infinite_monkey Posted December 1, 2018 Share Posted December 1, 2018 12 hours ago, Shad_The_Knight said: This will sound like a stupid question, but how do I add parts to current base on different planet? I know you have to send it there, but I don't know how to connect them besides using ports, which end up making my base crooked. I usually attach them on site using KIS. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 2, 2018 Author Share Posted December 2, 2018 On 12/1/2018 at 6:10 AM, Shad_The_Knight said: This will sound like a stupid question, but how do I add parts to current base on different planet? I know you have to send it there, but I don't know how to connect them besides using ports, which end up making my base crooked. Also remember that MKS encourages disconnected bases. Only time you need to connect is if you're in orbit... and for that, consider Konstruction ports. Quote Link to comment Share on other sites More sharing options...
TackleMcClean Posted December 3, 2018 Share Posted December 3, 2018 (edited) My 2.5m kerbitat has Habitat effect, whereas the 3.75m does not (can't be configured for anything, effect is completely missing). Was this already discussed? Do I have faulty installation? Using the Constellation release from november 22. Edit: Correction - there seems to be effect on life support/hab time by adding it in the VAB. However, configuring the item has no option for switching bays effect. So I can't pick between recycler, hab common/quarters, purifier etc. Also, the right-click more info menu in the part selector has no info about hab effect. When it comes to agroponics the only one that doesn't have "Recipe: ???" in VAB is the Duna Agriculture module. When I start agroponics on that one, it doesn't seem to add any supplies. 110 days of supplies from the start. And it only lasts 110 days, even though I have tons of fertilizer and some mulch to get started (and power of course). Solved most my problems by removing the extranous New Folder and applying the patch for stockalike station parts redux a few pages back. I still have some confusion over that VAB shows Recipe: ??? on things, but they seem to work still. Edited December 3, 2018 by TackleMcClean Solved things Quote Link to comment Share on other sites More sharing options...
Cataclism Posted December 4, 2018 Share Posted December 4, 2018 (edited) Hey, guys! Have you noticed, or perhaps someone has already commented, that once a kerbal enters the "Deployable Emergency Shelter" (that cool, effective small tent on the "rovers" Umbra´s menu) they will be completely ripped off of their inventory items? I have reinstalled the mod, and the issue persists: An engineer decided to take some R&R from all those number and went camping. He started with the items in the inventory, entered the small tent and, when going on EVA again...... the Kraken had stollen it all!!! Here´s a little video... the "proof" of the disappearing is at 2´15" https://youtu.be/PrRlqkWcXG4 Edited December 4, 2018 by Cataclism Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted December 4, 2018 Share Posted December 4, 2018 1 hour ago, Cataclism said: Hey, guys! Have you noticed, or perhaps someone has already commented, that once a kerbal enters the "Deployable Emergency Shelter" (that cool, effective small tent on the "rovers" Umbra´s menu) they will be completely ripped off of their inventory items? I have reinstalled the mod, and the issue persists: An engineer decided to take some R&R from all those number and went camping. He started with the items in the inventory, entered the small tent and, when going on EVA again...... the Kraken had stollen it all!!! Here´s a little video... the "proof" of the disappearing is at 2´15" https://youtu.be/PrRlqkWcXG4 It is a long standing issue. Put your tools away in a proper storage container before entering any inflatable modules. Quote Link to comment Share on other sites More sharing options...
Cataclism Posted December 4, 2018 Share Posted December 4, 2018 Thank you! I was just about to try and remove my post, as I´ve seen other reports alike. Quote Link to comment Share on other sites More sharing options...
Choc113 Posted December 6, 2018 Share Posted December 6, 2018 Does anyone know how to fix this window bug? as you can see the orbital logistics window is blank in these two you can see that if you bring up other windows they sort of "clip" though it. I can't access orbital logistics on any of my logistics centres on any planet once its bugged out and the window will not go away until I reload the game fresh and then if I bring up the orbital logistics window it does it again from then on. If I reload a old save it seems to work again for a bit but since i don't know whats doing it its just a matter of time until my current save is broke and I have to hope I don't have to go back to far to find a working one. Its started to do it in the colonisation dashboard orbital logistics window as well now Game is up to date according to steam and this is my mod list Let me know if you need any more information. Quote Link to comment Share on other sites More sharing options...
Cataclism Posted December 7, 2018 Share Posted December 7, 2018 Hello, again! I was wondering if it would be possible... not a big deal, though: when the player right-clicks on a part nearby, and the option "Disassemble part" appears, maybe if it shows the quantity of material kits that will be generated? I believe that number is not randomic, and I don´t know if this instant calculation could make the game gets a little slower... Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 7, 2018 Author Share Posted December 7, 2018 20 hours ago, Choc113 said: Does anyone know how to fix this window bug? hmm... does it occur in a new save? 46 minutes ago, Cataclism said: I believe that number is not randomic, Nope, it is based on mass Only concern is beefing up the PAW, but every part already has the partmodule anyway Quote Link to comment Share on other sites More sharing options...
Choc113 Posted December 7, 2018 Share Posted December 7, 2018 1 hour ago, RoverDude said: hmm... does it occur in a new save? Yea. Before saving Saving I quit to desktop and reloaded the game then loaded my test save went to my logistic centre ship and opened the window as you can see it persists though the save on the right click orbital logistics menu. The Colonisation dashboard window defaults to opening on the left hand most tab so its OK until you click the orbital logistics window there. Then it goes wrong the same as the other one. Quote Link to comment Share on other sites More sharing options...
alexeykuzmin0 Posted December 7, 2018 Share Posted December 7, 2018 Maybe it's a stupid question, but how do I install this mod? The download links from GitHub show HTTP 404. I use MacOS Mojave and would prefer using the latest version of KSP. Quote Link to comment Share on other sites More sharing options...
Choc113 Posted December 7, 2018 Share Posted December 7, 2018 The link from here https://github.com/Nereid42/NanoGauges seems to work for me. Its a .zip file do macs use .zip? (Don't know anything about macs sorry) Best way I have found to use most mods it to use ckan https://github.com/KSP-CKAN/CKAN/releases which pretty much does everything for you. But I don't know if that works on mac's either Quote Link to comment Share on other sites More sharing options...
Gilph Posted December 8, 2018 Share Posted December 8, 2018 On 12/6/2018 at 6:19 PM, Choc113 said: Does anyone know how to fix this window bug? as you can see the orbital logistics window is blank in these two you can see that if you bring up other windows they sort of "clip" though it. I can't access orbital logistics on any of my logistics centres on any planet once its bugged out and the window will not go away until I reload the game fresh and then if I bring up the orbital logistics window it does it again from then on. If I reload a old save it seems to work again for a bit but since i don't know whats doing it its just a matter of time until my current save is broke and I have to hope I don't have to go back to far to find a working one. Its started to do it in the colonisation dashboard orbital logistics window as well now Game is up to date according to steam and this is my mod list Let me know if you need any more information. The USI components look old to me, like 1.4x versions? Have you downloaded the 1.5x compatible Constellation package? Quote Link to comment Share on other sites More sharing options...
Cataclism Posted December 8, 2018 Share Posted December 8, 2018 (edited) On 12/2/2018 at 3:21 PM, RoverDude said: Also remember that MKS encourages disconnected bases. Only time you need to connect is if you're in orbit... and for that, consider Konstruction ports. Oh, probably that´s the reason my Umbra bases end up exploding when I reload the game, when they have KAS ports attached to them. So I get that "Null exception 00" (or something like it) and the game doesn´t save anymore. One problem less to solve! . -------------- P.S.: My appologies: the log below is for another issue, regarding some differences between ATI tools within MKS and Global Constr., which was already solved; Unfortunately, I no longer have the log regarding the "NullReference" I said before... ) Spoiler [LOG 07:38:17.717] [MessageSystem] Save Messages [LOG 07:38:18.998] Game State Saved as persistent [LOG 07:38:20.744] ScaleModList: listSize 533 maxListSize 758 [LOG 07:38:21.716] Unpacking Untitled Space Craft [LOG 07:38:21.717] KK: GetCurrentLaunchSite: retuning CurrentSite: NewGroup_KSC_LaunchPad_level_2_0 [LOG 07:38:21.717] KK: GetLaunchSiteByName: Returning LS: NewGroup_KSC_LaunchPad_level_2_0 [LOG 07:38:21.717] Unpacking Jeanne_Karibou_(3guys) [LOG 07:38:21.726] Unpacking Jeanne-Karibou_Super-Relay [LOG 07:38:21.731] Unpacking JeanneResupply_1 [LOG 07:38:21.914] [F: 68249]: Ranger.AgModule collided into Jeanne Xn03120213 - relative velocity: 39.77703 - no impact momentum (no RB) [LOG 07:38:21.914] Ranger.AgModule Exploded!! - blast awesomeness: 0.5 [LOG 07:38:21.919] [Ranger.AgModule]: Deactivated [LOG 07:38:21.990] [UIMasterController]: ShowUI [LOG 07:38:22.265] 1 explosions created. [LOG 07:38:22.690] [F: 68254]: C3.FlatTank.03 collided into Jeanne Xn03120213 - relative velocity: 8.380869 - no impact momentum (no RB) [LOG 07:38:22.690] C3.FlatTank.03 Exploded!! - blast awesomeness: 0.5 [LOG 07:38:22.707] [C3.FlatTank.03]: Deactivated [LOG 07:38:22.734] [ModularFlightIntegrator] MFI Start [LOG 07:38:22.734] [ModularFlightIntegrator] Start. VesselModule on vessel : ModularFlightIntegrator KSPWheelDustCamera KSPWheelVesselControl KSPWheelVesselDebug ModuleStabilization WorkshopManager CommNetVessel [LOG 07:38:22.749] 1 explosions created. [LOG 07:38:25.427] [F: 68315]: GearSmall collided into Jeanne Xn03120213 - relative velocity: 59.06341 - no impact momentum (no RB) [LOG 07:38:25.427] GearSmall Exploded!! - blast awesomeness: 0.5 [LOG 07:38:25.430] [GearSmall]: Deactivated [LOG 07:38:25.468] 1 explosions created. [LOG 07:38:29.337] [F: 68388]: parachuteRadial collided into Jeanne Xn03120213 - relative velocity: 24.61805 - no impact momentum (no RB) [LOG 07:38:29.337] parachuteRadial Exploded!! - blast awesomeness: 0.5 [LOG 07:38:29.340] [parachuteRadial]: Deactivated [LOG 07:38:29.366] 1 explosions created. [LOG 07:38:29.431] [F: 68389]: strutConnector collided into Jeanne Xn03120213 - relative velocity: 12.31441 - no impact momentum (no RB) [LOG 07:38:29.431] strutConnector Exploded!! - blast awesomeness: 0 [LOG 07:38:29.434] [strutConnector]: Deactivated [LOG 07:38:29.457] 1 explosions created. [LOG 07:38:29.535] [F: 68390]: indicatorLightSmall collided into Jeanne Xn03120213 - relative velocity: 13.18557 - no impact momentum (no RB) [LOG 07:38:29.535] indicatorLightSmall Exploded!! - blast awesomeness: 0.5 [LOG 07:38:29.538] [indicatorLightSmall]: Deactivated [LOG 07:38:29.564] 1 explosions created. [LOG 07:38:30.331] SCREENSHOT!! [LOG 07:38:31.412] [F: 68422]: C3.FlatTank.03 collided into Jeanne Xn03120213 - relative velocity: 47.91077 - no impact momentum (no RB) [LOG 07:38:31.412] C3.FlatTank.03 Exploded!! - blast awesomeness: 0.5 [LOG 07:38:31.412] [C3.FlatTank.03]: Deactivated [LOG 07:38:31.429] 1 explosions created. [LOG 07:38:31.599] [F: 68425]: C3.Kontainer.02 collided into Jeanne Xn03120213 - relative velocity: 24.49125 - no impact momentum (no RB) [LOG 07:38:31.599] C3.Kontainer.02 Exploded!! - blast awesomeness: 0.5 [LOG 07:38:31.600] [C3.Kontainer.02]: Deactivated [LOG 07:38:31.631] 1 explosions created. [LOG 07:38:31.683] [F: 68426]: C3.Kontainer.02 collided into Jeanne Xn03120213 - relative velocity: 22.77235 - no impact momentum (no RB) [LOG 07:38:31.683] C3.Kontainer.02 Exploded!! - blast awesomeness: 0.5 [LOG 07:38:31.696] [C3.Kontainer.02]: Deactivated [LOG 07:38:31.723] [ModularFlightIntegrator] MFI Start [LOG 07:38:31.723] [ModularFlightIntegrator] Start. VesselModule on vessel : ModularFlightIntegrator KSPWheelDustCamera KSPWheelVesselControl KSPWheelVesselDebug ModuleStabilization WorkshopManager CommNetVessel [LOG 07:38:31.752] 1 explosions created. [LOG 07:38:32.548] [F: 68441]: strutConnector collided into Jeanne Xn03120213 - relative velocity: 14.01905 - no impact momentum (no RB) [LOG 07:38:32.548] strutConnector Exploded!! - blast awesomeness: 0 [LOG 07:38:32.551] [strutConnector]: Deactivated [LOG 07:38:32.556] [F: 68441]: strutConnector collided into Jeanne Xn03120213 - relative velocity: 14.01905 - no impact momentum (no RB) [LOG 07:38:32.556] [Explosion] Combined. [LOG 07:38:32.556] strutConnector Exploded!! - blast awesomeness: 0 [LOG 07:38:32.559] [strutConnector]: Deactivated [LOG 07:38:33.102] [F: 68450]: probeCoreOcto2.v2 (JeanneResupply_1) collided into Jeanne Xn03120213 - relative velocity: 20.07618 - no impact momentum (no RB) [LOG 07:38:33.102] probeCoreOcto2.v2 (JeanneResupply_1) Exploded!! - blast awesomeness: 0 [LOG 07:38:33.102] [probeCoreOcto2.v2 (JeanneResupply_1)]: Deactivated [LOG 07:38:34.393] [F: 68474]: [KAS.CPort1] Collision Enhancer Punch Through - vel: 42.71144 [LOG 07:38:34.394] KAS.CPort1 Exploded!! - blast awesomeness: 0.5 [LOG 07:38:34.394] [KAS.CPort1]: Deactivated [LOG 07:39:28.951] [FLIGHT GLOBALS]: Switching To Vessel Jeanne_Karibou_(3guys) ---------------------- [LOG 07:39:28.952] Detected switch from probeCoreCube (Vessel) to KER.Adapter (Jeanne_Karibou_(3guys)) (Vessel). Request camera stabilization. [LOG 07:39:28.953] [PlanetariumCamera]: Focus: Jeanne_Karibou_(3guys) [LOG 07:39:28.962] Camera Mode: AUTO [WRN 07:39:28.968] InternalModel error: Part Crew capacity is 2, but 4 seats are defined in internal model [WRN 07:39:29.016] File 'C:/Program Files (x86)/GOG Galaxy/Games/Kerbal Space Program/KSP_x64_Data/../GameData/AtmosphereAutopilot/designs/Untitled Space Craft.txt' does not exist [LOG 07:39:29.019] [AtmosphereAutopilot]: vessel switch to Jeanne_Karibou_(3guys) [LOG 07:39:29.020] [AtmosphereAutopilot]: new vessel, creating new module map for Jeanne_Karibou_(3guys) Also, guys, if you could please add a note for a little misspelling correction on the KSPedia... down there, where you teach how to use MKS with EL, it written "Extraplanetary Luanchpad". (y) ;-) (I´ll bring the screenshot right away to make things easier, but maybe you´ve already noticed that typo) Thank you. Edited December 8, 2018 by Cataclism Quote Link to comment Share on other sites More sharing options...
Cataclism Posted December 8, 2018 Share Posted December 8, 2018 Quote Link to comment Share on other sites More sharing options...
Choc113 Posted December 8, 2018 Share Posted December 8, 2018 20 hours ago, Gilph said: The USI components look old to me, like 1.4x versions? Have you downloaded the 1.5x compatible Constellation package? Downloaded and installed the latest Constellation package and it seems to work again:)) (at least so far LOL) Thanks man. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 9, 2018 Author Share Posted December 9, 2018 Good deal Quote Link to comment Share on other sites More sharing options...
Brimarx Posted December 11, 2018 Share Posted December 11, 2018 A big thank you for that amazing mod! It makes KSP so much more than a space-flight simulator Quote Link to comment Share on other sites More sharing options...
RookFett Posted December 11, 2018 Share Posted December 11, 2018 Long time lurker, first time poster: I am having some difficulties, and wonder if someone can give me some pointers. Before I embark on a full career game, I wanted to test the MKS system in sandbox, to ensure I understand what is going on with this mod. I downloaded and installed the latest Constellation version, and read through the wiki and this thread. ( i have a clean install of KSP, latest version, with just USI/MKS and some helper mods like mechjeb, hyperedit, evs) - no CKAN - latest version of all required mods. I was not able to make the Logistic function of scavenging to work. (following the examples https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Logistics) ) First, I made a test vehicle using the MKS Duna Kerbitat, with the Ranger Habitat (as shown above at the link wiki) - put no supplies in it, added two kerbals (jeb, bob) and then drop them off to the side of the runway. I then placed a Kontainer 2.5m with 16K of supplies next to the kerbitat (within 50M) - and no transfer took place. I can use the MKS panel and manually transfer - with no issue, but I thought it should occur automagically? I am probably missing something important - but haven't a clue what it could be. The log seems clean with no errors. My other tests with power distribution and planetary logistics work out great - I haven't tested resource distribution or Orbital logistics yet. I didn't try the second type of scavenging yet, with the refining base and remote miner. My understanding is that the puller needs to be a logistics consumer, have a kerbal in the vehicle, storage for the resource, and the other object needs to be a warehouse, holding the resource you require - so a bit confused here Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 12, 2018 Author Share Posted December 12, 2018 @RookFett - Screenie please with the PAW locked. Quote Link to comment Share on other sites More sharing options...
RookFett Posted December 12, 2018 Share Posted December 12, 2018 (edited) PAW Locked = understood. Edited December 12, 2018 by RookFett added images Quote Link to comment Share on other sites More sharing options...
DStaal Posted December 12, 2018 Share Posted December 12, 2018 That's Supplies, and you're on Kerbin. Kerbals don't eat supplies on Kerbin, so they aren't scavenging for them. Quote Link to comment Share on other sites More sharing options...
RookFett Posted December 12, 2018 Share Posted December 12, 2018 (edited) 11 hours ago, DStaal said: That's Supplies, and you're on Kerbin. Kerbals don't eat supplies on Kerbin, so they aren't scavenging for them. I didn't know that (But they do appear to eat the supplies and make mulch on Kerbin though - so your suggesting they won't request for more, since they stop at 15 days of starving?) - so i moved them off planet - no scavenging -- added some other vehicles to see if what happens. Edited December 12, 2018 by RookFett Clarification of stuff Quote Link to comment Share on other sites More sharing options...
RookFett Posted December 12, 2018 Share Posted December 12, 2018 I did notice that USI-LS is spamming this: "Vessel situation changed, refreshing life support" - when fast time shifting - they run out of supplies and go to tourist mode. Quote Link to comment Share on other sites More sharing options...
B-STRK Posted December 12, 2018 Share Posted December 12, 2018 Quick question, is the disassemble-into-Matkits function strictly MKS or is it also somehow integrated into USI-Core? (And is there a way of exposing it without MKS installed, or it really is a strict MKS function?) I mean, admittedly I might not yet be into running an MKS game, but for purposes of cleanup (and admittedly having Ground Construction installed independently) it would be nice to poof stray parts. But again, if the intent is to keep it exclusive in MKS, I understand. Quote Link to comment Share on other sites More sharing options...
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