jd284

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About jd284

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  1. Yes, because you hit a bug in USI-LS and the change back didn't work as a result. No other USI mod changes kerbal professions however.
  2. Sorry to be so blunt, but you're wrong. USI-LS turns kerbals into tourists when they run out of supplies or hab. Looks like you triggered a bug in an older version of it. Anyway, the USI-LS thread has plenty of posts about how to deal with this.
  3. I would like a larger form factor. I sometimes use the drive to maneuver large asteroids into an elliptical Earth orbit (6400 x 200) where they can be aerobraked to my space factory. But the maximum asteroid size is limited by the warp bubble size to about 800t. Keep in mind that currently only one part in a craft can have the warp drive or things will break. So adding nacelles to expand the field would require code changes to add this behavior, basically the actual drive at the center of the bubble would have to scan for nacelles and enlarge its field if it finds them. This would be a nice way to expand an existing ship though.
  4. Like the others said, don't expect any support if you go that way. But you can probably get by with only having USITools installed and copying the parts and assets you want. Without USITools you won't be able to deploy the ring.
  5. The wrench is in KIS actually. KAS is winches and harpoons and such.
  6. OK, 42 at 60% is a good deal, and that makes sense since you only need a single part with a high percentage, for the bulk you just need throughput. The high efficiency recycler obviously would be a specialized part, but for bulk, a low percentage with high number of kerbals supported would be ideal. Basically you'd want to maximize the product of percentage times kerbal count. I haven't looked at the spreadsheet to see if there's an optimal percentage... could be that the "optimum" would be a million 1% recyclers... which would be a bit broken.
  7. Then I guess the RT-500 doesn't follow the guidelines, because that can do 60% for 20 kerbs in 2t... so it's still by far the superior choice to spam it.
  8. I added #1293. I'm more looking for something like a 50%/20+ person recycler, since after you have a high-efficiency recycler to set the cap, you just need to spam low-efficiency recyclers according to crew count. Of course Deimos is there, but at least in my game it didn't have a lot of resources, and is kind of annoying to reach with the warp drive (at least compared to Phobos with its low orbital period). Well it does cut down on the transfer times, which aren't particularly exciting gameplay wise, although life support does change that. Still, adding some more fertilizer containers isn't very exciting either. Personally I found the warp drive interesting because it adds completely new maneuver mechanics, due to the way it conserves momentum and requires often large velocity adjustments. After having done quite enough Hohmann transfers over the years, I found this an interesting new challenge. But each to their own, of course.
  9. The agroponics could keep up with about 60 kerbals if I add more recyclers. Currently the recyclers are the limiting factor, and only good for 20 kerbals. MKS really needs some bulk recyclers, with low efficiency but high throughput, like a dozen or so RT-500 packed into a Tundra module. Still, it can't support them indefinitely, only as long as 7000 fertilizer will last. With the SpY Penguin and using SMURFF and fully load with machinery and supplies it has about 600 m/s Δv, but with the warp drive that's enough, the impulse drive is only needed for small course corrections and for close-range maneuvers before docking. The warp ship itself never goes into low orbit for which it would need significant impulse Δv, just a highly elliptical orbit (6400 km by 200 km for Earth) into which it can get with just the warp drive. Only crew shuttles go between this elliptical orbit and LEO to my space station. There's no way I'm landing this on anything but Phobos. Gilly would probably be fine too if you don't play RSS.
  10. I've been playing with 1.3 for a while now and enjoying much higher framerates and physics responsiveness, thanks for all the good work! So here's my current obsession, the Wernher von Kerman MkIII:
  11. I still had nullrefs in ModuleResourceHarvester_USI.PostProcess and ModuleResourceConverter_USI.PostProcess even with USITools 0.9.2. In both cases I tracked it down to "status" being null, and hence trying to check its value causes an exception. I was able to work around it by stopping and restarting all USI converters and drills however. The proper fix would probably be either to remove that code since things seem to work even when it doesn't run (because of the exception), or to check for status being null. I'm not sure what exactly that code is supposed to do though so I'm hesitant to submit a PR.
  12. Well that was interesting. I was fed up with exploration contracts that insisted that I plant a flag on Venus and then returning from it. So I figured, it can't be that hard, right? And surprisingly, it wasn't. Getting down wasn't much of a problem, the upper atmosphere of Venus seems to be more or less like Earth's. This was with RSS+SMURFF and not RO though, perhaps RO would make it a little more difficult. Also only playing on "Moderate" difficulty to pressure limits weren't enabled. This probably made a difference...
  13. What I mean was basically what Wyzard said. Inflate it and add MK storage, then produce MK that are stored inside until it's full, and finally complete the process. Although it could also work like the ISMs, have a small amount of MK storage while deflated, then inflate it to get the full MK storage required to kit it out, and when that's full, use the MK and remove the storage. This would also work on orbital bases where planetary logistics aren't available (if it ever becomes possible to pull MK from there for the kitting out).
  14. Yeah, it'd be nice if it were possible to inflate them incrementally, or (at least for surface bases), to use MK from the planetary storage. Or give the appropriate MK storage to the part itself and remove it when it's inflated. It only makes sense that there's room for 46k MK in the hab ring after all, if they are required to kit them out. Having to bring up a 5 m kontainer or two ISM just to have enough MK in one place is really stupid. I made ticket #1004 for this but so far there hasn't been anyone to work on it.
  15. First make sure all the prerequisite mods are up to date, in particular USITools and CCK.