Kethevin Posted July 5, 2019 Share Posted July 5, 2019 CKAN claims this mod is no longer compatible with KSP. Is this temporary? :-) Thanks. Quote Link to comment Share on other sites More sharing options...
Terwin Posted July 5, 2019 Share Posted July 5, 2019 5 hours ago, Kethevin said: CKAN claims this mod is no longer compatible with KSP. Is this temporary? :-) Thanks. Sounds like the metadata file needs to be updated, as I do not beleve there are any problems with running the latest version of MKS on 1.7.2 I suggest setting your compatible versions to include 1.7 for your 1.7.1/2 game. Quote Link to comment Share on other sites More sharing options...
madindehead Posted July 5, 2019 Share Posted July 5, 2019 (edited) I know people are saying there isn't a problem with MKS on 1.7.2, so how are you all getting USI Tools to work properly with 1.7.2? When I load the game I get a "USI Tools - Unsupported KSP version... Please use 1.6" message. Or is that just MiniAVC having a freak out? I only ask because it's not doing it for the other mods from USI. Edited July 5, 2019 by madindehead Quote Link to comment Share on other sites More sharing options...
Terwin Posted July 5, 2019 Share Posted July 5, 2019 8 minutes ago, madindehead said: I know people are saying there isn't a problem with MKS on 1.7.2, so how are you all getting USI Tools to work properly with 1.7.2? When I load the game I get a "USI Tools - Unsupported KSP version... Please use 1.6" message. https://github.com/KSP-CKAN/CKAN/wiki/User-guide#choosing-compatible-game-versions if it says it need 1.6, then add 1.6 as a compatible version Quote Link to comment Share on other sites More sharing options...
madindehead Posted July 5, 2019 Share Posted July 5, 2019 31 minutes ago, Terwin said: https://github.com/KSP-CKAN/CKAN/wiki/User-guide#choosing-compatible-game-versions if it says it need 1.6, then add 1.6 as a compatible version I'm not using CKAN for my mod installations. Quote Link to comment Share on other sites More sharing options...
Drtyhppy2 Posted July 5, 2019 Share Posted July 5, 2019 55 minutes ago, madindehead said: I know people are saying there isn't a problem with MKS on 1.7.2, so how are you all getting USI Tools to work properly with 1.7.2? When I load the game I get a "USI Tools - Unsupported KSP version... Please use 1.6" message. Or is that just MiniAVC having a freak out? I only ask because it's not doing it for the other mods from USI. If you’re getting mini AVC warnings, they can usually be ignored without worry. I have to click off of about a dozen of them every time my game loads. One of the unfortunate side effects of being stuck on KSP 1.4.3. If you’re getting the dialogue box with yellow text that says “Incompatible mods detected” then you might have something serious to worry about. Quote Link to comment Share on other sites More sharing options...
madindehead Posted July 5, 2019 Share Posted July 5, 2019 4 minutes ago, Drtyhppy2 said: If you’re getting mini AVC warnings, they can usually be ignored without worry. I have to click off of about a dozen of them every time my game loads. One of the unfortunate side effects of being stuck on KSP 1.4.3. If you’re getting the dialogue box with yellow text that says “Incompatible mods detected” then you might have something serious to worry about. OK thanks. It's not saying that, it's all still running fine. Will just have to deal with it I guess! Quote Link to comment Share on other sites More sharing options...
QuakeIV Posted July 6, 2019 Share Posted July 6, 2019 so how is that WOLF thing going? Quote Link to comment Share on other sites More sharing options...
tsaven Posted July 6, 2019 Share Posted July 6, 2019 9 hours ago, QuakeIV said: so how is that WOLF thing going? Every time someone asks, RoverDude delays the release by another week. From what he's said, the release of 1.7 and the DLC kinda caught a lot of modders by surprise and has delayed a lot of releases. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted July 6, 2019 Share Posted July 6, 2019 12 minutes ago, tsaven said: From what he's said, the release of 1.7 and the DLC kinda caught a lot of modders by surprise and has delayed a lot of releases. I don't think RoverDude was surprised by 1.7, I guess he was rather busy working on it... Quote Link to comment Share on other sites More sharing options...
xlmt4567 Posted July 8, 2019 Share Posted July 8, 2019 So, guy, i have some problem with the flexotube. After installed it into 2 different module, i try to right-click on one of them to link it together, but it didn't work for some reason. When i right-click on them, it only say " disassemble part" without any link button. Plz tell me if i missin something Quote Link to comment Share on other sites More sharing options...
Tabris Posted July 8, 2019 Share Posted July 8, 2019 1 hour ago, xlmt4567 said: So, guy, i have some problem with the flexotube. After installed it into 2 different module, i try to right-click on one of them to link it together, but it didn't work for some reason. When i right-click on them, it only say " disassemble part" without any link button. Plz tell me if i missin something known issue but with KAS removing the functionality from the pipe connectors (flex-o-tubes are re-sized & re-skinned KAS pipes) i think a fix/workaround was posted a couple of pages back. Quote Link to comment Share on other sites More sharing options...
tsaven Posted July 9, 2019 Share Posted July 9, 2019 On 7/6/2019 at 9:26 AM, infinite_monkey said: I don't think RoverDude was surprised by 1.7, I guess he was rather busy working on it... Curse him and his being too good at his job to devout attention to work that he does for free! Quote Link to comment Share on other sites More sharing options...
madindehead Posted July 10, 2019 Share Posted July 10, 2019 (edited) I can't remember where I saw it but I seem to remember there being a config file to remove the ability to hire Kolonists (Technicians etc) from the Astronaut Complex at KSC. Or am I making that up? I want to use MKS and some of the mods but I'm not too bothered about having the new job traits. I did check the wiki, KSPedia and the config files but I couldn't find anything. Any help would be great Update: I found the setting. It was in the main game difficulty settings. Edited July 10, 2019 by madindehead Found what I needed. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted July 10, 2019 Share Posted July 10, 2019 I was thinking of finally starting and MKS/USI LS game, one question- does Wild Blue Pathfinder etc. conflict with this? I would think it does since it seems to use a slightly different resource set. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted July 10, 2019 Share Posted July 10, 2019 18 minutes ago, vossiewulf said: I was thinking of finally starting and MKS/USI LS game, one question- does Wild Blue Pathfinder etc. conflict with this? I would think it does since it seems to use a slightly different resource set. They are not designed to work together. You could probably make them work together with some MM configs, but you'd be on your own to do that. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted July 10, 2019 Share Posted July 10, 2019 27 minutes ago, goldenpsp said: They are not designed to work together. You could probably make them work together with some MM configs, but you'd be on your own to do that. Yeah, that was my guess. Pity, they sure are easier than most to ship in and get up and working. Thanks for the quick answer. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted July 10, 2019 Share Posted July 10, 2019 3 minutes ago, vossiewulf said: Yeah, that was my guess. Pity, they sure are easier than most to ship in and get up and working. Thanks for the quick answer. I don't know how long it has been since trying MKS but it has a whole set of inflatable modules for setting up starter bases. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted July 11, 2019 Share Posted July 11, 2019 12 hours ago, goldenpsp said: I don't know how long it has been since trying MKS but it has a whole set of inflatable modules for setting up starter bases. I've never tried MKS, wasn't aware it also had inflatables, thanks again. BTW I was reading the wiki last night and although there is a goodly amount of info there, the tutorials left a lot to the imagination. Is there a better tutorial anywhere? Also, the docs say TAC LS is possible but not exactly seamless, requiring manual config work. Is that still the case? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted July 11, 2019 Share Posted July 11, 2019 2 hours ago, vossiewulf said: I've never tried MKS, wasn't aware it also had inflatables, thanks again. BTW I was reading the wiki last night and although there is a goodly amount of info there, the tutorials left a lot to the imagination. Is there a better tutorial anywhere? Also, the docs say TAC LS is possible but not exactly seamless, requiring manual config work. Is that still the case? What I generally do (even though I have used MKS for years) when I haven't played in awhile is start a sandbox game and setup the modules at the KSC and play around to get a feel for how everything works together. TAC-LS is unofficially supported. This means there are community made configs for the integration. @RoverDude is not opposed to including said configs, he just doesn't maintain them himself. I haven't used TAC in years, since USI-LS came out so I don't have any idea how well it works these days. Quote Link to comment Share on other sites More sharing options...
notthebobo Posted July 13, 2019 Share Posted July 13, 2019 I'd like to add a pull request for a variant of the multihub with points every 120 degrees instead of 90 degrees, but I'm having trouble understanding the part config, specifically the structure of the nodes. The current multihub has the following. which indicates the first three points are x for node, z for node (height), and y for node. The following defines three sets of four nodes, each set at a different height (-.5, -.1, and .5) node_stack_FA1=0,-.5,-1.375,0,0,-1,1 node_stack_FA2=-1.375,-.5,0,-1,0,0,1 node_stack_FA3=0,-.5,1.375,0,0,1,1 node_stack_FA4=1.375,-.5,0,1,0,0,1 node_stack_FB1=0,-.1,-1.375,0,0,-1,1 node_stack_FB2=-1.375,-.1,0,-1,0,0,1 node_stack_FB3=0,-.1,1.375,0,0,1,1 node_stack_FB4=1.375,-.1,0,1,0,0,1 node_stack_FC1=0,.5,-1.375,0,0,-1,1 node_stack_FC2=-1.375,.5,0,-1,0,0,1 node_stack_FC3=0,.5,1.375,0,0,1,1 node_stack_FC4=1.375,.5,0,1,0,0,1 I'm able to use the following to put the points in the correct positions: node_stack_FA1=0,-.5,-1.375,0,0,-1,1 node_stack_FA2=-1.1908,-.5,.6875,-1,0,0,1 node_stack_FA3=1.1908,-.5,.6875,0,0,1,1 node_stack_FB1=0,-.1,-1.375,0,0,-1,1 node_stack_FB2=-1.1908,-.1,.6875,-1,0,0,1 node_stack_FB3=1.1908,-.1,.6875,0,0,1,1 node_stack_FC1=0,.5,-1.375,0,0,-1,1 node_stack_FC2=-1.1908,.5,.6875,-1,0,0,1 node_stack_FC3=1.1908,.5,.6875,0,0,1,1 However, the remaining four data points must define the normal for the point or something similar because the nodes don't attach correctly in the VAB. Can someone help me understand the remaining points? Quote Link to comment Share on other sites More sharing options...
notthebobo Posted July 14, 2019 Share Posted July 14, 2019 14 hours ago, notthebobo said: However, the remaining four data points must define the normal for the point or something similar because the nodes don't attach correctly in the VAB. Can someone help me understand the remaining points? Further analysis indicates the node is defined as (node x, node z, node y, normal x, normal z, normal y, unknown). The following part file change places the nodes correctly. node_stack_FA1=0,-.5,-1.375,0,0,-1,1 node_stack_FA2=-1.1908,-.5,.6875,-1,0,0,1 node_stack_FA3=1.1908,-.5,.6875,0,0,1,1 node_stack_FB1=0,-.1,-1.375,0,0,-1,1 node_stack_FB2=-1.1908,-.1,.6875,-1,0,0,1 node_stack_FB3=1.1908,-.1,.6875,0,0,1,1 node_stack_FC1=0,.5,-1.375,0,0,-1,1 node_stack_FC2=-1.1908,.5,.6875,-1,0,0,1 node_stack_FC3=1.1908,.5,.6875,0,0,1,1 However, the shrouding appears to be programmatically aligned with 90 degree nodes (which is understandable. This picture shows some artifacts created when only one item is attached When another item is attached, the shroud appears in the wrong place. So I guess this can't be done with a simple part config change. Pity. Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 14, 2019 Share Posted July 14, 2019 6 minutes ago, notthebobo said: Further analysis indicates the node is defined as (node x, node z, node y, normal x, normal z, normal y, unknown). The following part file change places the nodes correctly. From the wiki, the last one is the size of the node. https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Node_Definitions Quote Link to comment Share on other sites More sharing options...
notthebobo Posted July 14, 2019 Share Posted July 14, 2019 3 minutes ago, DStaal said: From the wiki, the last one is the size of the node. https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Node_Definitions Ah! Great resource, thanks for the link. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted July 18, 2019 Share Posted July 18, 2019 I'm just beginning with MKS, so having some basic questions. One, I apparently have a misunderstanding of hab time calculations, yeah shocking I know. I have an 8 seat vehicle, with a PTD-C Porthole cupola with a .7 hab multiplier. So I get that as 8 weeks hab time, one for each seat, plus the .7 multiplier should result in 13-14 weeks of hab time for the vehicle. I then put only four Kerbals in, I thought they would divide the available hab time between them, giving them about 3.5 weeks each. Instead, I launch them and they say they have 12 days of hab time, as if they're ignoring the available space. So they don't use all available hab time, they just get their one week per seat times the hab multiplier? That doesn't make sense to me. Could someone help me understand this? Quote Link to comment Share on other sites More sharing options...
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