BravoAlpha101st Posted May 14, 2023 Share Posted May 14, 2023 1 hour ago, RoverDude said: I don't MKS was built with full support for disconnected bases. So stuff shares within 150m for most stuff, longer distances for others. Cool, but it's pretty annoying that when I want to check all my Kerbals' life support statuses that there's about 5 billion vessels to check. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 14, 2023 Author Share Posted May 14, 2023 22 minutes ago, BravoAlpha101st said: Cool, but it's pretty annoying that when I want to check all my Kerbals' life support statuses that there's about 5 billion vessels to check. Crew capabilities are also shared - so you're free to move them into the hab modules for your base so you have less to check. Also if you have 5 billion vessels in the save, you probably have other issues Quote Link to comment Share on other sites More sharing options...
BravoAlpha101st Posted May 15, 2023 Share Posted May 15, 2023 (edited) 23 hours ago, RoverDude said: Crew capabilities are also shared - so you're free to move them into the hab modules for your base so you have less to check. Also if you have 5 billion vessels in the save, you probably have other issues So apparently there's no option to deploy the Ranger Hab Module in flight or with action groups and is only possible to be deployed in the editor, is this intended? Here's my log just in case: https://drive.google.com/file/d/1_IeGjH82n4gxV8iPa7KlgIX9AwnrvScG/view?usp=share_link Nevermind, just had to send Bill out and it deployed And apparently the Habitation Modules use more than 8000 MatKits, since i deployed one and only had 987 MatKits left after having 16000 MatKits. Edited May 15, 2023 by BravoAlpha101st Quote Link to comment Share on other sites More sharing options...
Zmeya Posted May 23, 2023 Share Posted May 23, 2023 On 5/14/2023 at 1:12 AM, BravoAlpha101st said: How does everyone seem to get their base all connected with multiple launches? When I do it, my modules are all over the place, not connected. How do people do this?? For my connected bases there are a few way's I've done it: Adding modules using sky cranes , adding modules using ground based cranes(rovers with KAS winches to lift and move parts), and orbital assembly(connecting modules in orbit then landing them, only works with carefully designed bases) Quote Link to comment Share on other sites More sharing options...
BravoAlpha101st Posted May 25, 2023 Share Posted May 25, 2023 On 5/23/2023 at 8:26 AM, Zmeya said: For my connected bases there are a few way's I've done it: Adding modules using sky cranes , adding modules using ground based cranes(rovers with KAS winches to lift and move parts), and orbital assembly(connecting modules in orbit then landing them, only works with carefully designed bases) I add modules with skycranes but my base isnt all connected, how do i do that? Quote Link to comment Share on other sites More sharing options...
Zmeya Posted May 26, 2023 Share Posted May 26, 2023 19 hours ago, BravoAlpha101st said: I add modules with skycranes but my base isnt all connected, how do i do that? You're going to need docking ports or other connection parts for that Quote Link to comment Share on other sites More sharing options...
BravoAlpha101st Posted May 26, 2023 Share Posted May 26, 2023 1 hour ago, Zmeya said: You're going to need docking ports or other connection parts for that I know, but how do I get my base connected? What connection parts do I use? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 28, 2023 Share Posted May 28, 2023 On 5/26/2023 at 2:21 AM, BravoAlpha101st said: I know, but how do I get my base connected? What connection parts do I use? You can use EVA Construction or KAS to pick up and attach parts like you were inside the SPH. Depending on which system you use, you need to consider local gravity (stock only) and how many kerbals are nearby (in order to lift a part or vessel with given mass). Also, depending on the offworld construction mod you use, if any, you may have the option and a means to spawn your new base segments and have them attached instantly. Quote Link to comment Share on other sites More sharing options...
goat_of_ages Posted June 5, 2023 Share Posted June 5, 2023 To the dev: Thanks a bunch for this mod, it's great To the community: Are anyone else familiar with a bug where Kontainers net a fairly huge negative value when recovered on Kerbin? (see picature link) Are things working as intended? Are there any fixes? I've had a few thoughts regarding the problem: Things might be working as intended, and the penalty is incurred because the pod landed far from KSC (though this seems wrong, as it should only reduce the value by a percentage, as stated in the screenshot) The problem is unrelated to USI, cuz I've seen other bug reports from stock KSP with this issue There might be a simple way to fix a value in a file or something, and I'd much rather prefer doing that, than arbitrarily rewarding myself cash Thanks in advance to anyone who might help, or even just respond with the same issue. https://photos.app.goo.gl/adDkXGuP1xdqJu2dA Quote Link to comment Share on other sites More sharing options...
Terwin Posted June 5, 2023 Share Posted June 5, 2023 3 hours ago, goat_of_ages said: Are anyone else familiar with a bug where Kontainers net a fairly huge negative value when recovered on Kerbin? (see picature link) I believe this is an issue with the core game but there is a mod that can fix it. Look earlier in this thread for the details Quote Link to comment Share on other sites More sharing options...
goat_of_ages Posted June 5, 2023 Share Posted June 5, 2023 23 minutes ago, Terwin said: I believe this is an issue with the core game but there is a mod that can fix it. Look earlier in this thread for the details Thanks a lot, Terwin. I went looking and found a solution: Install KSP Community Fixes. That solved it. Glad I was pointed to it, sounds like a great fix to have installed. Quote Link to comment Share on other sites More sharing options...
modus Posted June 5, 2023 Share Posted June 5, 2023 2 hours ago, goat_of_ages said: Glad I was pointed to it, sounds like a great fix to have installed. It is Quote Link to comment Share on other sites More sharing options...
Dragonking Posted June 9, 2023 Share Posted June 9, 2023 Im trying to make my own mod that integrates into MKS, for that I also want to make a Tundra series part that supports the new type of converter option I plan to add, but to do that I need to know what the font used on the tXX files (in UmbraSpaceIndustries/MKS/Assets, for example t42) is, so I can write the name of the type of part while staying in the same style. I tried using a couple online font identification tools, but all of them only gave out paywalled fonts that I wasnt even fully sure were the correct ones. Can anybody here tell me what that font is? Quote Link to comment Share on other sites More sharing options...
Terwin Posted June 9, 2023 Share Posted June 9, 2023 (edited) 1 hour ago, Dragonking said: Can anybody here tell me what that font is? If you are referring to the contents of the files, I am pretty sure that they are in plaintext and do not have any font information present. They are also format sensitive, so if you are using a document editor(like Word) as opposed to a text editor(such as notepad), then you will be adding extraneous formatting information(like fonts) that will likely break the file. On the other hand, if you are referring to the in-game font, I expect that RD is just using the ksp default font, so you should not need to specify it anywhere. Finally, if you are referring to a file that you opened up with weird non-text information in it, then you probably opened a binary file, and those are not things you should be trying to edit directly, instead you should be editing the source code, then recompiling them from there. --- Ok, I just took a look at t42, and that is a binary file. you cannot edit that, and if you successfully save any changes to the file you might well break your entire KSP install. Everything you can edit shold be in .cfg files such as mks/parts/MKS_Processor125.cfg note: editing the config for the 1.25m processor(file listed above) should let you add a new process option for that part, same with the 2.5m and 3.75m configs --- If you really wan to know the 'font' it would be hexidecimal, and you would need to use a hexidecimal(or 'Hex') editor. I would strongly recommend against this however as a binary file is basically one giant number with nothing human readable or editable in the file. Edited June 9, 2023 by Terwin Quote Link to comment Share on other sites More sharing options...
Dragonking Posted June 10, 2023 Share Posted June 10, 2023 Quote If you are referring to the contents of the files, I am pretty sure that they are in plaintext and do not have any font information present. They are also format sensitive, so if you are using a document editor(like Word) as opposed to a text editor(such as notepad), then you will be adding extraneous formatting information(like fonts) that will likely break the file. On the other hand, if you are referring to the in-game font, I expect that RD is just using the ksp default font, so you should not need to specify it anywhere. Finally, if you are referring to a file that you opened up with weird non-text information in it, then you probably opened a binary file, and those are not things you should be trying to edit directly, instead you should be editing the source code, then recompiling them from there. --- Ok, I just took a look at t42, and that is a binary file. you cannot edit that, and if you successfully save any changes to the file you might well break your entire KSP install. Everything you can edit shold be in .cfg files such as mks/parts/MKS_Processor125.cfg note: editing the config for the 1.25m processor(file listed above) should let you add a new process option for that part, same with the 2.5m and 3.75m configs --- If you really wan to know the 'font' it would be hexidecimal, and you would need to use a hexidecimal(or 'Hex') editor. I would strongly recommend against this however as a binary file is basically one giant number with nothing human readable or editable in the file. You completely misunderstood me, I was referring to this image: These are used on the sides of Tundra series modules to show what type of module it is, I already have a mostly working .cfg for the new part, i just want to fix this little visual thing,because currently it says something different on the side of the module than what it actually is, so i just duplicated one of the images and threw it in photoshop to make a different one, but I do not have the font that is used for the letters and numbers here, and I need that to make my own image to fit into this series, and as I said I cannot find the font that was used here. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 10, 2023 Author Share Posted June 10, 2023 19 hours ago, Dragonking said: Im trying to make my own mod that integrates into MKS, for that I also want to make a Tundra series part that supports the new type of converter option I plan to add, but to do that I need to know what the font used on the tXX files (in UmbraSpaceIndustries/MKS/Assets, for example t42) is, so I can write the name of the type of part while staying in the same style. I tried using a couple online font identification tools, but all of them only gave out paywalled fonts that I wasnt even fully sure were the correct ones. Can anybody here tell me what that font is? tbh.. I don't even remember. Those were done a very long time ago. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 10, 2023 Share Posted June 10, 2023 @Dragonking Running the image through whatfontis.com it appears to be "Aldrich" probably bold or semi-bold. Quote Link to comment Share on other sites More sharing options...
Dragonking Posted June 10, 2023 Share Posted June 10, 2023 1 hour ago, Aelfhe1m said: @Dragonking Running the image through whatfontis.com it appears to be "Aldrich" probably bold or semi-bold. Thanks, for some reason whenever i tried running it through a font finding tool it always threw out definitely incorrect fonts even though it looked like it correctly identified the letters. Quote Link to comment Share on other sites More sharing options...
test_do_not_use Posted June 12, 2023 Share Posted June 12, 2023 (edited) The documentation for orbital shipyards mentions using logistics to load consumables onto newly constructed vessels, is this current? I ask because I consistently see the no vessels nearby message while the shipyard is in orbit. This is release 112.0.1 from May 2022. Edited June 12, 2023 by test_do_not_use Quote Link to comment Share on other sites More sharing options...
JamesonKerbal Posted June 13, 2023 Share Posted June 13, 2023 23 hours ago, test_do_not_use said: The documentation for orbital shipyards mentions using logistics to load consumables onto newly constructed vessels, is this current? Yes. New ships will be spawned outside 200m, maximum transfer range is 250m. If you're spawning a new ship and don't get the ability to transfer consumables using the logistics window, there's something wrong. Quote Link to comment Share on other sites More sharing options...
test_do_not_use Posted June 13, 2023 Share Posted June 13, 2023 (edited) 1 hour ago, JamesonKerbal said: Yes. New ships will be spawned outside 200m, maximum transfer range is 250m. If you're spawning a new ship and don't get the ability to transfer consumables using the logistics window, there's something wrong. Do you initiate the transfer from the Kolonization Dashboard on the toolbar, as you would while landed? Under Local Logistics? Edited June 13, 2023 by test_do_not_use Quote Link to comment Share on other sites More sharing options...
000_sev Posted June 20, 2023 Share Posted June 20, 2023 I think this might be bug or something, but why is there an option for Enriched Uranium in the WOLF Refinery Module however there is no option to harvest Uraninite in either of the Bulk Harvesters. Am I missing something or is this really a bug? Quote Link to comment Share on other sites More sharing options...
dlrk Posted June 27, 2023 Share Posted June 27, 2023 The "disassemble part" option shows up when I right click a kerbal while on EVA with another kerbal. Is there a way to hide or suppress this so I don't accidentally disassemble a kerbal? Quote Link to comment Share on other sites More sharing options...
jd284 Posted July 1, 2023 Share Posted July 1, 2023 (edited) How do I start a Wolf crew route? I have a ship with the 2.5m crew container, but the transport computer says the "ship is too small" to start a route. What am I missing? [edit] Nevermind, KSPCF had hidden the "crew" connect-to-depot button and I was clicking the wrong one... On 6/27/2023 at 11:43 PM, dlrk said: The "disassemble part" option shows up when I right click a kerbal while on EVA with another kerbal. Is there a way to hide or suppress this so I don't accidentally disassemble a kerbal? That used to be a bug years ago but it got fixed by excluding the "KerbalEVA" module. So either you have an ancient version or some other mod messes with that module. Look for ScrapParts.cfg, the first line should have "!MODULE[KerbalEVA]]". Edited July 1, 2023 by jd284 Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 2, 2023 Share Posted July 2, 2023 that's in the CFG, but it still shows up. Perhaps something else is overwriting it Quote Link to comment Share on other sites More sharing options...
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