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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]


JadeOfMaar

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Version 0.8.1

  • Added waste processor modules to Mk2 Chemical Plant following Kerbalism 1.2.3
  • Raised Specialist Bonus Base and Specialist efficieny Factors for all processors following TAC LS 0.12.9
  • Applied Water Purifier output balance following TAC LS 0.13.0

All systems are go.

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Going to be coming back to my career game shortly so getting excited about using these. I started a mission to build up a self sustaining base on Kerbin to replace the KSC and i've been using lots of planes.

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  • 2 weeks later...

Version 0.8.5

Texture Switching

  • Now available for USI and TAC.
  • Fixed some errors in LS detection and resource switches.
  • [USI] Added Ore, Gypsum, Hydrates switching for Fertilizer production.
  • [USI] Shaved some weight off of processor parts.
  • [USI] Added warehouse and recycle bin modules.
  • [USI] Added MKS detection. Fertilizer processor (renamed to Mk2 MPU) will use Gypsum or Hydrates instead of Ore if MKS is present.
  • [TAC] Added battery (250 Ec) to Mk2 Rec Centre.

Back up your save before installing this. Since the nature of the tanks have changed this update can be crippling.

U2NjEou.jpg 

fIXhqYu.jpg

Edited by JadeOfMaar
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  • 3 weeks later...

@TheRagingIrishman Quick question. I just realized I have my tanks set to hold Hydrates (which I believe are not used by the MPUs to make Fertilizer). Should I keep or remove Hydrates tankage? I'll be adding Minerals tankage.

Preview of the Mk2 Rec Centre Long

Model by @SuicidalInsanity and from Mk2 Expansion's science lab, which i should write a patch for (adding the basic recyclers to it as is done to the stock lab).

Not all of its features were figured out at the time of screenshot. It will get KIS volume and serve as private hab; providing many months, whereas the Short Rec Centre will be re-tuned for better common hab; more hab multiplier. I toyed with the new USI LS 0.5.24.0 with hab mechanic turned on.

v9rQe2d.jpg

ph2UWu2.jpg OD0kefJ.jpg

Edited by JadeOfMaar
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@JadeOfMaar the MPUs don't use hydrates for fertilizer so I'd say unless some of your USI parts are using water (you can make water out of hydrates) then it would make sense to remove the hydrates storage. Also, you can make fertilizer out of minerals or gypsum so it would be nice to have both options for storage. 

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Version 1.0.0

The Long Cabin

  • Added Mk2 Rec Centre Long.
    • [USI] High hab quarters stats.
    • [TAC] 500 EC.
    • [KISM] Default provisions for crewed part.
    • [SNX] Soil recycler for 4.
    • [SNX] High snacks tankage. Holds > 2x short cabin.
    • KIS volume.
    • Moved in CTT.
  • Mk2 Rec Centre Short:
    • [USI] Added more hab multipler, purposed as hab common.
    • [SNX] Fixed Rec Centre Short snack supply starting only halfway.
    • Moved in CTT with long cabin.
  • Added support for reference part (Science Lab from Mk2 Expansion).
    • [SNX] Snack Grinder.
    • [USI] 50% Recycler for 2 kerbals.
  • [KISM] Added Ammonia to Air Harvester.
  • [USI] Very minor recalibrations.
  • [USI] Replaced erroneous Hydrates storage with Minerals storage.

 

* Mouseover data for cabin in USI, Snacks screenshots may be obsolete.

TAC
TMu9bxZ.jpg

USI
v9rQe2d.jpg 

Kerbalism
JL2BLj6.jpg 

Snacks!
1S4IYx9.jpg

Cosmetic Ventral Lights
ph2UWu2.jpg OD0kefJ.jpg

Edited by JadeOfMaar
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9 minutes ago, danielboro said:

bug:

crew (turist) in rec short dont appear in the crew portraits
https://yadi.sk/i/u3XQbq2U3JE3Ux

That's because the IVA portion of the .cfg is commented out (in both the short and long variants) so no crew portraits for anyone in them. @JadeOfMaar is this intentional?

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@danielboro @TheRagingIrishman Yes. IVAs are disabled on purpose. I had envisioned entirely different IVAs for these parts but didn't think of being mellow and keeping the defaults as placeholders, and I didn't anticipate folks who really care about IVA portraits but I did anticipate problems with having the config's crew capacity mismatched to (especially, exceeding) the IVA models' capacity. You're free to un-comment and test them. It'll be a few hours before I can touch KSP and test for myself.

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  • 3 weeks later...

Mk3 fuselage parts have started coming. All of the resource balancing has been done for TAC LS. :) I might do textures in a few hours and share the first screenshot(s).

I realize that the Air Filter only comes in 1.25m size so I wonder, should I make a Mk3 size to that? Or fill its slot with an equivalent of SETI Greenhouse? (Or some other TAC-friendly greenhouse mod) I've decided to provide a SETI-alike grenhouse instead of an OP air filter.

Edited by JadeOfMaar
decided what to do
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Version 1.1.0

FOR 1.3

  • KSP 1.3
  • Organized some files.
  • Changed all parts to only show at all if an LS is present.
  • Changed all parts to only show in CCK categories if CCK is installed, applies to USI and TAC.
  • Enabled IVAs in Mk2 cabins.
  • Updated Firespitter bundle.
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  • 3 weeks later...

@TheRagingIrishman USI mode is about all done. I just gotta weigh the stats of a converter this size (with the blue dot, before the greenhouse) with MKS's own MPU... And perhaps make the tank rib lines more prominent. Texture switching works too.

As for the recycler (processor with green dot), I believe I can get away with 70% efficiency for 8 crew.

Xkebd0C.jpg

Derived from updated TAC textures.

gHZGJwv.jpg

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Finished setting up Snacks! mode. And noticed a potential problem that no parts at all show in the parts list for Snacks. :/ Oops?

I felt like featuring Snacks' own "snack tin" parts since they blend so well imo.

MJv1ha3.jpg

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On the last mile kilometer now, with Kerbalism and a few synchronized texture updates for the Mk2 parts. Everything that needs writing has been written. :) The Mk3 greenhouse and snack grinder textures at this point are newer and far better imo than those shown above. I just have to nudge the dot textures here into perfect order (at least... such that the most obvious seam is cleared).

egzadwt.jpg

USI and TAC.

7JhE0oC.jpg

Did I mention Snack Grinders?! I think I did!

oy9Ot6i.jpg

 

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Version 1.3.0

Bigger and Better!

  • Added Mk3 parts.
  • Added Agent.
  • Adjusted weights.
  • All processors now have built-in radiators as implied by textures, with exceptions:
    • Greenhouses, Snack Grinder
  • [SNX] Fixed parts having no or wrong category and being absent from part list.
  • [SNX] Updated Mk2 Snack Grinder texture.
  • [USI] Rebalanced MPU capacities.
  • [USI] Updated Mk2 Greenhouse texture.
  • [TAC] Includes SETI style greenhouse but which uses CRP Minerals instead of Nutrients.
  • [KISM] Fixed wrong mappings of config to model for processors.
  • Mk3 Rec Centre:
    • [USI] High hab quarters stats.
    • [TAC] 1000 EC.
    • [SNX] Soil recycler for 8.
    • KIS volume.

Kerbalism, Snacks, USI, TAC (in order below)

iyJpzb9.jpg

....Literally spent all day on this. :confused:

Edited by JadeOfMaar
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  • 2 weeks later...

so are the textures selectable or are they tied to the LS mod installed?  if not selectable can you make them so and also allow us to select the original part texture as well.  i just would like the freedom to choose ANY of the textures you have made as well as the original part texture in my builds.  if this is how it is already ignore this, I have not installed it yet, I am just downloading it now.

 

and secondly SQUAD makes a default "internal black void" you can use as your internal for the parts until you get custom made internals.  this will allow you to have the crew portraits but the actual IVA will be just a black background.

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@Bit Fiddler Sorry, the textures are not selectable by themselves. They are indeed tied to a given LS mod and are per-resource or per-resource group after that. These textures aren't just for looks. Every color and pattern is based in something specific so the free selection you're asking for would violate these specifics and make them a waste of time. The stock textures were disabled in the first place so that these non-fuel tanks are visually distinct at any time from the fuel tanks.

If I get more posts here asking for a less vibrant, universal kind of theme then that can happen.

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i use the portraits
to count my kerbals (didnt forget any one on the station)<- way i posted that as a bug, after undocking i was missing a kerbal
seeing the */job thy have
transfer them from one place to another

i dont care wat is the background
so i think the ide to have just the black background until you make something you like better is good

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