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Perringo

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  1. Thanks Jdub! I was wondering if it was something random. Now I know the reason I will ignore max temp before going outside. Best whishes!
  2. Hello friends! I tried to perform my first EVA taking Valentina out for a walk from her 1-person capsule and she just vanished in a smoke cloud as soon as she opened the door!! Anybody knows why? Can't allow this tragedies hit my space program. Help! EDIT: Managed to EVA, but when she came out the door a flame came out from nowhere, as if some ghost engine was firing. Valentina took a look and went back inside thinking she scaped from death by a miracle. Some spirits are messing around low earth orbit! John Glenn may had been correct with does fireflies!!
  3. Hello friends! I have made a spreadsheet that can predict the outputs of drilling ore and MKS resources, the electric charge it will take and the storage you will need. You choose the resource and drill type, and enter the local availability, the level of the best specialist aboard and the Geology bonus and voilá. The spreadsheet also contains a tool to predict the Geology bonus and how it will vary over time, although this one I'm not so confident about. The spreadsheet is completely editable and I have added instructions and the formulas used, so people can see how things work. Although new changes are coming soon, I though I might share this with the community and with @RoverDude himself, as it may serve as a little help to his balance works, being very easy to see how outputs vary changing a few values. I have made a few tests and I think it works all right, please tell me if it doesn't. Have to say that it would have been impossible to do it for me without help form the people of this forum and @TauPhraim's app, available here: https://spacedock.info/mod/1253/MKS Explainer I'm not very used to sharing files online, hope it works fine. There goes the link: https://www.dropbox.com/s/q6zsfydn7lzchzf/Drilling1.0 MKS 0.50.17.xlsx?dl=0
  4. Hello @RoverDude! I just wanted to point some issues I am encountering in my study of this wonderful mod. Regarding drilling: - Correct me if I'm wrong, I believe that the difference between automated and manned drills is that in automated are not applied geology or crew bonuses. The problem is that, in practice, the geology bonus is still applied (I don't know if this is a mistake). As the crew bonus is actually a penalty until kerbals reach 4 stars, the result is that you get much more output with an automated drill than with a manned one with a level 1 engineer, for example. - The base electric charge consumed by MEU 500 and Industrial strip miner are 20 and 60 u/s and not 40 and 360 u/s, as it says in the part description available in VAB/SPH. And as a reflexion/suggestion, if the geology bonus is calculated like this then this bonus increase with no limit and it can get really really high if you have numerous big long-term bases, making bases finally impossible to run as electricity demands increases ridiculesly. I would suggest the bonus increased until a limit (for example 1000%) so it could be possible for example to plan a base in the short term, with low bonuses, and in the long term with a fixed maximum output you can know beforehand. What do you think?
  5. Thank you very much guys. I wont bother you any more with this. You have been very helpful and I feel confident I can figure this out and make the mother of all MKS spreadsheets. I have to say I have installed @TauPhraim's application and this guy really know what he's doing. I have just give it a look and it works very well. I think I can figure out what I have missing with its help. Best wishes!
  6. I see yor point. Though I only need one kerbal to run the industry, the more kerbals I have the faster the kolonization bonuses will rise. It makes sense. This is exactly what i was looking for. Now I can estimate drilling outputs! Thank you! However, shouldn't be the kerbals with the Geologyskill the ones who affect the Geology factor? I have and found out that the output of a module depends on the level of machinery present, being 100% if full and 0% if empty. Still, final productivity depends on other factors as well. Which are those crew and kolonization bonuses? Are there other factors involved?
  7. Thank you so much for your answer guys. If you are correct, I believe that when it comes to drilling, everything is well defined. The only thing missing is the formula for the Geology bonus. I know it is shown in the UI but I would like to be able to estimate it beforehand. About one single engineer to run a full industry... I have to say that I don't buy it. If it depended on me, the more people you have working the more production you should have. At least you should have a minimum staff in each module. We are talking of minning, processing, manufacturing goods in order to make rockets in other planets!! And kerbals also have to eat, sleep, enjoy the habitation facilities, now even "you know what" to make kerbal babies.... But any way, that's RD bussiness. We more or less have the formula of the drilling process! Now what about the manufacturing processes?? Come on guys you are on a winning streak!! I will give a go to @TauPhraim's application and see if I can figure something out.
  8. Thank you @voicey99! Just to point out a couple of things, in the wiki says miners are the ones with drilling qualification. And, do you know how to calculate that "Geology bonus"?.
  9. Well, now I'm confused. Does MKS drills work exactly as stock? If that the case, the math of that is in the stock wiki and is true that only the highest engineer/miner (that's the other profession) counts for the calculation. If this is the case, the MKS wiki is totally wrong as it says: " Drill output is determined by taking the percentage of the planetary efficiency multiplied by the local planetary percentage of that resource, multiplied by one per second, or 3600 per hour." And with the second part of your message... do you mean that if I have lets say an industrial base with 4 industrial refineries and 2 assembly plants, I will get the same result with one 5 star engineer in the whole base than if I fill the rest of the places with 4 star engineers? Things are getting weirder by the moment...
  10. I believe that efficiency formula is in the wiki, but still it only refers to one factor affecting the final result. As you point, there are other factors involved which are not well defined in the information available, as far as I know. This is what I think I know, after reading most of the wiki, playing with the mod and following this forum, please correct me or add more information, if you like: Drilling productivity depends on: -Local resorce aboundance. -Number of engineers/miners present. -Level of those engineer/miners - Other bonuses? (Geology bonus?) Module's productivity depends on: - Machinery present at the module. - Number and level of kerbal-specialist in the module. - Efficiency parts in the vessel. - Other bonuses? Now, how those factors are defined and how they get together in a formula that gives a number as result? In fact, with that couple of formulas well defined I believe we would be close to being able to calculate beforehand an optimized system of bases, as habitation and life support are easier to figure out. Best wishes and thanks for your answers!
  11. I didn't know the code was publicly available, but I'm a civil engineer and don't have the knowledge to find out the formulas from the code. If there is a way I could help to solve this just let me know!
  12. I am actually trying to improve my excel skills and my goal is to make the most generic spreadsheet possible to plan a whole system of bases in a planet. Imagine you feed in as data the different bases you plan to buid (modules, crew, drills, local resources, etc) and it gives as results the outputs you will get. With this spreadsheet you could play with the inputs in order to plan perfectly your system of bases. It can be nearly as complex as you can imagine, but I find it impossible to try while I don't even know which exacts variables affect each result, or the formulae of each process. If this is true, I wonder if it is intended to be this way. If RoverDude wants to keep this as a secret, then I have no more questions, your honour. I will keep on playing the kerbal way, over-designing everything and adding more stuff until it works. Given the numerous variables involved and the speed this mod changes I won't dare to try to figure out how it works by testing in-situ. Otherwise, the only person who knows exactly how this works is (correct me if I'm wrong) RoverDude himself. If this is the case I would be very thankful if he revealed this formulae. The challenge of playing KSP would increase a lot as we could be engineers and not be subjected to "trial and error" game style. Anyway, if I get my hands into those formulae and work in some spreadsheet that's worthwhile I would share it with this community, of course!
  13. Hello Terwin! Do you know which other multipliers are involved in the final output of a module? I want to make a spreadsheet to plan bases but I can't find the formulas in orther to do so.
  14. Dboy I appreciate your answer too! I am aware all the work RoverDude and you guys do here is voluntary, so I would not dare asking or requesting anything at all, even more when I'm a lazy user and not involved in helping with the mod as many of you are. However, I have pointed simple things I have encounter in this forum and have to say RD have solved them in short time (specifically the problem with machinery and PL, which I believe it has been soved in this release!). Anyway, If I was to make a wish to the MKS wizzard it wold be... FORMULAS FORMULAS FORMULAS!!!
  15. Thanks for the reply, RoverDude! I will keep on investigating and I will try to lend a hand if I can. I'm not an expert at all and I don't have a lot of free time, so I would like to extend my gratitude to the guys working on the wiki and helping with the mod. Regarding the info available, though I can find general gidelines of how things work in the wiki, when it comes to raw math I can't find it. For example, I can't seem to find how to get the efficiency percentage expected for the production of a module. It involves the stars of the kerbals inside? the efficiency of the total vessel? planetary efficiency? I know there is a direct link between machinery and efficiency, but wich other variables are involved and how?? What I would like to have are the formulas!! I don't know if they are somewhere, but if they are... they are hidden! Anyway man, I love your work and I will keep on playing your mods because they are awesome. Keep on the good work and best wishes!!
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