I likeOxidizerrfuel Posted October 1, 2018 Share Posted October 1, 2018 How to properly install USI mods? I keep having this problem when copying the USI folder and when I go into the SPH/VAB and or scanning for resources I have the same name and category and it annoys me. Quote Link to comment Share on other sites More sharing options...
strudo76 Posted October 1, 2018 Share Posted October 1, 2018 15 hours ago, Kaa253 said: First I am going to say that I don't really know the answer to your question! I have not yet got around to playing with realism overhaul. However, if I was to give it a try I would go to the Github releases page from the OP and then grab the last version of MKS for your KSP version. For KSP 1.3.1 that looks like MKS v0.53.2.0 or else for KSP 1.3.0 I would try MKS v0.52.2.0. Good plan, thanks 14 hours ago, voicey99 said: As far as I know, there are no mods in RO that conflict with MKS (unless you have Kerbalism) and it can be added just fine. It has support for TAC-LS as well. Is TAC-LS part of the RO install? Do you think I could I leave out TAC-LS and use USI-LS, or does RO have mods with TAC-LS hard dependencies? Not that I really have a preference for USI-LS, just that they seem to go together. Thanks Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 1, 2018 Share Posted October 1, 2018 19 minutes ago, I likeOxidizerrfuel said: How to properly install USI mods? I keep having this problem when copying the USI folder and when I go into the SPH/VAB and or scanning for resources I have the same name and category and it annoys me. Same way you install any mods. Make sure if the zip file has a gamedata folder you copy the contents into gamedata. IE you should never have a situation with your gamedata folder looking like gamedata\gamedata Quote Link to comment Share on other sites More sharing options...
voicey99 Posted October 2, 2018 Share Posted October 2, 2018 17 hours ago, strudo76 said: Is TAC-LS part of the RO install? Do you think I could I leave out TAC-LS and use USI-LS, or does RO have mods with TAC-LS hard dependencies? Not that I really have a preference for USI-LS, just that they seem to go together. TAC-LS is an optional RO mod, and it's recommended for use with RO since it's more realistic while not breaking things like Kerbalism. There's nothing stopping you from using USI-LS (which MKS is indeed designed to go with) though. Quote Link to comment Share on other sites More sharing options...
El Tardos Posted October 7, 2018 Share Posted October 7, 2018 Does someone know where is located the efficiency code in a MKS install ? I may try to copy the code from a working 1.3.1 version to a 1.4.x one and then rework it for 1.4.x. It may not be as good as the RoverDude code but if it works it will be a good fix. Cheers. Quote Link to comment Share on other sites More sharing options...
TheSpacePlaneArchitect Posted October 7, 2018 Share Posted October 7, 2018 I can't deploy any USI modules. Even the Karibou Cargo bay does not deploy. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 7, 2018 Author Share Posted October 7, 2018 1 hour ago, TheSpacePlaneArchitect said: I can't deploy any USI modules. Even the Karibou Cargo bay does not deploy. Sounds like a bad install. Need more specificity Quote Link to comment Share on other sites More sharing options...
TheSpacePlaneArchitect Posted October 7, 2018 Share Posted October 7, 2018 2 minutes ago, RoverDude said: Sounds like a bad install. Need more specificity Well, i'm running 64 bit 1.3.1 KSP, downloaded the mod from here. I don't think it is a version problem. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 7, 2018 Author Share Posted October 7, 2018 2 minutes ago, TheSpacePlaneArchitect said: Well, i'm running 64 bit 1.3.1 KSP, downloaded the mod from here. I don't think it is a version problem. 'Here' is very vague, also given the latest versions are 1.4.x only. Quote Link to comment Share on other sites More sharing options...
TheSpacePlaneArchitect Posted October 7, 2018 Share Posted October 7, 2018 1 minute ago, RoverDude said: 'Here' is very vague, also given the latest versions are 1.4.x only. Where can i download a 1.3 version? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 7, 2018 Share Posted October 7, 2018 (edited) 1 hour ago, TheSpacePlaneArchitect said: Where can i download a 1.3 version? Click on the catalog link in @RoverDude's signature above. Go to the github repo and search through the releases until you find the 1.3 version Edited October 7, 2018 by goldenpsp Quote Link to comment Share on other sites More sharing options...
Blasty McBlastblast Posted October 8, 2018 Share Posted October 8, 2018 Is there a way to disable the "disassemble part" right click option, or add a second "are you sure?!" step? I've ruined several missions lately by accidentally disassembling critical parts Quote Link to comment Share on other sites More sharing options...
TheSpacePlaneArchitect Posted October 8, 2018 Share Posted October 8, 2018 On 10/7/2018 at 4:50 PM, goldenpsp said: Click on the catalog link in @RoverDude's signature above. Go to the github repo and search through the releases until you find the 1.3 version Thanks. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted October 10, 2018 Share Posted October 10, 2018 On 10/8/2018 at 1:30 PM, Blasty McBlastblast said: Is there a way to disable the "disassemble part" right click option, or add a second "are you sure?!" step? I've ruined several missions lately by accidentally disassembling critical parts Delete the UmbraSpaceIndustries/MKS/Patches/ScrapParts.cfg file to remove the option across all parts. Quote Link to comment Share on other sites More sharing options...
Blasty McBlastblast Posted October 10, 2018 Share Posted October 10, 2018 @voicey99 Brilliant! My kerbonauts can now clumsily collect science with confidence! Later, when I need to deliberately scrap parts, I will just reinstall the cfg file Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted October 11, 2018 Share Posted October 11, 2018 Are there any containers for ColonySupplies? As far as I can tell none of the parts that use ColonySupplies have storage space for them, which makes it rather difficult to store them. Quote Link to comment Share on other sites More sharing options...
Baladain Posted October 11, 2018 Share Posted October 11, 2018 44 minutes ago, RocketSquid said: Are there any containers for ColonySupplies? As far as I can tell none of the parts that use ColonySupplies have storage space for them, which makes it rather difficult to store them. MKS Ranger and Tundra inflatable storage module, MK-V supply readi-pac, all the Kontainers Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted October 11, 2018 Share Posted October 11, 2018 29 minutes ago, Baladain said: MKS Ranger and Tundra inflatable storage module, MK-V supply readi-pac, all the Kontainers Ah, that makes sense. Other question: The wiki claims that there's a resource called "Transport Credits" which can be produced in logistics modules. However, I've checked the cfg files for all of the logistics modules, and they have orbital logistics modules but no converters. As far as I can tell, there is no Transport Credits resource added. Is the wiki out of date, or have I missed it? Quote Link to comment Share on other sites More sharing options...
Terwin Posted October 11, 2018 Share Posted October 11, 2018 12 hours ago, RocketSquid said: Ah, that makes sense. Other question: The wiki claims that there's a resource called "Transport Credits" which can be produced in logistics modules. However, I've checked the cfg files for all of the logistics modules, and they have orbital logistics modules but no converters. As far as I can tell, there is no Transport Credits resource added. Is the wiki out of date, or have I missed it? From what I understand, they are produced, stored and used in the logistics module. Generally in a just-in-time type approach as they are fast to make but take lots of resources. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted October 11, 2018 Share Posted October 11, 2018 9 minutes ago, Terwin said: From what I understand, they are produced, stored and used in the logistics module. Generally in a just-in-time type approach as they are fast to make but take lots of resources. Ah, okay. How much fuel per kilogram of cargo does it work out to? More expensive than flying rockets yourself? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 11, 2018 Author Share Posted October 11, 2018 44 minutes ago, RocketSquid said: Ah, okay. How much fuel per kilogram of cargo does it work out to? More expensive than flying rockets yourself? Yep - you pay for convenience. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted October 11, 2018 Share Posted October 11, 2018 1 hour ago, RoverDude said: Yep - you pay for convenience. Makes sense. Now to make a space elevator so I can just use short range logistics at any range... Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 11, 2018 Share Posted October 11, 2018 So I realized I haven't actually asked a question in a long time, but suddenly I do. I'm dusting off KSP and playing again and ran into a situation that I realized I wasn't sure the answer. I will test it if nobody knows but I figured I would ask first. Basically, will the academy work properly if a rescued Kerbal is used as a trainer? I guess I've never been this lucky but I recently in my career playthrough rescued a 5 star pilot. I thought great she will be a perfect trainer in my academy. But IIRC the academy "trains" other Kerbals by passing along XP from things they had done, aside from flag planting. So in the case of a rescued Kerbal she is 5 star Kerbal but her XP history is blank. So it seems she would not have any XP items to "pass" along to the trainees. Hopefully this makes sense. If nobody knows I'll test when I'm back home and post my results here if anyone is interested. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 12, 2018 Share Posted October 12, 2018 Ok so I went ahead and tested in career. I took my rescued Level 5 pilot, and put an akademy on Minmus along with 3 newly hired level 0 pilots. All got trained to level 5, which actually was better than expected, as I thought in the past on minmus the best I could get would be level 3. Either way it looks like what I was wanting to test worked. Quote Link to comment Share on other sites More sharing options...
nowanfoo Posted October 13, 2018 Share Posted October 13, 2018 Anyone else having trouble with orbital logistics under linux? A recent system update (debian unstable) has apparently messed something up, and now trying to select orbital logistics gives me a blank grey window with a bit of garbled text in the upper left -- looks like multiple lines of text written over each other. Once this happens I have to close down ksp and restart, since there's no way to get rid of the window or access other kolonization interfaces. I'm running the latest mks (0.55.0.0) via ckan. Quote Link to comment Share on other sites More sharing options...
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