RoverDude Posted August 24, 2017 Author Share Posted August 24, 2017 We've found serious weirdness with Kopernicus in the past on an upgraded install. If you have that, delete your settings file and see if it fixes it. Quote Link to comment Share on other sites More sharing options...
NermNermNerm Posted August 24, 2017 Share Posted August 24, 2017 8 minutes ago, RoverDude said: We've found serious weirdness with Kopernicus in the past on an upgraded install. If you have that, delete your settings file and see if it fixes it. No joy for me - I've never installed Kopernicus. I have these: 000_AT_Utils 000_USITools BonVoyage Chatterer CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers Diazo EasyBoard EasyVesselSwitch EnvironmentalVisualEnhancements Firespitter GPOSpeedFuelPump GroundConstructionKAS KerbalEngineerKIS KSP-AVC KSPRescuePodFix LightsOut MechJeb2 NavyFish PlanetaryDomes PreciseManeuver QuickMods REPOSoftTech SCANsat scatterer Squad StockVisualEnhancements SurfaceLights TakeCommand TextureReplacer Trajectories TriggerTech TweakScale UmbraSpaceIndustries UnmannedBeforeManned [x] Science! Quote Link to comment Share on other sites More sharing options...
IonMage Posted August 24, 2017 Share Posted August 24, 2017 1 hour ago, RoverDude said: We've found serious weirdness with Kopernicus in the past on an upgraded install. If you have that, delete your settings file and see if it fixes it. Do you mean the Kopernicus settings, the MKS settings, or my personal game options settings? Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted August 24, 2017 Share Posted August 24, 2017 Anyone got a Kerbalism patch? Quote Link to comment Share on other sites More sharing options...
Hipponugz Posted August 24, 2017 Share Posted August 24, 2017 This is my first post so im sorry if im not clear enough or anything. so im trying to build a mun colony but the inflatable habitation and greenhouse parts dont have a deploy option outside the VAB but i can deploy in the VAB. i currently am running mechjeb, KAS, KIS, MKS, TAC and one other base parts mod ill get the name of when i get back to my computer. im hoping this is a problem someone else has had and i dont need to post pictuers. i dont have time to figure out how to post a pic with it but if i need to i will figure it out tomorrow so let me know if you need any other detail or pictures Quote Link to comment Share on other sites More sharing options...
voicey99 Posted August 24, 2017 Share Posted August 24, 2017 2 hours ago, The-Doctor said: Anyone got a Kerbalism patch? *Sigh* Not again. Use the search button please. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 24, 2017 Author Share Posted August 24, 2017 2 hours ago, The-Doctor said: Anyone got a Kerbalism patch? Incompatible. Kerbalism overrides the stock converters and drops some necessary functionality. The patch is to remove Kerbalism. 3 hours ago, IonMage said: Do you mean the Kopernicus settings, the MKS settings, or my personal game options settings? Your game options settings. Quote Link to comment Share on other sites More sharing options...
IonMage Posted August 24, 2017 Share Posted August 24, 2017 (edited) That seems to have partially done the trick, for now. Still a little chugging, but within the realm of what I can tolerate. Thanks for the help. Edit: Instant-tourist bug still occurs, though. Edited August 24, 2017 by IonMage Quote Link to comment Share on other sites More sharing options...
DStaal Posted August 24, 2017 Share Posted August 24, 2017 17 hours ago, garwel said: Nothing special: besides the Salamander pod and the solar panels, a few DMagic's scientific instruments (all disabled), the Klaw, a fuel tank, an engine, a heat shield, chutes and an antenna. From the other side and with MKS dashboard: That ship looks fine, though your EC generation is marginal. However: I notice from your list of resources you have 'ReservePower' - I can't recall off the top of my head which mod that is (it's not one I use), but I know that's a modded in resource related to EC management. Could it be siphoning off EC when you get to 95% full, in order to fill the reserve batteries? Quote Link to comment Share on other sites More sharing options...
maja Posted August 24, 2017 Share Posted August 24, 2017 36 minutes ago, DStaal said: That ship looks fine, though your EC generation is marginal. However: I notice from your list of resources you have 'ReservePower' - I can't recall off the top of my head which mod that is (it's not one I use), but I know that's a modded in resource related to EC management. Could it be siphoning off EC when you get to 95% full, in order to fill the reserve batteries? Isn't that mod AmpYear? Quote Link to comment Share on other sites More sharing options...
notthebobo Posted August 24, 2017 Share Posted August 24, 2017 5 hours ago, Hipponugz said: This is my first post so im sorry if im not clear enough or anything. so im trying to build a mun colony but the inflatable habitation and greenhouse parts dont have a deploy option outside the VAB but i can deploy in the VAB. i currently am running mechjeb, KAS, KIS, MKS, TAC and one other base parts mod ill get the name of when i get back to my computer. im hoping this is a problem someone else has had and i dont need to post pictuers. i dont have time to figure out how to post a pic with it but if i need to i will figure it out tomorrow so let me know if you need any other detail or pictures Deploy on Eva, and you need MaterialKits. Quote Link to comment Share on other sites More sharing options...
garwel Posted August 24, 2017 Share Posted August 24, 2017 1 hour ago, DStaal said: That ship looks fine, though your EC generation is marginal. However: I notice from your list of resources you have 'ReservePower' - I can't recall off the top of my head which mod that is (it's not one I use), but I know that's a modded in resource related to EC management. Could it be siphoning off EC when you get to 95% full, in order to fill the reserve batteries? ReservePower is a resource from AmpYear. Indeed, it can be the cause of this. I'll try tinkering with its settings and see. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted August 24, 2017 Share Posted August 24, 2017 3 hours ago, garwel said: ReservePower is a resource from AmpYear. Indeed, it can be the cause of this. I'll try tinkering with its settings and see. I might also not be, because I don't see RP filling in the 2nd SS. Quote Link to comment Share on other sites More sharing options...
garwel Posted August 24, 2017 Share Posted August 24, 2017 4 hours ago, garwel said: ReservePower is a resource from AmpYear. Indeed, it can be the cause of this. I'll try tinkering with its settings and see. Looks like it was really AmpYear's fault. The ReservePower storage didn't fill up because I'd disabled it, but EC generation stopped. Sorry for bothering! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 24, 2017 Author Share Posted August 24, 2017 All good Quote Link to comment Share on other sites More sharing options...
Hipponugz Posted August 24, 2017 Share Posted August 24, 2017 6 hours ago, notthebobo said: Deploy on Eva, and you need MaterialKits. Thank you for you help sorry about the dumb question. I was confused cuz when I first installed it the game let me deploy from the pod without material kits, not sure why. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted August 24, 2017 Share Posted August 24, 2017 Is there any MKS light version for 1.3 still existing? This mod interests me but it seems really scary hard, which is something I'm trying to avoid Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 24, 2017 Author Share Posted August 24, 2017 @The-Doctor - Already built in Just turn off the machinery wear mechanic in game difficulties, and without life support, all of the manufacturing chains are basically gone. Then, you can always turn it on if you want more of a challenge without having to start over. Quote Link to comment Share on other sites More sharing options...
larkvi Posted August 25, 2017 Share Posted August 25, 2017 On 8/22/2017 at 10:08 PM, RoverDude said: Rock is either discarded, or used by other USI mods. Does this mean that the Regolith Sifter is useless if we are not using ART? Quote Link to comment Share on other sites More sharing options...
sh1pman Posted August 25, 2017 Share Posted August 25, 2017 (edited) 17 minutes ago, larkvi said: Does this mean that the Regolith Sifter is useless if we are not using ART? Regolith sifter gives you resources, based on planetary averages. Rock is just a byproduct. Edited August 25, 2017 by sh1pman Quote Link to comment Share on other sites More sharing options...
Cynor Posted August 25, 2017 Share Posted August 25, 2017 Hey all, I'm having a bit of a weird problem(?) that I'm hoping can be worked out. I'm not sure if it's something I did, a mod conflict, or some kind of weird bug (possibly the thing mentioned above with Kopernicus, though I'm not sure where/how/what effect deleting the game option settings would have)... Basically for some reason Minmus has 100% in Geology, Botany, and Kolonization in the Kolonization Dashboard. While this doesn't seem bad, the issue is that I've really done nothing that should contribute to this. In fact, due to how close it is, The Mun is further ahead in things like Resource/SCANSat scans and crewed landings (I've only landed on Minmus once). However The Mun isn't listed at all in my Kolonization Dashboard. The only thing different about Minmus is I have a contract from the Bases and Station contract pack to scan for a base location on Minmus and I've already looked at potential sites with the resource overlay and used Waypoint Manager to mark one. At the end of the day a headstart like that may not be the worse thing for learning the ropes and production chains, but it still feels like I should fix it somehow and prevent it from happening again. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted August 25, 2017 Share Posted August 25, 2017 2 hours ago, Cynor said: Hey all, I'm having a bit of a weird problem(?) that I'm hoping can be worked out. I'm not sure if it's something I did, a mod conflict, or some kind of weird bug (possibly the thing mentioned above with Kopernicus, though I'm not sure where/how/what effect deleting the game option settings would have)... Basically for some reason Minmus has 100% in Geology, Botany, and Kolonization in the Kolonization Dashboard. While this doesn't seem bad, the issue is that I've really done nothing that should contribute to this. In fact, due to how close it is, The Mun is further ahead in things like Resource/SCANSat scans and crewed landings (I've only landed on Minmus once). However The Mun isn't listed at all in my Kolonization Dashboard. The only thing different about Minmus is I have a contract from the Bases and Station contract pack to scan for a base location on Minmus and I've already looked at potential sites with the resource overlay and used Waypoint Manager to mark one. At the end of the day a headstart like that may not be the worse thing for learning the ropes and production chains, but it still feels like I should fix it somehow and prevent it from happening again. .All bodies start at 100% by default, since USI parts use them as a multiplier-check this wikipage. I do believe the bonuses will only be gained by having a kerbal in an MKS part (all kolony parts and the Salamander). If you've landed on the Mun with vanilla or other mod parts but gone into Minmus' SOI in a crewed MKS module, that would explain it. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 25, 2017 Author Share Posted August 25, 2017 Yup, said bonuses are multipliers Quote Link to comment Share on other sites More sharing options...
larkvi Posted August 25, 2017 Share Posted August 25, 2017 16 hours ago, sh1pman said: Regolith sifter gives you resources, based on planetary averages. Rock is just a byproduct. I was testing it on the runway, and all I seemed to be generating was the amount of recyclables directly corresponding to the amount of machinery used, and lots of rocks. This was with abundant dirt and a large crusher attached, as well as storage for a variety of resources. What should I be looking for? Is the runway too low in resources to test? (I thought it was normally fine for figuring out if things work.) Quote Link to comment Share on other sites More sharing options...
sh1pman Posted August 25, 2017 Share Posted August 25, 2017 Just now, larkvi said: I was testing it on the runway, and all I seemed to be generating was the amount of recyclables directly corresponding to the amount of machinery used, and lots of rocks. This was with abundant dirt and a large crusher attached, as well as storage for a variety of resources. What should I be looking for? Is the runway too low in resources to test? (I thought it was normally fine for figuring out if things work.) Doesn't matter where you use it: the amount of resources you get is determined by their planetary averages. Make sure you have storage for the resources that are present on Kerbin. It's also fairly slow, so having a skilled engineer nearby will help a lot. Quote Link to comment Share on other sites More sharing options...
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