Tokamak Posted December 24, 2023 Share Posted December 24, 2023 (edited) Deleted post, because I'm dumb >.< Edited December 24, 2023 by Tokamak Quote Link to comment Share on other sites More sharing options...
Shoey Posted December 30, 2023 Share Posted December 30, 2023 Is resource refining/manufacturing supposed to work in the background? It doesn't seem to be working for me. Quote Link to comment Share on other sites More sharing options...
Terwin Posted December 31, 2023 Share Posted December 31, 2023 MKS uses the stock catch-up system, so if you go back to a base it will 'catch-up' in 6 hour blocks until it is current(using the current level of production for things like solar panels or drills) If you never go back to a base, then it will never have a chance to 'catch up'. Quote Link to comment Share on other sites More sharing options...
j169 Posted January 5 Share Posted January 5 Is it in any way possible to remove things (like harvesters) from a wolf depot, I searched everywhere and couldn't find an answer. I remember it wasn't possible, if this is the case, are there plans to change that? I know its difficult to implement but in the case of the drills It would make sense because the easy harvester is basically wasting resources, wich is fine at the start but wasteful later on. Quote Link to comment Share on other sites More sharing options...
Terwin Posted January 6 Share Posted January 6 4 hours ago, j169 said: Is it in any way possible to remove things (like harvesters) from a wolf depot, I searched everywhere and couldn't find an answer. I remember it wasn't possible, if this is the case, are there plans to change that? I know its difficult to implement but in the case of the drills It would make sense because the easy harvester is basically wasting resources, wich is fine at the start but wasteful later on. WOLF does not store anything about what is in it a depot, only available and provided resources. As such, it is not possible to 'remove' components in-game, and I believe RoverDude explicitly said that he will not be adding that functionality. If you want to 'remove a drill', then just edit your save file. The Wolf section for each biome is relatively easy to find and understand, just adjust the available and provided resources the opposite amount that one drill would modify, and the drill is 'gone'. The simpler drill wasting resources is actually a design choice: save time now or be more productive later. Quote Link to comment Share on other sites More sharing options...
j169 Posted January 7 Share Posted January 7 On 1/6/2024 at 4:17 AM, Terwin said: WOLF does not store anything about what is in it a depot, only available and provided resources. As such, it is not possible to 'remove' components in-game, and I believe RoverDude explicitly said that he will not be adding that functionality. If you want to 'remove a drill', then just edit your save file. The Wolf section for each biome is relatively easy to find and understand, just adjust the available and provided resources the opposite amount that one drill would modify, and the drill is 'gone'. The simpler drill wasting resources is actually a design choice: save time now or be more productive later. Ahh ok, then I couldn't find that post, but nice to know, thanks That's a good Idea, wasn't expecting that the Wolf savefile would be easy to edit. I know, and I think it's a really good choice, forcing you to make a tough decision, easy and wasteful or efficient but difficult. Thanks for the quick reply, now I'm a bit smarter, fly save! Quote Link to comment Share on other sites More sharing options...
Tokamak Posted January 7 Share Posted January 7 (edited) Presumably because they are on a slight slope, (I can't find anywhere on Duna that is totally flat) the various buildings in my colony keep slowly drifting until they are one big tangled pile of stuff, even with "ground anchor" enabled on every one of them. Not that they are moving while I watch. It's just much of the time when I go back to them, they are a bit closer together, until eventually they are touching. Is there something I should be doing to avoid this, or is that just something that will happen no matter what I do? (also, I tried using a winch to pull the buildings into more useful positions, but they are big enough that the winch cable just breaks) Edited January 7 by Tokamak Quote Link to comment Share on other sites More sharing options...
slyfox023 Posted January 8 Share Posted January 8 just wanted to ask, what's with the Ballute and the KS-ML Milling Lathe parts? they currently have no textures on them so they're 1 solid color, that also goes for the inline SAS modules as well, just wanted to ask because I haven't seen an update to the mod in quite awhile Quote Link to comment Share on other sites More sharing options...
kingofhell213 Posted January 8 Share Posted January 8 So I got this mod once I saw it was compatible with Snacks but I'm seeing that for some parts they still make Supplies rather than Snacks. Am I right in assuming that Snacks are what are normally consumed, but Kolonies don't consume Snacks but instead consume Supplies, to reflect a more varied palette instead of just, food bars? Or is it just a bug? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 8 Share Posted January 8 9 hours ago, kingofhell213 said: So I got this mod once I saw it was compatible with Snacks but I'm seeing that for some parts they still make Supplies rather than Snacks. Am I right in assuming that Snacks are what are normally consumed, but Kolonies don't consume Snacks but instead consume Supplies, to reflect a more varied palette instead of just, food bars? Or is it just a bug? MKS is a huge mod and has had a few very big and breaking updates since whenever it was that the Snacks support was written. Whatever MKS bits still operate with Supplies is either hardcoded or never received a config to handle Snacks. (This is not a bug. Also, it's not practical by any means to have multiple mods for life support (that is, making kerbals have to eat or drink). Why? Because: (1) They're never designed to allow kerbals to alternate or use one for backup when they run out on the other. If either mod decides your kerbals should be starved and dying, it will have them die and the other mod isn't going to argue; (2) It's excess work for you the player, pointless repeat work for the CPU and pointless repeat mass on your ship: the tanks and resource converters.) Quote Link to comment Share on other sites More sharing options...
kingofhell213 Posted January 8 Share Posted January 8 48 minutes ago, JadeOfMaar said: MKS is a huge mod and has had a few very big and breaking updates since whenever it was that the Snacks support was written. Whatever MKS bits still operate with Supplies is either hardcoded or never received a config to handle Snacks. (This is not a bug. Also, it's not practical by any means to have multiple mods for life support (that is, making kerbals have to eat or drink). Why? Because: (1) They're never designed to allow kerbals to alternate or use one for backup when they run out on the other. If either mod decides your kerbals should be starved and dying, it will have them die and the other mod isn't going to argue; (2) It's excess work for you the player, pointless repeat work for the CPU and pointless repeat mass on your ship: the tanks and resource converters.) Gotcha, thanks for letting me know! I'll just remove MKS for now then. Quote Link to comment Share on other sites More sharing options...
emble12 Posted January 19 Share Posted January 19 (edited) G'day, the majority of the MKS parts outside a few adapters and the Kontainers aren't showing up in the VAB parts menu, even when I search for them. They're in the tech tree, but nowhere else to be found. I've seen some other posts about this issue but I can't seem to find a definite fix. I've got the Nertea suite of mods downloaded along with Restock, Restock+, Planetshine, and MechJeb 2. Could a clash be causing this issue? I'll be trying out some more fixes before this is approved and seen, but it will be nice to know if someone's discovered the root cause in case I can't MacGyver something. EDIT- I started from scratch, reinstalled everything and now it works perfectly! Computers, man. Edited January 21 by emble12 Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted January 20 Share Posted January 20 @emble12 They should show up under (non-searchable) custom part categories at the bottom of the parts menu. Make sure you have all the dependencies installed correctly, I think one of them adds the custom categories support if I remember correctly. Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted January 21 Share Posted January 21 On a new game, ksp 1.12.5 USI MKS 112.0.1 and CTT 3.4.4 I don't understand why the tundra pionneer 3.75 is available at Advanced Construction (90 sciences points) and the 2.5 m version is available at Long Term Habitation (1000 sciences points). Quote Link to comment Share on other sites More sharing options...
Trakkson Posted February 13 Share Posted February 13 Quick question, KSP 1.12.5, MKS 112.0.1 and the amazing ground tether option is nowhere to be found. I remember having it with my previous install. Has something changed? Do I need to enable it somehow? Or perhaps one of my 165 other mods is messing things up? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted February 14 Share Posted February 14 5 hours ago, Trakkson said: Quick question, KSP 1.12.5, MKS 112.0.1 and the amazing ground tether option is nowhere to be found. I remember having it with my previous install. Has something changed? Do I need to enable it somehow? Or perhaps one of my 165 other mods is messing things up? The ground tether should still be there. It's provided by one of the dependencies, USI Tools. Perhaps you're looking on the wrong parts? It's only present on a limited number of parts by default - the MKS wide landing legs, MKS hubs, Salamander Pod and a few others. You can check that it is being correctly configured by searching your ModuleManager.ConfigCache file for "name = USI_InertialDampener" (without the quotes) to see which parts it's being added to. I personally use a custom ModuleManager patch to add it to all probe cores and command pods: @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[KerbalEVA],!MODULE[USI_InertialDampener]]:NEEDS[USITools]:FINAL { MODULE { name = USI_InertialDampener } } Quote Link to comment Share on other sites More sharing options...
Trakkson Posted February 14 Share Posted February 14 I thought i was using the exact same parts that did work earlier, but apparently not. So yeah, that's that. About that patch, any specific reason why I would want to add the functionality to the command pods and not, let's say, landing legs or rover wheels? Or is that just personal preference? Quote Link to comment Share on other sites More sharing options...
Pipcard Posted March 14 Share Posted March 14 (edited) I'm looking at the MKS drill parts, and how am I supposed to know how much more effective the larger ones are if they all say that they have a max output of "1.00/sec"? Is there a formula for calculating a drill's output rate given the percent abundance of a particular resource, the presence of engineers, and other factors? I could simulate drilling with KRASH, but is there any other way to do it before sending one to a planet or moon? Edited March 14 by Pipcard Quote Link to comment Share on other sites More sharing options...
Kimera Industries Posted March 17 Share Posted March 17 INFLATABLE surface bases? Count me in! Great work on this mod! Quote Link to comment Share on other sites More sharing options...
sir raftalot Posted March 21 Share Posted March 21 On 1/12/2022 at 5:40 AM, JamesonKerbal said: I'm having trouble with passenger routes. Having established a small number of routes, I'm now in the situation of trying to use them but the routes I want do not show up. As an example I have a route from KSC to Kerbin Orbit with 7 luxury seats, a second KSC to Kerbin Orbit route with 54 economy seats, a 90 seat economy route from Kerbin Orbit to Minmus Orbit, and a 7 seat luxury route from Kerbin Orbit to Mun Orbit. I now have a Kerbal in my Kerbin Orbit passenger terminal, and I want to send them from Kerbin Orbit to Minmus Orbit. When I have the Kerbin orbit passenger terminal active and open the Crew Transfers window, I can only see the two flights from KSC to Kerbin Orbit. There is no option to prepare the Kerbin Orbit to Minmus Orbit flight for boarding. When I have the Minmus terminal active, I can see the Kerbin Orbit to Minmus Orbit flight, but it's only in the "boarding" state and I can't select kerbals to board that flight (because the Minmus terminal is the destination not the origin, and the Kerbin orbit terminal isn't in range). How do I board passengers on the Kerbin Orbit to Minmus Orbit flight (flight 9E9 in my save)? edit: okay now I've fiddled around a bit and between selecting different departure/arival body/biome options and changing scenes I can now only see the 9E9 flight in the crew transfer window. When opening the Crew Transfer window from the toolbar button I seem to get results along the lines of "whatever filter was last applied". When opening the Crew Transfer window from the "show terminal window" action in the WOLF Terminal's PAW it appears to apply filters for flights arriving at this terminal. At this stage I can see both the luxury and economy flight from KSC to Kerbin Orbit from both the KSC and Kerbin Orbit terminals. I can only see the Kerbin Orbit to Mun/Minmus Orbit from the Mun terminal or Minmus terminal respectively. Terminal id strings: Kerbin KSC b048aa068e0847c3a0b3cfe22cbcb06e Kerbin Orbit 9be547e9cfcb4d2fa0c1647b11104d76 and e7f6e2ed43eb49469c570a461b467292 Minmus Orbit 3590dd2e4de84038a7f1549415c26332 Mun Orbit 440f26969dc5450a9fbe2f07ad12088d The 9be547 Kerbin Orbit terminal doesn't exist in the save, so I deleted that TERMINAL definition from the TERMINALS node in the save and reloaded. Immediately after the reload I'm in the "space centre" scene. When I open the Crew Transfers window from the toolbar, the only flights visible are 2Y4 and 9UN being the economy and luxury flights from KSC to Kerbin Orbit. I then switch to the Tracking Station and fly the Minmus Shipyard vessel (which is the Minmus passenger terminal). When I open the Crew Transfers window from the toolbar, the only flights visible are 2Y4 and 9UN. Then I open the (Minmus Passenger) Terminal's PAW and select "show terminal window" and the Crew Transfers window opens up with the Kerbin Orbit -> Minmus Orbit flight 9E9 visible. Changing the Departures and Arrivals dropdowns has no effect on the displayed Flights. I then switch to the Tracking Station and fly the Mun Passenger Terminal vessel. When I open the Crew Transfers window from the toolbar the only flight visible is Kerbin Orbit -> Minmus Orbit flight 9E9. Changing the Departures and Arrivals dropdown has no effect on displayed flights. Then I open the (Mun Passenger) Terminal's PAW and select "show terminal window" and the Crew Transfers window opens with the same detalis as when opened from the toolbar. Changing departures and arrivals dropdowns has no effect on displayed flights (only the 9E9 flight is listed under Flights). And that's my KSP play time for today. Time for my day job. Here's the relevant section of the save, just in case this helps figure out what's going on. Reveal hidden contents SCENARIO { name = WOLF_ScenarioModule scene = 6, 7, 5, 8 CREWROUTES { ROUTE { ArrivalTime = 6772761.2674578931 DestinationBiome = Orbit DestinationBody = Kerbin Duration = 102267.89783466281 EconomyBerths = 54 FlightNumber = 2Y4 FlightStatus = Boarding LuxuryBerths = 0 OriginBiome = KSC OriginBody = Kerbin UniqueId = 55dd7a5c8d5c4e8180afc9acd97cab66 } ROUTE { ArrivalTime = 0 DestinationBiome = Orbit DestinationBody = Minmus Duration = 1636142.3251785911 EconomyBerths = 90 FlightNumber = 9E9 FlightStatus = Boarding LuxuryBerths = 0 OriginBiome = Orbit OriginBody = Kerbin UniqueId = cc849f1277eb4a0da6073315d5c126fd } ROUTE { ArrivalTime = 13473968.82141884 DestinationBiome = Orbit DestinationBody = Kerbin Duration = 21600 EconomyBerths = 0 FlightNumber = 9UN FlightStatus = Enroute LuxuryBerths = 7 OriginBiome = KSC OriginBody = Kerbin UniqueId = fd5dba2dd1d54719be6a945130f6f7f8 PASSENGERS { PASSENGER { Name = Aldtop Kerman DisplayName = Aldtop Kerman IsTourist = False Occupation = Technician Stars = 5 } PASSENGER { Name = Andrea Kerman DisplayName = Andrea Kerman IsTourist = False Occupation = Scientist Stars = 5 } PASSENGER { Name = Ergard Kerman DisplayName = Ergard Kerman IsTourist = False Occupation = Farmer Stars = 5 } PASSENGER { Name = Henby Kerman DisplayName = Henby Kerman IsTourist = False Occupation = Mechanic Stars = 5 } PASSENGER { Name = Lanfrod Kerman DisplayName = Lanfrod Kerman IsTourist = False Occupation = Kolonist Stars = 5 } PASSENGER { Name = Macfurt Kerman DisplayName = Macfurt Kerman IsTourist = False Occupation = Engineer Stars = 5 } PASSENGER { Name = Mardon Kerman DisplayName = Mardon Kerman IsTourist = False Occupation = Miner Stars = 5 } } } ROUTE { ArrivalTime = 13364159.130969318 DestinationBiome = Orbit DestinationBody = Mun Duration = 43428.253153186291 EconomyBerths = 0 FlightNumber = 1XS FlightStatus = Boarding LuxuryBerths = 7 OriginBiome = Orbit OriginBody = Kerbin UniqueId = e8eb4d12815d4d94aad87444cfbe0792 } } im having basically the same issue as this. obviously my flights and uuid's are different my 2 flights econ and luxury from ksc to orbit are visible my 2 flights econ and luxury from orbit to ksc are visible my flight from kerbin orbit to minmus is visible my flight from minmus to kerbin is just unobtainable im even having the strange thing where some of my flights are invisible until i open up the flight tracker from said specified terminal was this resolved? if so how? 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hikerchick29 Posted March 23 Share Posted March 23 (edited) The construction crane tall PAL wheels are unusable for me. As soon as I start moving the vehicle, the suspension starts bouncing, and I can't correct it. Edited March 23 by hikerchick29 Quote Link to comment Share on other sites More sharing options...
Pipcard Posted March 31 Share Posted March 31 (edited) I am currently testing base designs, but I am having issues with the nuclear reactors. The info for the USI/MKS or Near Future Electrical nuclear reactors shows that there is a "Nuclear Fuel Container" that allows for Enriched Uranium transfer, but when I try to transfer fuel from an EnrU container (with a high level engineer), it says that the "Selected part can't handle radioactive storage, exiting transfer mode." Note that the reactors are patched to work with System Heat, so I am not sure how transferring fuel works. Edit: The stock transfer buttons (In/Out) turn out to work just fine (in my case where I have MKS, Near Future Electrical, and System Heat installed), as pointed out by @Aelfhe1m On 3/31/2024 at 3:36 PM, Aelfhe1m said: MKS on its own requires EVA engineer to perform maintenance on the reactor, NFE on its own requires them on the ship but you can activate the PAW option without them on EVA (fuel transfer button). The combination of MKS+NFE inherits the NFE behaviour and finally MKS+NFE+System heat seems to revert back to stock resource transfer (in my admittedly very brief testing earlier today). I did not test whether the engineer was required on vessel for the triple combination. Edited April 5 by Pipcard Quote Link to comment Share on other sites More sharing options...
Terwin Posted April 5 Share Posted April 5 I believe you need to use an engineer to 'perform maintenance' to transfer fuel from a nuclear fuel container into a reactor and transfer depleted fuel from a reactor to a nuclear waste container. Automatic maintenance can also perform this function(but I think the engineer is still needed) Quote Link to comment Share on other sites More sharing options...
Pipcard Posted April 13 Share Posted April 13 (edited) On 10/25/2022 at 8:47 AM, 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? On 10/25/2022 at 10:06 AM, Kerbals_of_Steel said: RoverDude promised some updated models eventually, for right now the big domes are kinda broken. The 10m domes sit better. Were the 20 m Atlas domes actually updated? I saw a post on Reddit by "loverevolutionary" that looks like they used 20 m domes and miners but they seem to touch the ground (unless the perspective is fooling me). Edited April 13 by Pipcard Quote Link to comment Share on other sites More sharing options...
Space Chimp Posted April 30 Share Posted April 30 After a lot of science and funds stockpiling through probe missions and my first test colony on Minmus, I was planning my first self-supporting colony farther from Kerbin but couldn't find means of extracting and converting materials into fertilizer. The MKS wiki says to use regolith sifters or Crush-O-Matics, but I can't find either in the science tree. I also can't find the refineries in there either. I have downloaded every USI/MKS expansion in ckan. Is there a download I'm missing? I'm enjoying the mod so far, and I'd hate to have to switch now. Quote Link to comment Share on other sites More sharing options...
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