Friznit Posted February 19, 2019 Share Posted February 19, 2019 Duna recyclers turning off is a known issue though I don't know if anyone has managed to figure out the cause yet. In the meantime a workaround is to add the Recyclers to an action menu item and use something like Smart Parts to periodically turn them back on. I've noticed with things like the Agri and Hab modules that they sometimes show all configuration options when they are first deployed, regardless of which setting you preconfigured in the VAB. However, only the pre-selected option will stay on after reloading the scene; the others will have turned off. Quote Link to comment Share on other sites More sharing options...
jzroth Posted February 22, 2019 Share Posted February 22, 2019 (edited) I'm having weird heat issues with a 1.25m reactor at my Mun base which is supplying power to MPU's and drills on its own vessel as well as several other vessels via microwave power transmitter. Specifically, when I time warp, the reactor gets random spikes of massive amounts of heat (many thousands of K) which if I time warp fast enough are enough to blow up the whole vessel. These heat spikes seem particularly bad at munar nightfall, when the base's solar panels stop producing power and there's a sudden increase in demand from the reactor. The reactor is adequately cooled, and works completely fine under load when not timewarping. Is this a bug or do I have it set up wrong? Edited February 22, 2019 by jzroth Quote Link to comment Share on other sites More sharing options...
TackleMcClean Posted February 22, 2019 Share Posted February 22, 2019 6 hours ago, jzroth said: I'm having weird heat issues with a 1.25m reactor at my Mun base which is supplying power to MPU's and drills on its own vessel as well as several other vessels via microwave power transmitter. Specifically, when I time warp, the reactor gets random spikes of massive amounts of heat (many thousands of K) which if I time warp fast enough are enough to blow up the whole vessel. These heat spikes seem particularly bad at munar nightfall, when the base's solar panels stop producing power and there's a sudden increase in demand from the reactor. The reactor is adequately cooled, and works completely fine under load when not timewarping. Is this a bug or do I have it set up wrong? Are you running multiple drill "heads" /sorters/filters (can't remember the name) on your drills at the same time? I know you're not supposed to do that at least. Quote Link to comment Share on other sites More sharing options...
jzroth Posted February 22, 2019 Share Posted February 22, 2019 (edited) 3 hours ago, TackleMcClean said: Are you running multiple drill "heads" /sorters/filters (can't remember the name) on your drills at the same time? I know you're not supposed to do that at least. nope, just one head per drill. The problem seems to be caused by the reactor, because before I attached the reactor I had this design running on solar power and it worked fine even at full warp. Edited February 22, 2019 by jzroth Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 22, 2019 Share Posted February 22, 2019 1 hour ago, jzroth said: nope, just one head per drill. The problem seems to be caused by the reactor, because before I attached the reactor I had this design running on solar power and it worked fine even at full warp. I've had this issue with them as well, with the reactors being the only heat-generating parts on the ship. It seems to just be a consequence of KSP physics at high warps, in that it could be simply missing cooling ticks and the reactor blows up before it can access cooling again or automatically shut down. This issue has been around for years, at any rate. You might just need to turn the reactor off during high warp, do them from the tracking station or check "ignore max temp" in the cheat menu. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 22, 2019 Share Posted February 22, 2019 12 hours ago, jzroth said: I'm having weird heat issues with a 1.25m reactor at my Mun base which is supplying power to MPU's and drills on its own vessel as well as several other vessels via microwave power transmitter. Specifically, when I time warp, the reactor gets random spikes of massive amounts of heat (many thousands of K) which if I time warp fast enough are enough to blow up the whole vessel. These heat spikes seem particularly bad at munar nightfall, when the base's solar panels stop producing power and there's a sudden increase in demand from the reactor. The reactor is adequately cooled, and works completely fine under load when not timewarping. Is this a bug or do I have it set up wrong? Are you using any mods which changes the time warp? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 22, 2019 Share Posted February 22, 2019 (edited) 41 minutes ago, voicey99 said: I've had this issue with them as well, with the reactors being the only heat-generating parts on the ship. It seems to just be a consequence of KSP physics at high warps, in that it could be simply missing cooling ticks and the reactor blows up before it can access cooling again or automatically shut down. This issue has been around for years, at any rate. You might just need to turn the reactor off during high warp, do them from the tracking station or check "ignore max temp" in the cheat menu. This is a bug feature. If you're familiar with Nertea's Far Future Tech, this feature is exactly why Nertea sidelined that mod. At a certain height of timewarp, KSP stops calculating heat. When you stop warp, the heat catchup spreads the accumulated heat throughout the craft, endangering all parts that have low heat tolerance or would otherwise be overwhelmed by the sheer bulk of heat. Supposedly you can dampen this by attaching powerful radiators that cool only their parent and grandparent parts but I know not of any mods that provide such radiators. 34 minutes ago, linuxgurugamer said: Are you using any mods which changes the time warp? Other mods are not a cause or related to it. It's a flaw in KSP. Edited February 22, 2019 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Louis93 Posted February 22, 2019 Share Posted February 22, 2019 Is it possible to use this with TAC life support? Quote Link to comment Share on other sites More sharing options...
Friznit Posted February 23, 2019 Share Posted February 23, 2019 https://github.com/UmbraSpaceIndustries/MKS/wiki/Mod-Support Technically yes, but you don't gain much over USI LS and several MKS parts will be redundant. It really is better to use USI LS, which MKS is designed for. You can change the settings to more closely resemble TAC LS, such as disabling the habitation mechanic. Quote Link to comment Share on other sites More sharing options...
dlrk Posted February 23, 2019 Share Posted February 23, 2019 Just wondering, but wouldn't the Tundra modules make more sense in the Colonization tech node instead of long term habitation? IMO, it would be better to have the Duna series in one lower level node, and Tundra in a higher node. Here's a link to a CFG I made for that, if anyone wants it: https://www.dropbox.com/s/bcgeaxbxo83j9ov/MKS_CTT.cfg?dl=0 Quote Link to comment Share on other sites More sharing options...
Jamiroquai0 Posted February 23, 2019 Share Posted February 23, 2019 Hi, I’m a fresh forum user asking a question I couldn’t find on the MKS wiki or FAQ, it’s aboht homesickness and the Tundra Medical Bay. I sent my kerbals to my expansive Duna base, but sent them in a tiny ship with no supplies or habitat features, with the assumption I could fix them up in the medbay once they land on duna. Ive turned medbay ‘on’ but it hasn’t fixed their homesickness... does it take a while to undo their homesickness? thank you, J Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 23, 2019 Share Posted February 23, 2019 9 minutes ago, Jamiroquai0 said: Hi, I’m a fresh forum user asking a question I couldn’t find on the MKS wiki or FAQ, it’s aboht homesickness and the Tundra Medical Bay. I sent my kerbals to my expansive Duna base, but sent them in a tiny ship with no supplies or habitat features, with the assumption I could fix them up in the medbay once they land on duna. Ive turned medbay ‘on’ but it hasn’t fixed their homesickness... does it take a while to undo their homesickness? thank you, J I'm not sure of the exact maths, but I believe the medbay takes time to bring your kerbals back, and that time is proportionally or otherwise linked to how long they have been out for. Quote Link to comment Share on other sites More sharing options...
Jamiroquai0 Posted February 24, 2019 Share Posted February 24, 2019 3 hours ago, voicey99 said: I'm not sure of the exact maths, but I believe the medbay takes time to bring your kerbals back, and that time is proportionally or otherwise linked to how long they have been out for. Thanks voicey, I had suspected that but got a bit worried when it didn’t work straight away. Ill just leave them in there for a while and see how I go! Quote Link to comment Share on other sites More sharing options...
Vandernugget Posted February 25, 2019 Share Posted February 25, 2019 On 2/6/2019 at 2:13 AM, ChrisF0001 said: That also just happened to me (a bit more of a shame for the automatic drill outpost an hour's drive from anywhere...), and also all the habitats turned off, and fully half my Kerbals became tourists. Reactivating the hab modules helped some, but not all, and Minmus City is now going to need quite a tricky rescue operation of some kind... That leads me to wonder - has some other variable changed, or was I using some custom setting that has now been reset? Or something else? I've had this same issue. I've been watching this topic, but I missed any resolution to this; did anyone ever find any solution? Quote Link to comment Share on other sites More sharing options...
jzroth Posted February 26, 2019 Share Posted February 26, 2019 On 2/22/2019 at 1:34 PM, JadeOfMaar said: This is a bug feature. If you're familiar with Nertea's Far Future Tech, this feature is exactly why Nertea sidelined that mod. At a certain height of timewarp, KSP stops calculating heat. When you stop warp, the heat catchup spreads the accumulated heat throughout the craft, endangering all parts that have low heat tolerance or would otherwise be overwhelmed by the sheer bulk of heat. Supposedly you can dampen this by attaching powerful radiators that cool only their parent and grandparent parts but I know not of any mods that provide such radiators. Other mods are not a cause or related to it. It's a flaw in KSP. I've just had another incident where it blew up the craft after a time-warp when it wasn't even focused! I was time-warping at the tracking station and when I switched back it blew up. Is there no way to fix this? Or if not, what should I be doing for overnight power supply at an industrial Mun base? Quote Link to comment Share on other sites More sharing options...
alien_wind Posted February 26, 2019 Share Posted February 26, 2019 I must ask: is there any functions that the non-stock career kerbals can do that the stock kerbals can't fulfill? what is their merit Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted February 26, 2019 Share Posted February 26, 2019 26 minutes ago, alien_wind said: I must ask: is there any functions that the non-stock career kerbals can do that the stock kerbals can't fulfill? what is their merit They are more specialized to a task, and as a result are less expensive to hire. Hiring kerbals gets expensive quickly. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 26, 2019 Share Posted February 26, 2019 6 hours ago, jzroth said: I've just had another incident where it blew up the craft after a time-warp when it wasn't even focused! I was time-warping at the tracking station and when I switched back it blew up. Is there no way to fix this? Or if not, what should I be doing for overnight power supply at an industrial Mun base? I'm not in position to offer you an MM patch to strip out the need for radiators. If I was to offer one, it would be such that it keeps the spooling (warm up) functionality of the reactor because that's an awesome feature, but reduces the radiator requirement to just 50kW (covered by the smallest stock radiators). The most convenient option (without messing with config files, that is) would be to install USI's Karbonite and use that just for its very potent Karb-Electric generators (The small one takes 0.1/s for 30 EC/s and the large one, 2.5m inline, takes 1/s for 500 EC/s). It's easy to get to self-powering on a fuel cell-alike system on Karbonite, granted your base's location is rich in it or you can manage a logistics hub for it. Quote Link to comment Share on other sites More sharing options...
alien_wind Posted February 26, 2019 Share Posted February 26, 2019 1 hour ago, goldenpsp said: They are more specialized to a task, and as a result are less expensive to hire. Hiring kerbals gets expensive quickly. yea well I developed a habit long ago to not hire kerbals I just take save mission so instead of costing me money it's a steady revenue stream also with mks I get more experienced kerbals Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted February 26, 2019 Share Posted February 26, 2019 3 hours ago, goldenpsp said: They are more specialized to a task, and as a result are less expensive to hire. Hiring kerbals gets expensive quickly. Why hire Kerbals? They'll pay to join you via rescue contracts. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted February 26, 2019 Share Posted February 26, 2019 (edited) 28 minutes ago, Loren Pechtel said: Why hire Kerbals? They'll pay to join you via rescue contracts. I don't care if you hire or not. @alien_wind asked why they exist. I answered. Edited February 26, 2019 by goldenpsp Quote Link to comment Share on other sites More sharing options...
ChrisF0001 Posted February 27, 2019 Share Posted February 27, 2019 On 2/25/2019 at 8:32 PM, Vandernugget said: I've had this same issue. I've been watching this topic, but I missed any resolution to this; did anyone ever find any solution? I haven't seen a resolution yet. Based on what has happened since, I think it may have something to do with overcrowding - sometimes Kerbals return to duty if others leave the scene somehow, be it in a rover, or on one memorable occasion that I quick-loaded back from, when I accidentally clicked 'Compress and rotate' instead of just 'Compress' on some construction ports and half the base exploded. The survivors returned to duty promptly. I choose to read nothing sinister into this. Still, it's all a little strange. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted February 27, 2019 Share Posted February 27, 2019 I just realized the Drill-O-Matic has entries for Lodes. Is that a new feature? Can the drill be used to mine resource lodes instead of attaching to them using the claw? Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted March 2, 2019 Share Posted March 2, 2019 My first try at local logistics, what am I missing?? 1.6.1, everything updated as per Steam & CKAN. Vessel #1: Mining vessel. What is of interest is the Kontainer with 3900 units of ore and increasing. Planetary warehouse on , local warehouse on, pump is on, level 16. There is a Duna logistics module on it with a level 5 engineer. Vessel #2, parked maybe 20m away: Refining vessel. It has a Kontainer set to ore, planetary warehouse on, local warehouse on, pump is on, level 0. There is a Duna pioneer module on it with a level 5 engineer. Ore continues to accumulate in vessel #1, none of it shows up in #2. This is on the shores of Kerbin, a few km from KSC. As a test I tried reversing the pump levels, no change. The miner continues to mine, the refiner is starved and does nothing. Both vessels have plenty of energy, the miner has successfully operated overnight, the refiner hasn't spent a night out yet. Quote Link to comment Share on other sites More sharing options...
Darkherring Posted March 2, 2019 Share Posted March 2, 2019 Does your refiner have kontainer for the refined goods? What does it say when your click on the refiner? Missing ore? Or something else? Quote Link to comment Share on other sites More sharing options...
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