maja Posted August 19, 2020 Share Posted August 19, 2020 22 minutes ago, goldenpsp said: Yea there's a reason most people don't try to upgrade mid save. Where's the fun in that? More reasons to maintenance flights after such an update Quote Link to comment Share on other sites More sharing options...
Gilph Posted August 19, 2020 Share Posted August 19, 2020 On 8/17/2020 at 4:05 AM, siderr said: Quick question, is there any way to autoupdate the planetary stockpile without the need to switch to every extractor/producer on a surface? Not in the current and prior versions. The new WOLF version is supposed to address that, but it's not ready yet. Also, it's best to visit all of the things that produce, like drills, first to fill up the PL storage, then visit the things that consume it. Quote Link to comment Share on other sites More sharing options...
Shaman Posted August 21, 2020 Share Posted August 21, 2020 Hey @Roverdude, Just FYI for 1.10.1. The reactor control panel does not appear in the toolbar, however this may be a NFE tool I can't remember. In any event, I can start the reactor, but the core temperature never changes and it never produces electricity. Also, there are no sliders to control the output. I've tested it in my KSP test instance (KSP 1.10.1 and USI mods only see below) so there shouldn't be any conflicts with other mods. AT Utils (AT-Utils v1.9.6) Breaking Ground (BreakingGround-DLC 1.5.1) Community Category Kit (CommunityCategoryKit 5.1.0.0) Community Resource Pack (CommunityResourcePack 1.3.0.0) Firespitter Core (FirespitterCore v7.15) Global Construction Core (GroundConstruction-Core 2.6.4.1) Konstruction (Konstruction 1.3.0.0) Making History (MakingHistory-DLC 1.10.1) Module Manager (ModuleManager 4.1.4)USI Asteroid Recycling Technologies (USI-ART 1:1.3.0.0)USI Core (USI-Core 1.3.0.0)USI Exploration Pack (USI-EXP 1.3.0.0)USI Freight Transport Technologies (USI-FTT 1.3.0.0)USI Kolonization Systems (MKS/OKS) (UKS 1:1.3.0.0)USI Life Support (USI-LS 1.3.0.0)USI Tools (USITools 1.3.0.0) Quote Link to comment Share on other sites More sharing options...
Terwin Posted August 21, 2020 Share Posted August 21, 2020 2 hours ago, Shaman said: Hey @Roverdude, Just FYI for 1.10.1. The reactor control panel does not appear in the toolbar, however this may be a NFE tool I can't remember. In any event, I can start the reactor, but the core temperature never changes and it never produces electricity. Also, there are no sliders to control the output. The reactor control panel is NFE, and your reactor is not doing anything because, as it says in the paw: 'output cap 95%' MKS reactors do not run unless they are needed, and that is determined by having available EC below 95% of max EC. Try adding something that drains EC and you should see the rector kick-in when the available EC goes below 95% (this is one of the parts of MKS reactors that I much prefer over NFE reactors: no wasting fuel when it is not needed) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 21, 2020 Author Share Posted August 21, 2020 What Terwin said Quote Link to comment Share on other sites More sharing options...
某事不过三兄 Posted August 22, 2020 Share Posted August 22, 2020 When will it be updated ? Quote Link to comment Share on other sites More sharing options...
Terwin Posted August 22, 2020 Share Posted August 22, 2020 15 minutes ago, 某事不过三兄 said: When will it be updated ? Considering that modders do this all in their free time, it is generally considered impolite/demanding/bad taste to ask for delivery dates. It will be ready when it is ready and making demands of the volunteers tends to be counter-productive at best. Quote Link to comment Share on other sites More sharing options...
Cassin Posted August 22, 2020 Share Posted August 22, 2020 Hi guys, I'm trying to get a rather -large- modded install (223 mods accounted) with Kolonisation as centerpiece, but I'm stuck at loading screen on the part UmbraSpaceIndustries/MKS/Parts/LightGlobe/MKS_LightGlobe. I installed from CKAN but Github version seems to be the same. When I uncheck MKS in CKAN (it uninstall Global Construction Core and Konstruction), the game ran through the loading screen and works, as soon as I re-check MKS it get stuck again. It's not a memory issue I believe as the task manager indicate it tops à 9.5 Go from 16 Go total. Have someone encountered same kind of problem ? Is there a way to solve that ? Quote Link to comment Share on other sites More sharing options...
Terwin Posted August 22, 2020 Share Posted August 22, 2020 7 minutes ago, Cassin said: Hi guys, I'm trying to get a rather -large- modded install (223 mods accounted) with Kolonisation as centerpiece, but I'm stuck at loading screen on the part UmbraSpaceIndustries/MKS/Parts/LightGlobe/MKS_LightGlobe. I installed from CKAN but Github version seems to be the same. When I uncheck MKS in CKAN (it uninstall Global Construction Core and Konstruction), the game ran through the loading screen and works, as soon as I re-check MKS it get stuck again. It's not a memory issue I believe as the task manager indicate it tops à 9.5 Go from 16 Go total. Have someone encountered same kind of problem ? Is there a way to solve that ? MKS is not yet updated to 1.10, so for the time being you will need to remove the mks lightglobe from the mod if you want it to work. Quote Link to comment Share on other sites More sharing options...
Cassin Posted August 22, 2020 Share Posted August 22, 2020 It works ! Never thought it would be THAT simple ^^ Thanks ! Quote Link to comment Share on other sites More sharing options...
Onigato Posted August 22, 2020 Share Posted August 22, 2020 25 minutes ago, Cassin said: Hi guys, I'm trying to get a rather -large- modded install (223 mods accounted) with Kolonisation as centerpiece, but I'm stuck at loading screen on the part UmbraSpaceIndustries/MKS/Parts/LightGlobe/MKS_LightGlobe. I installed from CKAN but Github version seems to be the same. When I uncheck MKS in CKAN (it uninstall Global Construction Core and Konstruction), the game ran through the loading screen and works, as soon as I re-check MKS it get stuck again. It's not a memory issue I believe as the task manager indicate it tops à 9.5 Go from 16 Go total. Have someone encountered same kind of problem ? Is there a way to solve that ? 17 minutes ago, Terwin said: MKS is not yet updated to 1.10, so for the time being you will need to remove the mks lightglobe from the mod if you want it to work. Literally came here to ask the same thing. I've JUST done a clean install of USI-MKS and in the Parts folder what is probably SUPPOSED to be MKS_LightGlobe.cfg is just LightGlobe.cfg And upon testing, changing the name to MKS_LightGlobe.cfg didn't help. Removing it from the queue by giving it a _old at the end did though. Quote Link to comment Share on other sites More sharing options...
dlrk Posted August 24, 2020 Share Posted August 24, 2020 (edited) @RoverDude I'm wondering how the CTT tree for this mod was chosen. As is, both the Duna and Tundra parts (with the exception of the Akademy and Habitation Ring) are in long term habitation. I think it might make a bit more sense to put the Tundra parts in Colonization and possibly, but not necessarily put the Akademy and Habitation ring in advanced colonization. Edited August 24, 2020 by dlrk Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 24, 2020 Author Share Posted August 24, 2020 7 hours ago, dlrk said: @RoverDude I'm wondering how the CTT tree for this mod was chosen. As is, both the Duna and Tundra parts (with the exception of the Akademy and Habitation Ring) are in long term habitation. I think it might make a bit more sense to put the Tundra parts in Colonization and possibly, but not necessarily put the Akademy and Habitation ring in advanced colonization. There are other bits that go in those nodes that are in the next release Quote Link to comment Share on other sites More sharing options...
xTheCanadian Posted August 24, 2020 Share Posted August 24, 2020 I can't wait for the next release, this is tied with another mod for first place on my list of favorite mods! Patiently waiting and appreciating the good work. The little tiny box that extends a bright light and little solar panels is my hands down favorite part of all time. It goes on every single craft I can stick them on (Which is like most of them) Thanks for all the hard work man, I'm excited to see what the future holds! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 24, 2020 Author Share Posted August 24, 2020 3 hours ago, xTheCanadian said: I can't wait for the next release, this is tied with another mod for first place on my list of favorite mods! Patiently waiting and appreciating the good work. The little tiny box that extends a bright light and little solar panels is my hands down favorite part of all time. It goes on every single craft I can stick them on (Which is like most of them) Thanks for all the hard work man, I'm excited to see what the future holds! All good - sorry for the delays, juggling a lot of Kerbal work Quote Link to comment Share on other sites More sharing options...
xTheCanadian Posted August 24, 2020 Share Posted August 24, 2020 2 hours ago, RoverDude said: All good - sorry for the delays, juggling a lot of Kerbal work No doubt buddy! Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 24, 2020 Share Posted August 24, 2020 7 hours ago, RoverDude said: All good - sorry for the delays, juggling a lot of Kerbal work Probably easier than juggling Kerbals. Quote Link to comment Share on other sites More sharing options...
Tokamak Posted August 25, 2020 Share Posted August 25, 2020 (edited) 16 hours ago, RoverDude said: All good - sorry for the delays, juggling a lot of Kerbal work No worries. You don't owe us anything. We're just lucky to have the cool stuff that you make. Edited August 25, 2020 by Tokamak Quote Link to comment Share on other sites More sharing options...
Tokamak Posted August 25, 2020 Share Posted August 25, 2020 Regarding distributing machinery: I've gotten the workaround working, where you use a rover with a container of machinery and a grabber claw to move machinery around. It's cool that there is a workaround, but I'm still trying to determine what I am *supposed* to do. Is MKS just bugged, or is there some other mechanism I haven't found? Again, I know you can work around it, but I am still hoping to find out how the mod was designed for you to deal with machinery, since the "maintenance" option is not present. Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted August 25, 2020 Share Posted August 25, 2020 @RoverDude I cannot seem to use kontainers, I cannot set the resource in the VAB, I am in 1.7.3, with after kerbin installed. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 26, 2020 Share Posted August 26, 2020 2 hours ago, kspnerd122 said: @RoverDude I cannot seem to use kontainers, I cannot set the resource in the VAB, I am in 1.7.3, with after kerbin installed. Ok so you are on KSP 1.7.3. What version of MKS? If you make a copy of your game and remove all the other mods except the USI ones do the kontainers work? Quote Link to comment Share on other sites More sharing options...
Wave_rider91 Posted August 26, 2020 Share Posted August 26, 2020 is this going to be updated to work on 1.10, mod isnt letting the game load. gets stuck loading the light globe of the umbraspaceindustries files, then the game closes. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 26, 2020 Share Posted August 26, 2020 6 hours ago, Wave_rider91 said: is this going to be updated to work on 1.10, mod isnt letting the game load. gets stuck loading the light globe of the umbraspaceindustries files, then the game closes. Did you bother taking a minute to read back a page or two? If you had you could have saved yourself having to post at all. Quote Link to comment Share on other sites More sharing options...
ski23 Posted August 26, 2020 Share Posted August 26, 2020 I have an orbital station with a Training Akademy and I have a 5 star pilot, engineer, and scientist onboard as well as 2 star mechanics, and scientists. However, when I click the "Conduct Training" button, absolutely nothing happens. I don't get a dialog box or message or anything and all of the kerbals have the same level. What is going wrong here? Quote Link to comment Share on other sites More sharing options...
Terwin Posted August 26, 2020 Share Posted August 26, 2020 10 minutes ago, ski23 said: I have an orbital station with a Training Akademy and I have a 5 star pilot, engineer, and scientist onboard as well as 2 star mechanics, and scientists. However, when I click the "Conduct Training" button, absolutely nothing happens. I don't get a dialog box or message or anything and all of the kerbals have the same level. What is going wrong here? If I remember correctly, the Training Academy has a level cap based on where it is. I think Kerbn orbit is 1 or 2, then orbit around a different body is 2 or 3, and landed on a different body is 3. So try landing your training facility on the Mun or Minmus and try training again, I think you will be able to get your mechanics and scientists up to level 3(possibly even in orbit). https://github.com/UmbraSpaceIndustries/MKS/wiki/Parts-(Tundra-Series)#mks-tundra-training-akademy Nope, need to be landed to get 3 stars: " Up to one star when used on Kerbin, two stars while in orbit, and three stars if training takes place landed on another planet or moon. " Quote Link to comment Share on other sites More sharing options...
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