voicey99 Posted August 2, 2017 Share Posted August 2, 2017 (edited) 18 hours ago, protoz said: If im gonna add several tons of fins and structural support for them i might as well just add a second 10m heatshield & more torque and call it a day. Which was my original way of entering Eve's atmorsphere w. 100t+ crafts. Or just use proper tailfins instead of DDs. You'd also need to add twelve tailfins to match the weight of a 10m shield. EDIT: I modelled your craft with Tail Fins instead of DDs, and it works beautifully-I'm not sure if KSP models shock cones correctly so that ailerons don't work well past mach 1. If anything, Realistic Atmospheres makes Eve entry harder since you slam into the atmosphere quicker and pull more Gs. I had to swap out the Ka+ tank for the equivalent weight in other stuff (as I can't afford F60M worth of the stuff in this save). Edited August 2, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
Vorg Posted August 2, 2017 Share Posted August 2, 2017 Thanks, found it: [LOG 20:35:33.219] AssemblyLoader: Loading assembly at C:\Games\Steam\steamapps\common\Kerbal Space Program\GameData\UmbraSpaceIndustries\Konstruction\USITools.dll There is also a USITools.pdb in that folder which is also in the USITools folder. Should that be in both places? thinking not. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted August 2, 2017 Share Posted August 2, 2017 @Vorg No you're correct that shouldn't be there. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted August 3, 2017 Share Posted August 3, 2017 Is it by design that the only part capable of electrolysing water into LH2/OX is the COT250? Should this process be added to the refinery or MPUs? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted August 4, 2017 Share Posted August 4, 2017 (edited) Also very strange: I'm using MKS 0.51.0 for 1.2.2 but I'm getting crashes related to something that only pops up in 0.52.0, namely the assets being moved: Spoiler [EXC 08:50:21.025] IsolatedStorageException: Could not find a part of the path "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\UmbraSpaceIndustries\MKS\Assets\UI\Kolony.png". System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) System.IO.File.OpenRead (System.String path) System.IO.File.ReadAllBytes (System.String path) KolonyTools.KolonizationMonitor.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(Int32) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) EDIT: Jury-rigged to work again. Edited August 5, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
M3tal_Warrior Posted August 4, 2017 Share Posted August 4, 2017 (edited) Quick suggestion, after having had to hire a lot of new staff: The way you can now chose what intelligence and bravery level your Kerbals are, as well as the profession, it struck me quite odd that all my hired Kerbals (I needed a lot!) have now exactly the same stats. Of course profession is something that shouldn't be random - which sensible company just hires random people off the street? But wouldn't it be more feasible for an advanced space agency to set max stupidity and min bravery levels, and take every applying Kerbal who's braver and less stupid than the levels you decided on, with random BadAsses thrown in if not explicitely asked for? Maybe even have a (albeit small) chance of higher level applicants? Like in Quote We don't want Kerbals who throw up at 3g on the spinner, but if you can hold your lunch at 4g and passed our MPA just fine, you're in. And if you're outsmarting Wernher and throttle up the spinner to 9g just for fun and giggles - well, ever thought about being flight commander on the first mission to Duna? Edited August 4, 2017 by M3tal_Warrior Quote Link to comment Share on other sites More sharing options...
Blackline Posted August 5, 2017 Share Posted August 5, 2017 Hi, i am getting 200 million of these: Spoiler [EXC 09:10:33.079] NullReferenceException: Object reference not set to an instance of an object USITools.ModuleResourceConverter_USI.PostProcess (ConverterResults result, Double deltaTime) LifeSupport.ModuleHabitation.PostProcess (ConverterResults result, Double deltaTime) BaseConverter.FixedUpdate () Many many mods, full USI suite. Here is the Log: https://drive.google.com/open?id=0B9E1ELqaaxtIbFBEMWlBVGVJeVE Quote Link to comment Share on other sites More sharing options...
voicey99 Posted August 5, 2017 Share Posted August 5, 2017 Well, woot! Finally fixed the Kolonisation applet after 2 1/2 months of it being broken and missing. Turns out MKS 0.51.0 (included in the last 1.2 Constellation release) had some anachronistic updates applied, insofar as the texturepath was changed before my file sorting was applied so it threw IsolatedStorageExceptions (i.e. your filepathing sucks) all over the place, broke the applet button and kept crashing KSP. If anyone else is using it, just create a folder named 'UI' in Assets and copy all the thumbnails (Kolony.png etc.) into it. Now I can finally use local logistics, view the ratings and monitor planetary logistics levels again. Quote Link to comment Share on other sites More sharing options...
Thinking Potato Gamer Posted August 6, 2017 Share Posted August 6, 2017 Gosh, this is really cool and amazing. It's to bad the only life support system is the USI Life Support. I wish it also works on TAC Life Support. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 6, 2017 Share Posted August 6, 2017 1 hour ago, Thinking Potato Gamer said: Gosh, this is really cool and amazing. It's to bad the only life support system is the USI Life Support. I wish it also works on TAC Life Support. It probably helps to read more thoroughly. There are community supported TAC-LS configs included for compatibility. Quote Link to comment Share on other sites More sharing options...
Gilph Posted August 6, 2017 Share Posted August 6, 2017 On 8/5/2017 at 3:09 AM, Blackline said: Hi, i am getting 200 million of these: Hide contents [EXC 09:10:33.079] NullReferenceException: Object reference not set to an instance of an object USITools.ModuleResourceConverter_USI.PostProcess (ConverterResults result, Double deltaTime) LifeSupport.ModuleHabitation.PostProcess (ConverterResults result, Double deltaTime) BaseConverter.FixedUpdate () Many many mods, full USI suite. Here is the Log: https://drive.google.com/open?id=0B9E1ELqaaxtIbFBEMWlBVGVJeVE Hi, there is a link to a dll that RD posted about 5-6 pages back. Give that a try. It fixed my similar issue Quote Link to comment Share on other sites More sharing options...
Blackline Posted August 6, 2017 Share Posted August 6, 2017 On 10.7.2017 at 1:44 PM, RoverDude said: @Kobymaru - Here's a link to two WIP DLLs... drop these in, let me know if the problem vanishes. USI Tools: https://www.dropbox.com/s/cdcyx75xzq1fux9/USITools.dll?dl=0 Kolonization: https://www.dropbox.com/s/w64zls80iqcitgv/KolonyTools.dll?dl=0 i found these, but the second one is down. Will it be integrated in the next version? Quote Link to comment Share on other sites More sharing options...
Khalkion Posted August 6, 2017 Share Posted August 6, 2017 (edited) 52 minutes ago, Blackline said: i found these, but the second one is down. Will it be integrated in the next version? Temporary fix - restart all mks converters (habitats, greenhouses, etc) and protect them from loosing power by providing more batteries/generators. At least that worked for me. Edited August 6, 2017 by Khalkion Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 6, 2017 Author Share Posted August 6, 2017 1 hour ago, Blackline said: i found these, but the second one is down. Will it be integrated in the next version? Yep! Quote Link to comment Share on other sites More sharing options...
Blackline Posted August 7, 2017 Share Posted August 7, 2017 11 hours ago, Khalkion said: Temporary fix - restart all mks converters (habitats, greenhouses, etc) and protect them from loosing power by providing more batteries/generators. At least that worked for me. I already assumed it was caused by loss of all power, thanks for the clarification. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted August 8, 2017 Share Posted August 8, 2017 I have a possible bug to report. Kolonists and other MKS specialists cost the same as core professions. According to the options menu, they should only cost 1k per Kerbal. I've checked the "alternate cost for kolonists" option in the difficulty menu. Anyone else encountered this bug? Quote Link to comment Share on other sites More sharing options...
strudo76 Posted August 8, 2017 Share Posted August 8, 2017 5 hours ago, sh1pman said: I have a possible bug to report. Kolonists and other MKS specialists cost the same as core professions. According to the options menu, they should only cost 1k per Kerbal. I've checked the "alternate cost for kolonists" option in the difficulty menu. Anyone else encountered this bug? Everyone. It's a know issue due to be fixed next release. Quote Link to comment Share on other sites More sharing options...
jd284 Posted August 10, 2017 Share Posted August 10, 2017 So about the Colonization Module (3.75m). If I put in three pairs of kerbals, only one pair seems to breed, and I only got one new crew member after the gestation period. I'd have expected three, or however many females are in the module. Is this intentional? If the module is supposed to be some sort of maternity support module, I think it'd be better if it worked according to the number of females present (as long as there's at least one male on the base?). To make it more interesting, this could also require the presence of a medic, and without a medic maybe only one pair can breed, or even none. (I think pregnancies would be pretty dangerous in space without a medic...) Quote Link to comment Share on other sites More sharing options...
Vinhero100 Posted August 10, 2017 Share Posted August 10, 2017 (edited) I landed a Karbonite Driller on the mun and set the tanks to planetary warehouse, and I went to look into my planetary logistics and I realized that the tab wasn't there. I installed the latest USI tools, but that didn't work. I'm playing in 1.3, with USI life support. The life support works fine. Does someone know how to fix this? Thanks! Edit: I fixed it, by deleting the toolbar mod and FTT. Not sure which one it was, but i have a feeling it was the toolbar mod. Edited August 11, 2017 by Vinhero100 Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted August 10, 2017 Share Posted August 10, 2017 3 hours ago, jd284 said: To make it more interesting, this could also require the presence of a medic, and without a medic maybe only one pair can breed, or even none. (I think pregnancies would be pretty dangerous in space without a medic...) I rather like the idea. Without a medic, pregnancies are dangerous, period. Baby heads sometimes are bigger than the woman's pelvic girdle. That's pretty much C-section or die. Quote Link to comment Share on other sites More sharing options...
jd284 Posted August 10, 2017 Share Posted August 10, 2017 Another thing that occured to me regarding habitation, and how there's no large-scale parts for ground bases as opposed to orbital bases that have the hab rings. At some point I wanted to just land a large asteroid and hollow it out for living space, which got me to thinking about alternatives... I believe the idea for most long-term settlements in space would be to burrow into the ground, for protection from radiation as well as meteoroids on planets like Mars with little atmosphere to stop them. So I think it would make sense to designate some Duna-like parts to function as entrance to such burrows. It would only function when landed, and ideally take some time/effort for the needed earth works, but then providing habitation similar to that of the orbital rings. The "landed" check would probably require some code, and would need to robust enough to ignore physics hops on load and such. Possibly it would just be the "expand" action that requires the "landed" check for simplicity. For the earth works, probably requiring a large EC construction cost plus some MatKis and SP like for the rings would already work. What do you think? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 10, 2017 Share Posted August 10, 2017 (edited) 1 hour ago, jd284 said: Another thing that occured to me regarding habitation, and how there's no large-scale parts for ground bases as opposed to orbital bases that have the hab rings. At some point I wanted to just land a large asteroid and hollow it out for living space, which got me to thinking about alternatives... I believe the idea for most long-term settlements in space would be to burrow into the ground, for protection from radiation as well as meteoroids on planets like Mars with little atmosphere to stop them. So I think it would make sense to designate some Duna-like parts to function as entrance to such burrows. It would only function when landed, and ideally take some time/effort for the needed earth works, but then providing habitation similar to that of the orbital rings. The "landed" check would probably require some code, and would need to robust enough to ignore physics hops on load and such. Possibly it would just be the "expand" action that requires the "landed" check for simplicity. For the earth works, probably requiring a large EC construction cost plus some MatKis and SP like for the rings would already work. What do you think? I feel like there was a mod for that once, subterranean structures or something. I even feel like @RoverDude had shown interest in it (I think it had been abandoned). [edit] there is this Edited August 10, 2017 by goldenpsp Quote Link to comment Share on other sites More sharing options...
fourfa Posted August 11, 2017 Share Posted August 11, 2017 Question for the gang here - I'm a relatively new user in MKS and I haven't gotten all the way to the complex logistics yet. Also I'm still stuck in 1.2.2 while I wait for GPP to update. I'd like to make the Landing Stabilizer and Wide Landing Leg from the MKS package behave exactly like stock parts in the following ways: 1. Deploy and retract trigger the sounds that the stock landing legs use. Currently they are silent. 2. Toggle Stabilizer should automatically place itself in the Gear action group, as Extend/Retract does with the stock landing legs. Currently they do not 3. They should behave the way the stock legs do when placed in symmetry - when in VAB/SPH, the stock legs have a "Start Extended / Retracted" PAW item that affects all legs in symmetry. The MKS legs have a "Retract / Extend Stabilizer" item that does not affect other parts placed in symmetry. The third item I could see needing to be flexible for large and asymmetric bases - the first two however seem fairly straightforward. Thoughts? Quote Link to comment Share on other sites More sharing options...
jd284 Posted August 11, 2017 Share Posted August 11, 2017 10 hours ago, goldenpsp said: I feel like there was a mod for that once, subterranean structures or something. I even feel like @RoverDude had shown interest in it (I think it had been abandoned). [edit] there is this Interesting, I like the idea of doing the underground model as IVA to avoid collider and clipping issues. I look forward to that mod getting a release. But I still maintain that MKS is lacking in large scale ground habitation, spamming the ranger habs just looks boring, and the hab rings on the ground is just silly. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 11, 2017 Share Posted August 11, 2017 2 hours ago, jd284 said: Interesting, I like the idea of doing the underground model as IVA to avoid collider and clipping issues. I look forward to that mod getting a release. But I still maintain that MKS is lacking in large scale ground habitation, spamming the ranger habs just looks boring, and the hab rings on the ground is just silly. IIRC @RoverDude has talked about future plans to add large scale ground structures for longer term colonies. Quote Link to comment Share on other sites More sharing options...
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