QuakeIV Posted January 19, 2020 Share Posted January 19, 2020 (edited) So eh, any status on the old WOLF thing? Edited January 19, 2020 by QuakeIV Quote Link to comment Share on other sites More sharing options...
caipi Posted January 22, 2020 Share Posted January 22, 2020 (edited) @RoverDude I just noticed that the GC workshop in the MKS Tundra Assembly Plant is only a Ground Workshop, which means that you cannot use it to assemble kit containers unless you are landed and on the ground. It does not work as a workshop as part of an orbital station. Is that on purpose/by design? I always considered the Tundra parts as intended for both, orbital structures and ground structures. So it would be fitting, in my opinion, if the Tundra Assembly Plant could be an orbital and a ground workshop. If it were a Duna-part, I would understand that it is limited to the ground workshop function. If you would like to change it, I just tested it and you only need to change this in the Tundra_AssemblyPlant.cfg: Spoiler MODULE { name = GroundWorkshop Efficiency = 3 } to this: Spoiler MODULE { name = SingleVesselConstructionWorkshop workshopType = ORBITAL } MODULE { name = GroundWorkshop Efficiency = 3 } Unfortunately, you see "Workshop Window" twice. But I can live with it. Spoiler I understand if you're against that change. This might just be my personal observation and flavor. So, just a thought. Edited January 22, 2020 by caipi Quote Link to comment Share on other sites More sharing options...
DoktorKrogg Posted January 25, 2020 Share Posted January 25, 2020 On 1/22/2020 at 2:35 PM, caipi said: Unfortunately, you see "Workshop Window" twice. But I can live with it. It doesn't just show up in the PAW twice, the buttons actually open different instances of the workshop UI which can be confusing since one of them will work and the other won't, depending on the vessel's situation. There isn't really a visual cue either as to which workshop window is the "right" one. This isn't really an MKS issue. More of a GC issue. @allista might have some thoughts though on how to allow a single part to serve both roles. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 25, 2020 Author Share Posted January 25, 2020 Fallback would be (and I am not opposed to this) removing the duplicate functionality and redistributing it to avoid confusion. Quote Link to comment Share on other sites More sharing options...
caipi Posted January 25, 2020 Share Posted January 25, 2020 (edited) 6 hours ago, DoktorKrogg said: There isn't really a visual cue either as to which workshop window is the "right" one. No, there isn't a visual cue. But Since I added the orbital workhop before the ground workshop, I know that the first one is orbital and the lower button is the ground one. That order doesn't magically change. By the way, I forgot to mention that the efficiency multiplier, which works for the ground workshop, doesn't work for the orbital workshop. I tried it at first, but removed the line from the code since it had no functionality. Which is why I didn't add it in my example. Not really a dealbreaker though. @RoverDude Personally, I'd prefer my two buttons with the same label over one button, where only one works at the ground. That was more confusing for me - finding out that the workshop doesn't work in orbital position after having build and assembled my space station. But I understand your point of view. Two buttons with the same label and different functions isn't really intuitive. Edited January 25, 2020 by caipi Quote Link to comment Share on other sites More sharing options...
Black-Two- Posted January 26, 2020 Share Posted January 26, 2020 (edited) Are the dimensions for the Kontainers available online? I'm curious if a 2.5m Kontainer fits inside a Mk3 Cargo Bay CRG-50 and if so how much margin there is. Edit: I don't really need exact measurements, just something relative, like is it as long as X200-32 or a Mk3 Fuel Fuselage? Edited January 26, 2020 by Black-Two- Quote Link to comment Share on other sites More sharing options...
kormer Posted January 26, 2020 Share Posted January 26, 2020 Anyone have a recommendation for a somewhat current youtube series covering this mod in parts or whole? Most of what I'm finding is 5ish years old and I'm not certain how out of date that information is. In particular I'd love to see a series that covers everything necessary to get a self-sustaining base up to building your own off-world crafts. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted January 27, 2020 Share Posted January 27, 2020 6 hours ago, kormer said: Anyone have a recommendation for a somewhat current youtube series covering this mod in parts or whole? Most of what I'm finding is 5ish years old and I'm not certain how out of date that information is. In particular I'd love to see a series that covers everything necessary to get a self-sustaining base up to building your own off-world crafts. I would look through @RoverDude's twitch history. Quote Link to comment Share on other sites More sharing options...
NadenH Posted January 27, 2020 Share Posted January 27, 2020 How do you mine asteroids? I also have RoverDude's Asteroid Recycling Technologies mod installed. This is what I see when returning to one of many of my 'roids in some weird Kerbin orbits. (I capture into SOI and leave alone. Kerbin looks like some weird atom.) Above is what I see loading my save and going to this ship. Those jaws (highlighted part) are equivalent to the Adv. Grabbing Unit with some additional functionality and part of A.R.T. The info for this particular asteroid in the save file is as follows: PART { name = PotatoRoid cid = 0 uid = 691163593 mid = 691163593 persistentId = 1671865090 launchID = 0 parent = 6 position = 0.23336416482925415,-15.98309326171875,0.59729158878326416 rotation = -0.244546145,-0.155164838,-0.799143553,0.52676177 mirror = 1,1,1 symMethod = Radial istg = -1 resPri = 0 dstg = 0 sqor = 0 sepI = -1 sidx = 0 attm = 0 sameVesselCollision = False srfN = , -1 attN = grapple, 6 mass = 208.408829 shielded = False temp = 244.93118289835979 tempExt = 244.89512154096647 tempExtUnexp = 282.34616399197904 staticPressureAtm = 0 expt = 0.449999988 state = 1 PreFailState = 0 attached = True autostrutMode = Off rigidAttachment = False flag = rTrf = PotatoRoid modCost = 0 EVENTS { } ACTIONS { ToggleSameVesselInteraction { actionGroup = None wasActiveBeforePartWasAdjusted = False } SetSameVesselInteraction { actionGroup = None wasActiveBeforePartWasAdjusted = False } RemoveSameVesselInteraction { actionGroup = None wasActiveBeforePartWasAdjusted = False } } PARTDATA { } MODULE { name = ModuleAsteroid isEnabled = True seed = -65632496 AsteroidName = Ast. DIA-595 prefabBaseURL = Procedural/PA_C currentState = 1 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidInfo isEnabled = True massThreshold = 37.513589172363282 currentMass = 208.40882873535156 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.134955749 displayAbundance = 0.110663712 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.115044251 displayAbundance = 0.0943362862 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.121681415 displayAbundance = 0.0997787565 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.126106188 displayAbundance = 0.10340707 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.132743359 displayAbundance = 0.108849555 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.154867262 displayAbundance = 0.126991153 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.00999999978 displayAbundance = 0.00820000004 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.00999999978 displayAbundance = 0.00820000004 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.00999999978 displayAbundance = 0.00820000004 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.196902648 displayAbundance = 0.161460176 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_DynamicTank isEnabled = True maxCapacity = 0 availCapacity = 0 stepSize = 500 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_AsteroidTank isEnabled = True OriginalMass = 91.088760375976563 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_ModuleRecycleablePart isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleB9PropagateCopyEvents isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } } I've placed a Surface Scanning Module on crafts and they do not see anything in the 'roids. I was thinking about switching parts out.... Narrow band scanner... that also say "planets and moons" in the text. Any ideas? Workarounds? @RoverDude, bug? Thanks. Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted January 28, 2020 Share Posted January 28, 2020 (edited) deleted Edited January 28, 2020 by SpacedInvader Quote Link to comment Share on other sites More sharing options...
Such Posted January 28, 2020 Share Posted January 28, 2020 I enjoyed this series - a little old now so he starts building on Minmus painstakingly with KAS one module at a time, but by halfway through he's using Ground Construction. It does pre-date orbital Global Construction & kit assembly, but all the key USI parts are there. He works towards a full-scope base on Duna. The style is entertaining and he, shall we say, learns a lot from his mistakes! Quote Link to comment Share on other sites More sharing options...
NadenH Posted January 29, 2020 Share Posted January 29, 2020 I discovered my problem mining 'roids. Like my scanner problem... the in-game text says "planetary" with the MKS drills. The stock drill has an asteroid module and can mine them. Quote Link to comment Share on other sites More sharing options...
Kolya18 Posted January 29, 2020 Share Posted January 29, 2020 Please help me!I dont see pulse drills at any category!What I need to do to fix it Quote Link to comment Share on other sites More sharing options...
Kolya18 Posted January 29, 2020 Share Posted January 29, 2020 18 minutes ago, Kolya18 said: Please help me!I dont see pulse drills at any category!What I need to do to fix it https://ibb.co/PWfsS4s Quote Link to comment Share on other sites More sharing options...
CateredCarrot Posted January 30, 2020 Share Posted January 30, 2020 16 hours ago, Kolya18 said: Please help me!I dont see pulse drills at any category!What I need to do to fix it Are you using the Restock mod? If affirmative, take a look on the previous page of this thread as a similar issue was discussed. Quote Link to comment Share on other sites More sharing options...
Kolya18 Posted January 31, 2020 Share Posted January 31, 2020 On 1/30/2020 at 3:54 PM, CateredCarrot said: Are you using the Restock mod? If affirmative, take a look on the previous page of this thread as a similar issue was discussed. I don't use it Quote Link to comment Share on other sites More sharing options...
CateredCarrot Posted February 4, 2020 Share Posted February 4, 2020 On 1/31/2020 at 5:40 PM, Kolya18 said: I don't use it I don’t think I can you much then as I don’t know anything about modding.. the issue with Restock was that it replaced the original drill texture, which is used by the MKS big drills. If you have any mod that modifies this texture, the part will not load at all. Quote Link to comment Share on other sites More sharing options...
Danilo Coelho Posted February 5, 2020 Share Posted February 5, 2020 Does anybody now if the bigger inline reaction wheel has been removed from the mod. I'm seeing just the one with a ring. (I'm using reestock mod) Quote Link to comment Share on other sites More sharing options...
Danilo Coelho Posted February 5, 2020 Share Posted February 5, 2020 On 12/27/2019 at 9:59 PM, CateredCarrot said: HI @ISzox. I had the same issue. The reason was the ReStock Mod. After I whitelisted Squad/Parts/Resources/RadialDrill/ the MKS big drills showed up. The link below detalis how to do it. https://github.com/PorktoberRevolution/ReStocked/wiki/Asset-Blacklist-and-Whitelist Btw, @RoverDude thank you a lot for this great mod! Can you provide your cfg file? I'm a noob about programming. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 5, 2020 Author Share Posted February 5, 2020 12 hours ago, Danilo Coelho said: Does anybody now if the bigger inline reaction wheel has been removed from the mod. I'm seeing just the one with a ring. (I'm using reestock mod) MKS doesn't add a reaction wheel but FTT does. The 5m was a part mashup so no idea if Restock is affecting it.... *grumbles about how mods should do no harm...* Quote Link to comment Share on other sites More sharing options...
Danilo Coelho Posted February 5, 2020 Share Posted February 5, 2020 (edited) 1 hour ago, RoverDude said: MKS doesn't add a reaction wheel but FTT does. The 5m was a part mashup so no idea if Restock is affecting it.... *grumbles about how mods should do no harm...* I just realized it. After looking my ksp log, i've seen that i lot of the mks constelation mod's parts aren't beeing compiled because restock prevent the loading of stock textures. I'm still looking for a easier fix than whitelisting all the parts. Edited February 5, 2020 by Danilo Coelho Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 5, 2020 Author Share Posted February 5, 2020 30 minutes ago, Danilo Coelho said: I just realized it. After looking my ksp log, i've seen that i lot of the mks constelation mod's parts aren't beeing compiled because restock prevent the loading of stock textures. I'm still looking for a easier fix than whitelisting all the parts. Ask the Restock devs not to screw with other mods? Or alternatively, I happily take pull requests if they want to do the whitelisting for my mods. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted February 5, 2020 Share Posted February 5, 2020 2 minutes ago, RoverDude said: Ask the Restock devs not to screw with other mods? Or alternatively, I happily take pull requests if they want to do the whitelisting for my mods. I already did do so a few weeks ago so you should be good to go. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 5, 2020 Author Share Posted February 5, 2020 Just now, Poodmund said: I already did do so a few weeks ago so you should be good to go. Excellente! Thank you good sir Quote Link to comment Share on other sites More sharing options...
Poodmund Posted February 5, 2020 Share Posted February 5, 2020 3 minutes ago, RoverDude said: Excellente! Thank you good sir No worries, always happy to help with interoperability between mods. 1 hour ago, RoverDude said: *grumbles about how mods should do no harm...* Pedantic semantics but it only affects vanilla assets and not modded assets. At least it's not affecting parts that are created by mods... catch all solutions are a fallacy but they can be good with a little bit of elbow grease work. If you come across any more issues between the mods please let me (us... ReStock team) know and we can hash out PRs if necessary. Quote Link to comment Share on other sites More sharing options...
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