Aelfhe1m Posted July 2, 2023 Share Posted July 2, 2023 10 hours ago, dlrk said: that's in the CFG, but it still shows up. Perhaps something else is overwriting it The first step I would take in diagnosing this would be to open <KSP folder>/Logs/ModuleManager/ModuleManager.log in a text editor and do a search for "Prebuilt/KerbalEVA.cfg" that should give you all the patches that are being applied to the Kerbals. You need to look for lines that say "Applying update", like this: Line 4194: [LOG 12:03:13.862] Applying update EVAEnhancementsContinued/kerbalEVA/@PART[kerbalEVA*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[~experimentID[ROCScience]]] to Squad/Parts/Prebuilt/kerbalEVA.cfg/PART[kerbalEVA] The first part (EVAEnhancementsContinued/kerbalEVA) is the path and filename of the patch without the .cfg extension. That is followed by the patch signature - useful if there are more than one patch in the file - and than the name of the part that the patch is being applied to which should be the name of each of the different Kerbal EVA suits. After you've identified all the patches being applied, it then becomes a case of checking each one individually to see if it is affecting USI_ModuleRecycleablePart which unfortunately can be quite tedious in a heavily modded install. Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 2, 2023 Share Posted July 2, 2023 8 hours ago, Aelfhe1m said: After you've identified all the patches being applied, it then becomes a case of checking each one individually to see if it is affecting USI_ModuleRecycleablePart which unfortunately can be quite tedious in a heavily modded install. What specifically am I looking for? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 3, 2023 Share Posted July 3, 2023 13 hours ago, dlrk said: What specifically am I looking for? Any patch that is being applied to KerbalEVA in your install that looks something like: @PART[ <something> ]: <other rules> { MODULE { name = USI_ModuleRecycleablePart // other lines may be here } } You can ignore the patch in GameData/UmbraSpaceIndustries/MKS/Patches/ScrapParts.cfg that's correctly written to ignore the Kerbals. Quote Link to comment Share on other sites More sharing options...
JerryWho Posted July 15, 2023 Share Posted July 15, 2023 I've built my first minmus base with a Ranger agriculture module. I have fertilizer, mulch, machinery and electricity. The module is manned with a scientist. But it produces very little supplies. Its load is as low as 0.96% What's my mistake? How can I push the production rate? TIA Quote Link to comment Share on other sites More sharing options...
JerryWho Posted July 16, 2023 Share Posted July 16, 2023 16 hours ago, JerryWho said: I've built my first minmus base with a Ranger agriculture module. I have fertilizer, mulch, machinery and electricity. The module is manned with a scientist. But it produces very little supplies. Its load is as low as 0.96% What's my mistake? How can I push the production rate? TIA It seems I found the reason: more machinery. Quote Link to comment Share on other sites More sharing options...
JamesonKerbal Posted July 18, 2023 Share Posted July 18, 2023 On 6/14/2023 at 12:04 AM, test_do_not_use said: o you initiate the transfer from the Kolonization Dashboard on the toolbar, as you would while landed? Under Local Logistics? Yes, same button. It doesn't care whether you're transferring between things on the ground or in space, the forklift is magic! Quote Link to comment Share on other sites More sharing options...
akira178452130 Posted July 31, 2023 Share Posted July 31, 2023 Does MKS and USI-LifeSupport need localization support? I already translated all parts information to chinese for my own game if needed,I can send pull request right now. Quote Link to comment Share on other sites More sharing options...
potato1245 Posted August 28, 2023 Share Posted August 28, 2023 How do you join two power couplers together i'm a engineer and it says on the coupler 2 Pdus but they are not connected so how do i connect them Quote Link to comment Share on other sites More sharing options...
notthebobo Posted August 31, 2023 Share Posted August 31, 2023 On 8/28/2023 at 2:01 PM, potato1245 said: How do you join two power couplers together i'm a engineer and it says on the coupler 2 Pdus but they are not connected so how do i connect them They should connect automatically if they are with range of each other. Quote Link to comment Share on other sites More sharing options...
Steigleder Posted September 9, 2023 Share Posted September 9, 2023 Hi, I am using the Gold Standard mod, in order to send gold to Kerbin for profit. Has anyone tried setting gold as a resource to be managed by USI MKS? I would like to send gold by orbital logistics. This would make a good space trade. Quote Link to comment Share on other sites More sharing options...
AnFa Posted September 9, 2023 Share Posted September 9, 2023 On 3/7/2023 at 11:20 PM, Grimmas said: You could try replacing core heat with SystemHeat, though I don't have experience with this particular bug and can't comment whether it will also affect SystemHeat or not. And I don't think it will fix vessels in flight so those would need to be relaunched (maybe try isolated in a separate save file first). I do have patches to convert MKS to use SystemHeat though. As well as patches to convert MKS to B9 and a bunch of other things. Do you have a guide on how to do these? Because I use Tantares, and would love to do something similar for their parts Quote Link to comment Share on other sites More sharing options...
Hoovy Posted September 10, 2023 Share Posted September 10, 2023 Does this come bundled with its own life support, or would I need to install USI as well? (I'm playing luna multiplayer with friends who don't want life support, but this seems like a cool mod and I can't see anything on it coming bundled with life support or not) Quote Link to comment Share on other sites More sharing options...
AnFa Posted September 10, 2023 Share Posted September 10, 2023 (edited) Just now, Hoovy said: Does this come bundled with its own life support, or would I need to install USI as well? (I'm playing luna multiplayer with friends who don't want life support, but this seems like a cool mod and I can't see anything on it coming bundled with life support or not) MKS itself doesn't have life support. Install this along MKS Edited September 10, 2023 by AnFa Quote Link to comment Share on other sites More sharing options...
heli Posted October 2, 2023 Share Posted October 2, 2023 Hello, now I would like to write again in the hope that I won't disturb you too much. After all, this problem has been around for about 1-2 years?! Unfortunately I was ignored last time but it's ok. Will there be a future where people without English knowledge can play this mod properly? or do I have to be satisfied that such a future will not exist? It's about the problem message "Engineer not present in active vessel" if the language is not English! So I can't use some modules at all even though I have an engineer on board (in German "Techniker") Or does anyone know if I can just leave the engineer in English in a setting file or something That would be such a shame because I love this mod so much Quote Link to comment Share on other sites More sharing options...
Tokamak Posted October 18, 2023 Share Posted October 18, 2023 I'm having a heck of a time with the Karibou rover, and I wonder if anyone has some idea what might be going wrong. Basically, steering is impossible, rendering it totally unusable . When I use the arrow keys to steer, the wheels sometimes don't turn, other times they turn in seemingly random directions, and all I can do is meander around more or less aimlessly or spin out, depending on which ways the wheels decide to go. Other rover parts seem to work fine as far as I can tell, including the Malamute. I've tried things like disabling steering on the back wheels, and other things, and nothing seems to work. It's not just that steering doesn't go the right direction, it's that it seems to go randomly. One time I'll try to turn left and the wheels will go one way, then I'll try right and nothing changes, then left again and the wheels move to a different weird position. Any thoughts? Examples below. Log file: https://mega.nz/file/tog1BIwK#a4WOkjCC2mqpPcRlq_ap8x_gy6An0I-ZUpZkJCrQug8 (sorry it's mega, that's the only place I have to upload it right now) (side question...how the heck do I actually upload images and logs here, instead of posting elsewhere and linking? I could have sworn there was a way...) Quote Link to comment Share on other sites More sharing options...
panarchist Posted October 18, 2023 Share Posted October 18, 2023 (edited) 58 minutes ago, Tokamak said: (side question...how the heck do I actually upload images and logs here, instead of posting elsewhere and linking? I could have sworn there was a way...) They removed that functionality a year or two back. You have to use an external link like Imgur or Pastebin now. Edited October 18, 2023 by panarchist Quote Link to comment Share on other sites More sharing options...
Tokamak Posted October 18, 2023 Share Posted October 18, 2023 28 minutes ago, panarchist said: They removed that functionality a year or two back. You have to use an external link like Imgur or Pastebin now. Ah, got it. That would explain it. Quote Link to comment Share on other sites More sharing options...
notthebobo Posted October 19, 2023 Share Posted October 19, 2023 22 hours ago, Tokamak said: I'm having a heck of a time with the Karibou rover, and I wonder if anyone has some idea what might be going wrong. @Tokamak, this may not be it, but where are you controlling from? Make sure you have the front cabin set as the controller, not the small dome on top when driving. Quote Link to comment Share on other sites More sharing options...
Tokamak Posted October 19, 2023 Share Posted October 19, 2023 2 hours ago, notthebobo said: @Tokamak, this may not be it, but where are you controlling from? Make sure you have the front cabin set as the controller, not the small dome on top when driving. Yup, I tried it both ways. Quote Link to comment Share on other sites More sharing options...
DoktorKrogg Posted October 20, 2023 Share Posted October 20, 2023 On 10/18/2023 at 3:19 PM, Tokamak said: I'm having a heck of a time with the Karibou rover, and I wonder if anyone has some idea what might be going wrong. The wheels are broken and have been for quite some time. Squad made some change to the way wheels work in version 1.10 IIRC that broke a lot of wheels in a lot of mods. Someone made a PR a while back with a fix for one of the USI wheels, might have been Karibou. If you know your way around GitHub and KSP config files, you might be able to pull down those changes and see if they fix your problem. Quote Link to comment Share on other sites More sharing options...
Tokamak Posted October 21, 2023 Share Posted October 21, 2023 (edited) On 10/20/2023 at 9:54 AM, DoktorKrogg said: The wheels are broken and have been for quite some time. Squad made some change to the way wheels work in version 1.10 IIRC that broke a lot of wheels in a lot of mods. Someone made a PR a while back with a fix for one of the USI wheels, might have been Karibou. If you know your way around GitHub and KSP config files, you might be able to pull down those changes and see if they fix your problem. That's a shame that they got broken. It's a great set of parts. Turns out the TR-2L wheels fit okay with decent clearance if you play a bit. No snapping to the nodes, but it still gets the job done. Edited October 21, 2023 by Tokamak Quote Link to comment Share on other sites More sharing options...
Joriel Posted October 26, 2023 Share Posted October 26, 2023 On 10/18/2023 at 12:19 PM, Tokamak said: I'm having a heck of a time with the Karibou rover, and I wonder if anyone has some idea what might be going wrong. Basically, steering is impossible, rendering it totally unusable . When I use the arrow keys to steer, the wheels sometimes don't turn, other times they turn in seemingly random directions, and all I can do is meander around more or less aimlessly or spin out, depending on which ways the wheels decide to go. Other rover parts seem to work fine as far as I can tell, including the Malamute. I've tried things like disabling steering on the back wheels, and other things, and nothing seems to work. It's not just that steering doesn't go the right direction, it's that it seems to go randomly. One time I'll try to turn left and the wheels will go one way, then I'll try right and nothing changes, then left again and the wheels move to a different weird position. Any thoughts? Examples below. Log file: https://mega.nz/file/tog1BIwK#a4WOkjCC2mqpPcRlq_ap8x_gy6An0I-ZUpZkJCrQug8 (sorry it's mega, that's the only place I have to upload it right now) Glad it isn't just me having this issue. On another issue, I am having a heck of a time building a crane. I build the crane with both the stabilizers and PAL wheels (the ones that actually fold up) and set the wheels to extend/retract using action groups (same with the stabilizers). I start with the wheels retracted and the stabilizers extended. I send it out to the runway to test the action groups and when I hit the action group to extend the wheels the wheels fly out so fast it sends the entire crane flying...and this is on Kerbin I can imagine it sending the crane into orbit on the Mun or God forbid Minmus. What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
AnFa Posted October 29, 2023 Share Posted October 29, 2023 What does the governor slider in some parts do exactly? I tried changing them, but it didn't seem to affect anythgin Quote Link to comment Share on other sites More sharing options...
SqrlGrlDawn Posted October 29, 2023 Share Posted October 29, 2023 (edited) for some reason, my cargo containers no longer have the button to connect to depot, even when loading an older save, in flight the cargo container has no options, and the crew container only lets me switch between luxury and economy, can provide logs if it would help EDIT nevermind fixed Edited October 30, 2023 by Don0303 Quote Link to comment Share on other sites More sharing options...
Tokamak Posted November 7, 2023 Share Posted November 7, 2023 (edited) I've got another thing that's probably a silly mistake, but neither my memory of using MKS years ago, nor going through the docs, has provided a fix. I'm trying to use long range logistics and I can't for the life of me get it to work. I've been following https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Logistics) as well as I can. I have two locations, testing just outside of the KSC. Location 1 has a Duna logistics center with a pilot in it, and a few meters away has a refinery with a convert-o-tron (set to LFO production) a fuel tank, and a USI Kontainer set for ore. Location 2 is about 200m away (greater than the 150m scavenging range but with in the 2km resource distribution range) and has a mining rover with some drills, a karibou wheeled storage bay set for ore, and a karibou rover cockpit. It also has a pilot in it The mining rover is successfully mining ore at location 2. But at location 1, with the convert-o-tron on and trying to consume ore, no ore appears in its ore kontainer. Both sites have a part with the "resource distributor" module, crewed by a pilot. They are greater than 150m but less than 2km apart. (also, in case the logistics part needs to be on a different craft than the one sharing its resources, I sent a second karibou out to location 2 with another pilot, and nothing changed) What am I doing wrong? EDIT: I'll leave this here to help anyone who finds it. I think I found the problem. When I swapped out the stock ISRU part for the USI equivalent part, and it immediately started working. I assume whatever the stock part does when it checks for local resources doesn't "request" in a way that USI logistics picks up. Edited November 7, 2023 by Tokamak Quote Link to comment Share on other sites More sharing options...
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