lBoBl Posted September 21, 2022 Share Posted September 21, 2022 Is there a way to increase the distance between the "spawn point" for vessels built in orbit and the parent vessel that built them? Whenever I use my big orbital shipyard to build a big interplanetary ship, the ship spawns clipping inside the shipyard, resulting in explosions or, most often, game crashes. Alternatively if I could predict the orientation that the spacecraft will have when it spawns I could be able to orient the shipyard prior to spawning the new vessel in such a way that the two don't collide. But I don't quite understand how the orientation of the spawned craft is determined. Quote Link to comment Share on other sites More sharing options...
mhoram Posted September 21, 2022 Share Posted September 21, 2022 (edited) 2 hours ago, lBoBl said: Is there a way to increase the distance between the "spawn point" for vessels built in orbit and the parent vessel that built them? At the moment, the distance is hardcoded and can not be changed with configfiles: https://github.com/UmbraSpaceIndustries/Konstruction/blob/eecfe00077c8c9f643b55d821c15fcaa53ee26f9/Source/Konstruction/Konstructor/OrbitalKonstructorModule.cs#L15 Edit: You could try waiting until the vessel is 90° farther along in the orbit. This might rotate the built vessel by 90° relative to the shipyard. Edited September 21, 2022 by mhoram Quote Link to comment Share on other sites More sharing options...
lBoBl Posted September 21, 2022 Share Posted September 21, 2022 (edited) 4 hours ago, mhoram said: Edit: You could try waiting until the vessel is 90° farther along in the orbit. This might rotate the built vessel by 90° relative to the shipyard. Yeah that is kind of what I do but basically I have to guess when during my orbit I can build a ship and every time I guess wrong my game crashes and I have to wait 15 minutes to try again. It generates some frustration. Maybe I should build a smaller shipyard instead Edited September 21, 2022 by lBoBl Quote Link to comment Share on other sites More sharing options...
mhoram Posted September 21, 2022 Share Posted September 21, 2022 48 minutes ago, lBoBl said: I have to guess when during my orbit I can build a ship Have you tried to use a smaller indicator-vessel (with distinct directions up, forward, right), that lets you estimate, if the bigger vessel can be built? Quote Link to comment Share on other sites More sharing options...
lBoBl Posted September 21, 2022 Share Posted September 21, 2022 22 minutes ago, mhoram said: Have you tried to use a smaller indicator-vessel (with distinct directions up, forward, right), that lets you estimate, if the bigger vessel can be built? That's a good idea, I hadn't thought of it, thanks! Quote Link to comment Share on other sites More sharing options...
jebycheek Posted September 28, 2022 Share Posted September 28, 2022 (edited) Can i delete Firespitter without messing up other functions?just don't want those plane parts. Edited September 28, 2022 by jebycheek Quote Link to comment Share on other sites More sharing options...
KawaiiLucy Posted September 28, 2022 Share Posted September 28, 2022 2 hours ago, jebycheek said: Can i delete Firespitter without messing up other functions?just don't want those plane parts. Yes, but you want to keep the .dll for the part variant switching. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 29, 2022 Share Posted September 29, 2022 18 hours ago, jebycheek said: Can i delete Firespitter without messing up other functions?just don't want those plane parts. You might also consider Janitor's Closet. It requires a little effort to hide or permanently prune parts - you can't batch hide - but it's a great way of reducing unwanted part loading. Quote Link to comment Share on other sites More sharing options...
jebycheek Posted September 29, 2022 Share Posted September 29, 2022 (edited) Oh that is beautiful,thank you! Edited September 29, 2022 by jebycheek Quote Link to comment Share on other sites More sharing options...
gomker Posted October 9, 2022 Share Posted October 9, 2022 Question on Kolony growth. I have gotten everything setup, seen the "birthday" set to 120 days-ish, and I timewarped and a Kerbal was birthed. Am I to assume this only works when in scene and not in background simulation? This base was around many years as I was doing other things and no other births occured. On 8/16/2022 at 12:23 AM, Guolin said: I have a few questions about the KonFabricator: 1) How do I add more volume to it? I have another container attached to the same vessel with 2500L of storage, but it says my KonFabricator can only create parts with 1200L volume max. I changed mine with this patch @PART[Kosntruction_Workshop_250]:Final { %MODULE[ModuleInventoryPart] { %InventorySlots = 25 %packedVolumeLimit = 52000 } } Note that the ":FINAL" from the patch in KSP\GameData\UmbraSpaceIndustries\Konstruction\Patches\EVAConstructionTweaks.cfg may need to be removed for this to work right, I had some dueling "FINALS" going on Quote Link to comment Share on other sites More sharing options...
notthebobo Posted October 10, 2022 Share Posted October 10, 2022 On 10/9/2022 at 10:35 AM, gomker said: Question on Kolony growth. I have gotten everything setup, seen the "birthday" set to 120 days-ish, and I timewarped and a Kerbal was birthed. Am I to assume this only works when in scene and not in background simulation? This base was around many years as I was doing other things and no other births occured. I changed mine with this patch @PART[Kosntruction_Workshop_250]:Final { %MODULE[ModuleInventoryPart] { %InventorySlots = 25 %packedVolumeLimit = 52000 } } Note that the ":FINAL" from the patch in KSP\GameData\UmbraSpaceIndustries\Konstruction\Patches\EVAConstructionTweaks.cfg may need to be removed for this to work right, I had some dueling "FINALS" going on Just in case that was a cut paste, Konstruction is misspelled on the first line "Kosntruction". Quote Link to comment Share on other sites More sharing options...
FC_Sama Posted October 11, 2022 Share Posted October 11, 2022 Might've been answered already but where exactly are the configs for TAC-LS? I can't seem to find them on this page or TAC-LS. Quote Link to comment Share on other sites More sharing options...
jd284 Posted October 15, 2022 Share Posted October 15, 2022 On 10/11/2022 at 10:56 PM, FC_Sama said: Might've been answered already but where exactly are the configs for TAC-LS? I can't seem to find them on this page or TAC-LS. The MKS package has a TAC-LS.cfg if that's what you mean. Another question that might've been answered already, is there a way to fix the Karibou wheels yet, so they don't ridiculously over-steer, especially closer to the CoM? Sometimes they even get stuck in 90° positions when I stop turning. Quote Link to comment Share on other sites More sharing options...
Danilo Coelho Posted October 25, 2022 Share Posted October 25, 2022 Hi guys, so, I've been away for some time and reinstalled KSP last night. I was trying to place some of the Atlas parts on the ground but I couldn't find a way. Do you guys know a solution? Quote Link to comment Share on other sites More sharing options...
Kerbals_of_Steel Posted October 25, 2022 Share Posted October 25, 2022 1 hour ago, Danilo Coelho said: Hi guys, so, I've been away for some time and reinstalled KSP last night. I was trying to place some of the Atlas parts on the ground but I couldn't find a way. Do you guys know a solution? RoverDude promised some updated models eventually, for right now the big domes are kinda broken. The 10m domes sit better. KoS Quote Link to comment Share on other sites More sharing options...
JamesonKerbal Posted October 25, 2022 Share Posted October 25, 2022 I loved bigcalm's resource diagram so much I thought I'd do one for WOLF. The numbers represent the abundance consumed by each refinery or fabricator. The colours are a mess, I should have stuck with bigcalm's shapes for refineries vs fabricators. Quote Link to comment Share on other sites More sharing options...
MacintoshKSP Posted November 6, 2022 Share Posted November 6, 2022 Hi! USI (the repo of all mods combined) seems to be missing textures like the Strip Miners. Quote Link to comment Share on other sites More sharing options...
WarrenSchultz Posted November 9, 2022 Share Posted November 9, 2022 (edited) [Deleted] Edited November 14, 2022 by WarrenSchultz Quote Link to comment Share on other sites More sharing options...
Zmeya Posted November 10, 2022 Share Posted November 10, 2022 Could we get an option for configuring what resources are needed for making parts/ships(a difficulty option kinda like what USI-LS has)? While I can't speak for anyone else, to me at least when you have material kits and specialized parts, needing 5 other resources that seem like they would be included at part of the first 2 just ends up feeling like unnecessary added complexity. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted November 10, 2022 Author Share Posted November 10, 2022 16 minutes ago, Zmeya said: Could we get an option for configuring what resources are needed for making parts/ships(a difficulty option kinda like what USI-LS has)? While I can't speak for anyone else, to me at least when you have material kits and specialized parts, needing 5 other resources that seem like they would be included at part of the first 2 just ends up feeling like unnecessary added complexity. There's already an option to turn off the machinery component. For anything else, Module Manager is your friend. Quote Link to comment Share on other sites More sharing options...
Zmeya Posted November 10, 2022 Share Posted November 10, 2022 8 hours ago, RoverDude said: There's already an option to turn off the machinery component. For anything else, Module Manager is your friend. Anything beyond making a clone of a relatively simple part using or producing a different resource(eg. an LH2 fueled clone of a stock jet engine) is beyond my abilities. Quote Link to comment Share on other sites More sharing options...
Xtra Posted November 15, 2022 Share Posted November 15, 2022 (edited) Hello all! I'm back again asking questions. My game bonked out and I'm having to reload all of my mods again. I had upto 300 of them at the time it bonked. I've removed ALL mods and I'm reinstalling one-by-one. Right now I'm working from the Oldest to the Newest... And as I find issues, I try to bring them to the Creators in hopes for some answers. I just installed USI Kolonization Systems v112.0.1 and the following errors popped into my KSP.log: Line 50: [ERR 18:53:08.326] ADDON BINDER: Cannot resolve assembly: USIToolsUI, Culture=neutral, PublicKeyToken=null Line 52: [ERR 18:53:08.326] ADDON BINDER: Cannot resolve assembly: USIToolsUI, Culture=neutral, PublicKeyToken=null Line 54: [ERR 18:53:08.331] ADDON BINDER: Cannot resolve assembly: KonstructionUI, Culture=neutral, PublicKeyToken=null Line 56: [ERR 18:53:08.331] ADDON BINDER: Cannot resolve assembly: KonstructionUI, Culture=neutral, PublicKeyToken=null Line 58: [ERR 18:53:08.334] ADDON BINDER: Cannot resolve assembly: WOLFUI, Culture=neutral, PublicKeyToken=null Line 60: [ERR 18:53:08.334] ADDON BINDER: Cannot resolve assembly: WOLFUI, Culture=neutral, PublicKeyToken=null Line 267: [ERR 18:53:09.833] DDS: DXT3(1024x1024, MipMap=False) - DXT3 format is NOT supported. Use DXT5 Line 8133: [ERR 18:53:26.687] ExperienceSystemConfig: Experience trait 'Engineer' already exists, and trying to add a duplicate Effect of 'FundsBoost' Line 8135: [ERR 18:53:26.687] ExperienceSystemConfig: Experience trait 'Engineer' already exists, and trying to add a duplicate Effect of 'GeologySkill' Line 8138: [ERR 18:53:26.687] ExperienceSystemConfig: Experience trait 'Scientist' already exists, and trying to add a duplicate Effect of 'ScienceBoost' Line 8140: [ERR 18:53:26.687] ExperienceSystemConfig: Experience trait 'Scientist' already exists, and trying to add a duplicate Effect of 'BotanySkill' Line 8142: [ERR 18:53:26.687] ExperienceSystemConfig: Experience trait 'Scientist' already exists, and trying to add a duplicate Effect of 'AgronomySkill' Line 8144: [ERR 18:53:26.687] ExperienceSystemConfig: Experience trait 'Scientist' already exists, and trying to add a duplicate Effect of 'MedicalSkill' Line 10564: [ERR 18:53:47.440] Cannot find a PartModule of typename 'USILS_HabitationSwapOption' The Trait errors are kicked in from the USITools mod along with 2 binder errors. WOLFUI binders and the last error popped up when I installed the USI Kolonization System Mod. Any thoughts or help is appreciated.... Next mod to install is USI Life Support... (fingers Crossed) UPDATE: When I installed USI Life Support - the Cannot find a PartModule of typename 'USILS_HabitationSwapOption error Resolved itself! Edited November 15, 2022 by Xtra Quote Link to comment Share on other sites More sharing options...
jd284 Posted November 16, 2022 Share Posted November 16, 2022 On 11/15/2022 at 1:05 AM, Xtra said: Right now I'm working from the Oldest to the Newest... You should add all USI mods at once. They have multiple dependencies on each other, giving you the "assembly not found" errors if one is missing. Or otherwise figure out each mod's dependencies individually and add those along with each mod that you want to install. That's going to be necessary for most non-trivial mods too, not just USI. However most people just rely on CKAN to do this for them. Quote Link to comment Share on other sites More sharing options...
Xtra Posted November 16, 2022 Share Posted November 16, 2022 (edited) 10 minutes ago, jd284 said: You should add all USI mods at once. They have multiple dependencies on each other, giving you the "assembly not found" errors if one is missing. Or otherwise figure out each mod's dependencies individually and add those along with each mod that you want to install. That's going to be necessary for most non-trivial mods too, not just USI. However most people just rely on CKAN to do this for them. That's pretty much what I've been doing. I pick a mod, update - see that it requires additional before launching... Uncheck it and install the dependent ones first to see how they react and then go to the one I was going to install and install that one. It's a very long process, especially when I'm going all the way back to a 0.90 Max game version mod like Mk2 Avionics, or Strip Symmetry... But they didn't kick up any errors at all. Wasn't until I got to the Karibou Explorer Rover that I started getting errors and it required USITools. Edited November 16, 2022 by Xtra Quote Link to comment Share on other sites More sharing options...
dlrk Posted November 17, 2022 Share Posted November 17, 2022 FYI, the latest release link seems to be broken. Leads to a blank Github release page Quote Link to comment Share on other sites More sharing options...
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