bingo, that's right! I had to delete the completed transfers "history" list from the save file. Somehow something had got bugged in there. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted May 8, 2018 Share Posted May 8, 2018 Sup @RoverDude! Quick question, if I delete the Ground Construction folder, will the rest of MKS work fine? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 8, 2018 Author Share Posted May 8, 2018 Just now, sh1pman said: Sup @RoverDude! Quick question, if I delete the Ground Construction folder, will the rest of MKS work fine? yup! Quote Link to comment Share on other sites More sharing options...
sh1pman Posted May 8, 2018 Share Posted May 8, 2018 (edited) thanks! Apparently, something in it causes framerate issues and increased stutter. Edited May 8, 2018 by sh1pman Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 8, 2018 Author Share Posted May 8, 2018 Make sure you have a new version of GC as I am including an older version currently Quote Link to comment Share on other sites More sharing options...
sh1pman Posted May 8, 2018 Share Posted May 8, 2018 (edited) I got mine from the Constellation pack. Will try the new one. --- Ok, installing the new version fixed all the issues. Thanks again! Edited May 8, 2018 by sh1pman Quote Link to comment Share on other sites More sharing options...
strudo76 Posted May 9, 2018 Share Posted May 9, 2018 8 hours ago, RoverDude said: Make sure you have a new version of GC as I am including an older version currently The newer version of GC includes a ConfigurableContainers folder in addition to the two included with MKS. Does that need to be included as well or leave it out? Thanks Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 9, 2018 Author Share Posted May 9, 2018 1 minute ago, strudo76 said: The newer version of GC includes a ConfigurableContainers folder in addition to the two included with MKS. Does that need to be included as well or leave it out? Thanks Does not need to be included Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted May 9, 2018 Share Posted May 9, 2018 15 hours ago, RoverDude said: Does not need to be included Aye, does the latest mks include any of the 20m parts teased? If I can make the below with mks then I am all on board and will spend a few hours a day to learn how to play with it. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 9, 2018 Author Share Posted May 9, 2018 heh, soon (tm) Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted May 9, 2018 Share Posted May 9, 2018 Got any more wip pics you coud inbox me? Quote Link to comment Share on other sites More sharing options...
Platonicsolid Posted May 12, 2018 Share Posted May 12, 2018 I'm having a strange issue with drills, that might be interactions with some other mod, but hoping somebody knows what this is immediately before I dig into more testing. I've built a remote control uranite miner, with a storage tank and four drills. I equipped the M-500-As with three Uranite separators a piece. I see the following issues once I launch: 1) The separators show up on the pop-up as "???" 2) I often don't have the ability to start the Uranite drill 3) Sometimes, after I deploy the drill, the list for all possible drills will show up as buttons, then progressively disappear until their all gone. A gallery of my testing miner (hyperedited to Iota) is here: https://imgur.com/a/2W4jsus Anybody seen this before? Thanks! Love the mod, wouldn't play without it! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 12, 2018 Author Share Posted May 12, 2018 1 hour ago, Platonicsolid said: I'm having a strange issue with drills, that might be interactions with some other mod, but hoping somebody knows what this is immediately before I dig into more testing. I've built a remote control uranite miner, with a storage tank and four drills. I equipped the M-500-As with three Uranite separators a piece. I see the following issues once I launch: 1) The separators show up on the pop-up as "???" 2) I often don't have the ability to start the Uranite drill 3) Sometimes, after I deploy the drill, the list for all possible drills will show up as buttons, then progressively disappear until their all gone. A gallery of my testing miner (hyperedited to Iota) is here: https://imgur.com/a/2W4jsus Anybody seen this before? Thanks! Love the mod, wouldn't play without it! Versions? KSP/MKS/USI-Tools? Quote Link to comment Share on other sites More sharing options...
Platonicsolid Posted May 12, 2018 Share Posted May 12, 2018 6 hours ago, RoverDude said: Versions? KSP/MKS/USI-Tools? Oh, duh, clearly I should not post too late at night. :-) This is KSP 1.3.1, USI Tools 10.2, USI Core 5.1, and MKS 53.2 Quote Link to comment Share on other sites More sharing options...
Gilph Posted May 12, 2018 Share Posted May 12, 2018 8 hours ago, Platonicsolid said: I'm having a strange issue with drills, that might be interactions with some other mod, but hoping somebody knows what this is immediately before I dig into more testing. I've built a remote control uranite miner, with a storage tank and four drills. I equipped the M-500-As with three Uranite separators a piece. I see the following issues once I launch: 1) The separators show up on the pop-up as "???" 2) I often don't have the ability to start the Uranite drill 3) Sometimes, after I deploy the drill, the list for all possible drills will show up as buttons, then progressively disappear until their all gone. A gallery of my testing miner (hyperedited to Iota) is here: https://imgur.com/a/2W4jsus Anybody seen this before? Thanks! Love the mod, wouldn't play without it! Yes. The KSP 1.3.1 release is not stable when drills are used. Revert back to USI Tools 10.1 and it will fix the drill issues. Orbital logistics might work, depending on your group of mods Quote Link to comment Share on other sites More sharing options...
Platonicsolid Posted May 12, 2018 Share Posted May 12, 2018 (edited) I'll give that a shot, thanks. Had not done any drilling beyond the stock ore for fuel yet. Update: Tried, works. Mega thanks! Edited May 12, 2018 by Platonicsolid Tested! Quote Link to comment Share on other sites More sharing options...
Baladain Posted May 14, 2018 Share Posted May 14, 2018 On 3/29/2018 at 2:57 AM, voicey99 said: Yeah, you can edit their KERBAL listing in the persistent.sfs and use the option in Difficulty Options to stop getting them in future. I'm just back from a long hiatus, I've unlocked long term habitation, but I still don't get any of the specialist kerbals on rescue contracts. Can you point me to where this option exists? Or has it been removed? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 14, 2018 Share Posted May 14, 2018 2 hours ago, Baladain said: I'm just back from a long hiatus, I've unlocked long term habitation, but I still don't get any of the specialist kerbals on rescue contracts. Can you point me to where this option exists? Or has it been removed? In that particular message I was talking about editing a kerbal into another kerbal type. If you want to toggle getting MKS-brand kerbals, turn on Enable Kolonist Rescues in the Kolonisation tab of Difficulty Options. Quote Link to comment Share on other sites More sharing options...
Morojjanc jockey Posted May 14, 2018 Share Posted May 14, 2018 I wanted to get MKS-L and the thread said that it would now be a config option. However, I can't seem to find it. I just want a simplified supply train Quote Link to comment Share on other sites More sharing options...
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