TronX33 Posted July 28, 2014 Share Posted July 28, 2014 Never mind, I got TAC, and it definitely adds a sense of realism. Maybe this could be implemented into the stock game as a hard mode? I'm probably being a blind idiot, but what module makes patchkits and repairkits? I think I looked through all of the modules, but none say that the output is that, and nearly all need those to function. Any help? Link to comment Share on other sites More sharing options...
RoverDude Posted July 28, 2014 Author Share Posted July 28, 2014 I noticed you plan to add planetary storage. Check out this mod: http://forum.kerbalspaceprogram.com/threads/79010-ResourceRecovery-for-KSPI-EL-and-Kethan-DevThread-alpha-download/page4Looks quite promising (especially when funds are added)Edit: And don't forget to add Karbonite support to MKS (Logistics Hub, unless you already did!)Another thing: Could you add a production module for RocketParts from EPL?As you know, Kethane is broken atm and therefore the converters from EPL won't work, don't know if taniwha will change the converters.Would be a nice addon to your bases, having the possibility to add launchpads.Support for DangIt! would be nice too (production of SpareParts, could be the same building as RocketParts production)Add these to GitHub issues please Link to comment Share on other sites More sharing options...
Talavar Posted July 28, 2014 Share Posted July 28, 2014 Does this mod REQUIRE firespitter and texture replacer? Seeing how they are all packed together, you would assume, but I thought I would ask. Link to comment Share on other sites More sharing options...
RoverDude Posted July 28, 2014 Author Share Posted July 28, 2014 Does this mod REQUIRE firespitter and texture replacer? Seeing how they are all packed together, you would assume, but I thought I would ask.FireSpitter and TweakScale you mean. Yes. Texture Replacer is there to stop ORS from breaking. Link to comment Share on other sites More sharing options...
Olympic1 Posted July 28, 2014 Share Posted July 28, 2014 Does this mod REQUIRE firespitter and texture replacer? Seeing how they are all packed together, you would assume, but I thought I would ask.Firespitter is included in the download and Texture Replacer is just compatible with it Link to comment Share on other sites More sharing options...
ShockingAwe Posted July 31, 2014 Share Posted July 31, 2014 I have a question about the logistics hub. It does not seem to be right clickable. I mean that no menu appears when i right click it. Are there any requirements for the menu to appear, or is there a bug with it?Thanks Link to comment Share on other sites More sharing options...
RoverDude Posted July 31, 2014 Author Share Posted July 31, 2014 I have a question about the logistics hub. It does not seem to be right clickable. I mean that no menu appears when i right click it. Are there any requirements for the menu to appear, or is there a bug with it?ThanksDo you have a command pod and electricity? Link to comment Share on other sites More sharing options...
ShockingAwe Posted July 31, 2014 Share Posted July 31, 2014 Do you have a command pod and electricity?Yes. I right click on the logistics hub and no menu comes up.All else works with the mod. Link to comment Share on other sites More sharing options...
SirSnoopy Posted July 31, 2014 Share Posted July 31, 2014 Hey RoverDude. I've run into a bit of a mystery. The MKS resources have disappeared from my game. The mod is still in it's directory and all the resource files are present, etc. Kethane still shows on my scans, and in the distribution of when it was first scanned, but all other reference to ore, minerals, substrate and water have vanished. The overlay tab doesn't switch, and the hover window only displays kethane stats. Not even 'None' or 'No Data'.I did just install Karbonite, but I'm not 100% on reversing that, and I have a ton of mods, so it could be anything, though I've made sure anything relevant is as up to date as possible. Do you know what would cause this, or at least what I should be looking at? Link to comment Share on other sites More sharing options...
RoverDude Posted July 31, 2014 Author Share Posted July 31, 2014 Hey RoverDude. I've run into a bit of a mystery. The MKS resources have disappeared from my game. The mod is still in it's directory and all the resource files are present, etc. Kethane still shows on my scans, and in the distribution of when it was first scanned, but all other reference to ore, minerals, substrate and water have vanished. The overlay tab doesn't switch, and the hover window only displays kethane stats. Not even 'None' or 'No Data'.I did just install Karbonite, but I'm not 100% on reversing that, and I have a ton of mods, so it could be anything, though I've made sure anything relevant is as up to date as possible. Do you know what would cause this, or at least what I should be looking at?If it's MKS 0.19x up, there is no Kethane support - ORS only. Link to comment Share on other sites More sharing options...
Sekonda Posted July 31, 2014 Share Posted July 31, 2014 I've had a gander around the thread and can't get confirmation; 64bit compatible or prone to crashing? I've not been able to get it working for more than ten minutes isolated to this mod on 64bit Windows. :c Shame I want MKS! Link to comment Share on other sites More sharing options...
RoverDude Posted July 31, 2014 Author Share Posted July 31, 2014 64 bit compatible, but I can't speak for other mods as things are a bit chaotic. Make sure you use the latest version. Link to comment Share on other sites More sharing options...
SirSnoopy Posted July 31, 2014 Share Posted July 31, 2014 If it's MKS 0.19x up, there is no Kethane support - ORS only.So what do I use to scan for and map resources now? Or rather, how does ORS relate to me as a player? I was given to understand that it's a tool for mod devs to create their own resources. Apologies for sounding like a complete n00b. I'm just at a loss, though likely the answer is staring me right in the face. *mumbles something about wood and trees...* Link to comment Share on other sites More sharing options...
J3ansley Posted July 31, 2014 Share Posted July 31, 2014 It's concentration based. Which means that you can land anywhere and mine/harvest. The differences though is you should probably scan to find the higher concentration areas and mine there. That way you can mine at X speed instead of say 1/2X. Also you won't run out of resources at your location like in Kethane. Link to comment Share on other sites More sharing options...
RoverDude Posted July 31, 2014 Author Share Posted July 31, 2014 Use a ScanOMatic. Find any place with concentrations > 0. Plop down a harvester. Gather resources. Done.Higher PPM or percentages = greater efficiency. Link to comment Share on other sites More sharing options...
SirSnoopy Posted July 31, 2014 Share Posted July 31, 2014 Aaaah. *penny drop moment* I get ya. Thank you for enlightening this poor excuse for an engineer. Link to comment Share on other sites More sharing options...
emfleck Posted August 1, 2014 Share Posted August 1, 2014 Started putting together my OKS and after I got a few components up in orbit and tried docking a 3rd module my docking clamps no longer have any magnetism and don't clamp to each other... Tried different saves, closed the game and started it back up.Anyone else having this issue and how to fix it? Link to comment Share on other sites More sharing options...
emfleck Posted August 1, 2014 Share Posted August 1, 2014 Started putting together my OKS and after I got a few components up in orbit and tried docking a 3rd module my docking clamps no longer have any magnetism and don't clamp to each other... Tried different saves, closed the game and started it back up.Anyone else having this issue and how to fix it?Some quick trouble shooting has revealed the problem and fix. Apparently when trying to mix and match stock docking ports with the MKS/OKS ports causes issues. Not sure why or what the inner workings are that is causing the issue, but sticking with MKS/OKS ports seems to be working better. Link to comment Share on other sites More sharing options...
emfleck Posted August 1, 2014 Share Posted August 1, 2014 Some quick trouble shooting has revealed the problem and fix. Apparently when trying to mix and match stock docking ports with the MKS/OKS ports causes issues. Not sure why or what the inner workings are that is causing the issue, but sticking with MKS/OKS ports seems to be working better.So...apparently the orientation of the MKS/OKS ports matter.... It's very important to have the foil opening facing outward...otherwise, yeah, nothing goes well.Problem fixed. Link to comment Share on other sites More sharing options...
Mlah Posted August 6, 2014 Share Posted August 6, 2014 So I have some questions about the way some of the modules work. I built myself an orbital station with the parts that the wiki suggested but am not quite sure that everything is running properly or that I have the proper generators active. My first question is on the aeroponics module. The infographic says I should have the greenhouse activated to turn compost into biomass but when I turn it on it says "Greenhouse: No space for more ..." Not entirely sure what it thinks I don't have space for as all my storage tanks have empty space. It doesn't seem to be producing biomass either. Also wondering if I am supposed to activate the air filter here seeing as the infographic shows all my oxygen being provided by the greenhouse.Next is the Kerbitat. The composter seems to be running but the habitat says I don't have enough biomass which makes sense since my greenhouse doesn't seem to be generating any.Assuming I only need command and purify active the colony control center and the terraformer seem to be running just fine. The last thing I just wanted to verify was whether these are meant for TACs new consumption rates. I assume they would be since it requires the newest version but the numbers in the tooltips of the various components seem really low. Link to comment Share on other sites More sharing options...
RoverDude Posted August 6, 2014 Author Share Posted August 6, 2014 So I have some questions about the way some of the modules work. I built myself an orbital station with the parts that the wiki suggested but am not quite sure that everything is running properly or that I have the proper generators active. My first question is on the aeroponics module. The infographic says I should have the greenhouse activated to turn compost into biomass but when I turn it on it says "Greenhouse: No space for more ..." Not entirely sure what it thinks I don't have space for as all my storage tanks have empty space. It doesn't seem to be producing biomass either. Also wondering if I am supposed to activate the air filter here seeing as the infographic shows all my oxygen being provided by the greenhouse.Next is the Kerbitat. The composter seems to be running but the habitat says I don't have enough biomass which makes sense since my greenhouse doesn't seem to be generating any.Assuming I only need command and purify active the colony control center and the terraformer seem to be running just fine. The last thing I just wanted to verify was whether these are meant for TACs new consumption rates. I assume they would be since it requires the newest version but the numbers in the tooltips of the various components seem really low.Go to the space center then come back and try reactivating your greenhouse generator.Make sure you have the storage modules - all three of them.Uses latest TAC version with new rates.Do not use purify - that's for Laythe/Kerbin Link to comment Share on other sites More sharing options...
Mlah Posted August 6, 2014 Share Posted August 6, 2014 Go to the space center then come back and try reactivating your greenhouse generator.Make sure you have the storage modules - all three of them.Uses latest TAC version with new rates.Do not use purify - that's for Laythe/KerbinTried going back to the space center and back and reactivating but no luck. I do have all three of the storage containers listed on the wiki. Currently the station consists of :1 C3 module1 Kerbitat1 Aeroponics module1 Terraformer2 Inflatable Habitat Rings1 Inflatable Agriculture Garden2 ISM Liffe Support1 ISM Agriculture1 ISM Equipmentand then powered by a 3.5 fission reactor from Interstellar Link to comment Share on other sites More sharing options...
RoverDude Posted August 6, 2014 Author Share Posted August 6, 2014 Tried going back to the space center and back and reactivating but no luck. I do have all three of the storage containers listed on the wiki. Currently the station consists of :1 C3 module1 Kerbitat1 Aeroponics module1 Terraformer2 Inflatable Habitat Rings1 Inflatable Agriculture Garden2 ISM Liffe Support1 ISM Agriculture1 ISM Equipmentand then powered by a 3.5 fission reactor from InterstellarUsual side questions... your aeroponics is full of enrichedsoil right? Link to comment Share on other sites More sharing options...
Mlah Posted August 6, 2014 Share Posted August 6, 2014 (edited) Usual side questions... your aeroponics is full of enrichedsoil right?Yep I brought up 2700 basic machinery and 750 enriched soil along with 1 ton of the patch, repair kits, and replacement parts. I've lost a bit of the spare parts by now but still have full soil. Also have transferred in three large life support containers to make sure I had enough spare in case things weren't working so there sis a ton of oxygen, water, and food. Edited August 6, 2014 by Mlah Link to comment Share on other sites More sharing options...
RoverDude Posted August 6, 2014 Author Share Posted August 6, 2014 Yep I brought up 2700 basic machinery and 750 enriched soil along with 1 ton of the patch, repair kits, and replacement parts. I've lost a bit of the spare parts by now but still have full soil. Also have transferred in three large life support containers to make sure I had enough spare in case things weren't working so there sis a ton of oxygen, water, and food.At a loss tbh... Link to comment Share on other sites More sharing options...
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