KerbolExplorer Posted August 17, 2018 Share Posted August 17, 2018 (edited) On 8/16/2018 at 7:07 AM, Cheif Operations Director said: Does this still work in KSP 1.4? and when using sandbox is it possible to disable life support? Click the icon in the space center view,A screen is going to appear where you can change what each life support does when depleted,Select none on all option and you will not have to deal with life support Edit:Any tips for building a small colony on minmus?Im planing to combine rancher technology with Duna tech Edited August 18, 2018 by KerbolExplorer Quote Link to comment Share on other sites More sharing options...
Jhaxxar Posted August 18, 2018 Share Posted August 18, 2018 Got a real cool station complex with a Wheel Habitat. Noticed that the Wheel Habitat is BLACK when I look inside it. Am I missing something to make the interior show up? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 18, 2018 Author Share Posted August 18, 2018 56 minutes ago, Jhaxxar said: Got a real cool station complex with a Wheel Habitat. Noticed that the Wheel Habitat is BLACK when I look inside it. Am I missing something to make the interior show up? Yep, an IVA Which does not exist for that model Quote Link to comment Share on other sites More sharing options...
voicey99 Posted August 18, 2018 Share Posted August 18, 2018 On 8/17/2018 at 6:41 PM, KerbolExplorer said: Where can i check what each Kerbal job can do?.The manual only says what pilots,engeniers and scientist can do See this page of the MKS wiki. Quote Link to comment Share on other sites More sharing options...
juanml82 Posted August 18, 2018 Share Posted August 18, 2018 Can the seconds between each "recharge" of the powercouplers be shortened? In my Mun and Minmus bases I have just two miners around the base, each with just one MEU-500-A drill with all three heads operating and one Ranger thermal control system active and even with 4000 EC in their batteries, they end up running out of power and shutting down because they can't recharge quickly enough Quote Link to comment Share on other sites More sharing options...
wenth Posted August 18, 2018 Share Posted August 18, 2018 (edited) I am sure there was a way to use both MKS and simple construction but only need rocket parts from ground construction to build with but I cant seem to find the patch/cfg info to do so. has any one else done this? (turn of MKS crafting system and enable the simpler ore to metal to rocket parts of ground construction) Edited August 18, 2018 by wenth Quote Link to comment Share on other sites More sharing options...
KerbolExplorer Posted August 19, 2018 Share Posted August 19, 2018 10 hours ago, voicey99 said: See this page of the MKS wiki. It directed me to a Minecraft wiki Quote Link to comment Share on other sites More sharing options...
voicey99 Posted August 19, 2018 Share Posted August 19, 2018 11 hours ago, juanml82 said: Can the seconds between each "recharge" of the powercouplers be shortened? In my Mun and Minmus bases I have just two miners around the base, each with just one MEU-500-A drill with all three heads operating and one Ranger thermal control system active and even with 4000 EC in their batteries, they end up running out of power and shutting down because they can't recharge quickly enough In lieu of a shorter interval, add more storage at both ends to transfer more power per operation. 1 hour ago, KerbolExplorer said: It directed me to a Minecraft wiki Whoops, my bad with the wrong copypaste. Here's the page. Quote Link to comment Share on other sites More sharing options...
KerbolExplorer Posted August 19, 2018 Share Posted August 19, 2018 26 minutes ago, voicey99 said: In lieu of a shorter interval, add more storage at both ends to transfer more power per operation. Whoops, my bad with the wrong copypaste. Here's the page. OK thanks! Quote Link to comment Share on other sites More sharing options...
Morbanth Posted August 19, 2018 Share Posted August 19, 2018 Suggestion: option to hide the disassemble button unless the Kerbal is holding a tool. I keep accidentally hitting it. Quote Link to comment Share on other sites More sharing options...
juanml82 Posted August 19, 2018 Share Posted August 19, 2018 (edited) 5 hours ago, voicey99 said: In lieu of a shorter interval, add more storage at both ends to transfer more power per operation. But is it a matter of electric storage capacity or fuel flow? If I read the stats correctly, each drill head consumes 85.81 Ec/sec and the thermal thing consumes 2.5, for a total of 259,93 ec/sec (for all three heads working at once). So if over 5 seconds the coupler doesn't deliver 1300 ec, then it will eventually run out of power anyway. Otoh, now that I'm checking the numbers, are the powercouplers designed to power those drills? They consume a lot of power Otoh2: I'm not reading the electric consumption in the VAB right, am I? A single 1.25m reactor, which delivers 200 Ec/sec can power that small rig Edited August 19, 2018 by juanml82 Quote Link to comment Share on other sites More sharing options...
voicey99 Posted August 19, 2018 Share Posted August 19, 2018 (edited) 1 hour ago, juanml82 said: But is it a matter of electric storage capacity or fuel flow? If I read the stats correctly, each drill head consumes 85.81 Ec/sec and the thermal thing consumes 2.5, for a total of 259,93 ec/sec (for all three heads working at once). So if over 5 seconds the coupler doesn't deliver 1300 ec, then it will eventually run out of power anyway. Otoh, now that I'm checking the numbers, are the powercouplers designed to power those drills? They consume a lot of power Power couplers are just to transmit energy from ship to ship for whatever reason. The reason adding more storage increases the transfer rate is because whenever a transfer instance takes place up to 10% of the storage capacity of the smallest vessel can be transferred in one go, so if you needed 1.2kEC/s you would need a minimum of 1,200 * [however many seconds between transfers] worth of EC storage. Edited August 19, 2018 by voicey99 Quote Link to comment Share on other sites More sharing options...
Shoryuken Posted August 19, 2018 Share Posted August 19, 2018 On 8/11/2018 at 8:26 PM, Shoryuken said: Hi there, im having a little issue with the Status Screen, if im on a vessel for a little longer than the other vessels what are flying around showing up in the screen as out of EC and until i switch to them they will countdown... they still have plently of EC though can i solve that somehow ? It took a while but i solved that problem by myself.... Quote Link to comment Share on other sites More sharing options...
Jhaxxar Posted August 20, 2018 Share Posted August 20, 2018 On 8/18/2018 at 4:32 PM, RoverDude said: Yep, an IVA Which does not exist for that model Shame. I assume that someone has told them about this problem. If not I will. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted August 20, 2018 Share Posted August 20, 2018 56 minutes ago, Jhaxxar said: I assume that someone has told them about this problem. If not I will The "them" in this case is RoverDude, the guy who answered your question and who also made this mod. Many/most of his crewed parts don't have IVAs; he's said before that he doesn't like making them. (Many modders don't, because they're a pain and people don't look at them much anyway.) Quote Link to comment Share on other sites More sharing options...
garbfink Posted August 20, 2018 Share Posted August 20, 2018 Hi. I'm sorry for asking this because I'm sure it has been asked before although searching and trawling through 3000+ posts is proving quite difficult. But can someone please answer this simple question for me: does MKS work on version 1.4.5? I notice it's not on ckan and github / spacedock are showing it for version 1.3.x Thanks G Quote Link to comment Share on other sites More sharing options...
Brigadier Posted August 20, 2018 Share Posted August 20, 2018 43 minutes ago, garbfink said: Hi. I'm sorry for asking this because I'm sure it has been asked before although searching and trawling through 3000+ posts is proving quite difficult. But can someone please answer this simple question for me: does MKS work on version 1.4.5? I notice it's not on ckan and github / spacedock are showing it for version 1.3.x Thanks G Yes, and the USI mods are definitely on CKAN. Have you allowed CKAN to see 1.4.5 compatible mods (under CKAN > Settings > Compatible KSP versions)? Quote Link to comment Share on other sites More sharing options...
devblazer Posted August 20, 2018 Share Posted August 20, 2018 Hi, any reason why the 'material processing unit' can only be found by navigating to: Manufacturer->UmbralSpaceIndustries It is not searchable or available in any of the categories, that I can see. Quote Link to comment Share on other sites More sharing options...
Cheif Operations Director Posted August 21, 2018 Share Posted August 21, 2018 I'm not getting the parts do I need to download the source code too or just the .zip file Quote Link to comment Share on other sites More sharing options...
Requia Posted August 21, 2018 Share Posted August 21, 2018 16 minutes ago, Cheif Operations Director said: I'm not getting the parts do I need to download the source code too or just the .zip file Go to the 'releases' tab. Quote Link to comment Share on other sites More sharing options...
Cheif Operations Director Posted August 21, 2018 Share Posted August 21, 2018 Just now, Requia said: Go to the 'releases' tab. I just downloaded the MKS zip as I said do I need the source code zip too? Quote Link to comment Share on other sites More sharing options...
Requia Posted August 21, 2018 Share Posted August 21, 2018 On 8/13/2018 at 4:28 PM, Johould said: Strange, an MEU-100 it definitely lost the engineer skill bonus when I separated my test rover. What did you test? I just tested a little two-part rover on the runway, with drills and a non-engineer kerbal on one side of the separator, and the engineer on the other. Drill load was 85% with them docked (3-star engineer), only 5% undocked. A bootstrapping base already on the Mun. I went and did some more testing (I'm unhooking to go get more substrate anyway) until I broke it, and it seems that when I have both the engineer and the miner in the rover there's no manned bonus, but if I have one in each the manned bonus stays the same (less the loss of the radiator on the rover). So I will need on miner per drill rig, but they'll benefit all rigs. More worryingly is the stuff that came up about remote power while I was away. Half the reason I'm doing this is the terrible thermals caused by hooking the reactor to the drill rig. Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted August 21, 2018 Share Posted August 21, 2018 26 minutes ago, Cheif Operations Director said: I just downloaded the MKS zip as I said do I need the source code zip too? If you have to ask the question the answer is clear: No. The source code is for us code monkeys, it's of no use to the untrained. Quote Link to comment Share on other sites More sharing options...
Requia Posted August 21, 2018 Share Posted August 21, 2018 28 minutes ago, Cheif Operations Director said: I just downloaded the MKS zip as I said do I need the source code zip too? No. Quote Link to comment Share on other sites More sharing options...
Cheif Operations Director Posted August 21, 2018 Share Posted August 21, 2018 Where are these new parts I did not find them Quote Link to comment Share on other sites More sharing options...
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