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Nachocuban

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Everything posted by Nachocuban

  1. I took all the always running generators, and combined all the input and outputs. For instance, H20: 2 Generators intake it at .00000858 and .00000556 and 3 generators output it at .00000686, .00000686, and .00000603. For a net Water of +.00012909 I did the same with all the resources, they are net values. I'll post a picture of my problem when I get home from work. I feel the large green houses should probably be able to support 3.x Kerbils, on normal mode. they are 2.5m parts, and that generally means a 3man pod, with the .x leftover in case of docking or emergencies. I haven't used the aquatic yet, but if you can produce much more with one of those, and have another regular greenhouse to produce just seeds, than that would be good for larger stations. I like this. Bringing 1 box of seeds doesn't seem to work, after the 2kg of seeds are used, BM is no longer produced, and it just sits idle (I timewarped for 30 days IIRC with no change in BM)
  2. Looking at your greenhouse config file, and just that. The Greenhouse consumes... .0099861111 Seeds .00000858 Waste Water .00080054 Carbon Dioxide And Produces... .00012909 Water .00368343 Oxygen .00119925 BioMass Whats the time frame on this? How long does it take for the Generator modules on the Greenhouse to do 1 cycle? Using 6 seed boxes, I was unable to fill the Biomass in the greenhouse (Which if I understand right, is how it produces more seeds (which I don't see in the code, but I didn't look hard)) before I ran out of seeds. The Koylent maker uses .001 Seeds and .001 BC to make .001 Food. If you are doing all the resources based on mass (I think I read that somewhere) shouldn't it produce .002 Food? As for the small greenhouse, I was attaching it between a probe core, and the large greenhouse everytime it super sized, I didn't think to try and put it in other places.
  3. What is the intended method for using the Github Version? Lets say I don't want to make any fuel. Just produce some food, possibly O2 and H20 if thats a side-effect. What modules do I need installed, and how many Kerbils will it feed? Also, every time I use the small greenhouse, when I launch the vessel, its converted to a Large Greenhouse, clipping inside the adjacent parts. Reverting the flight to the SPH, has it as a large greenhouse in the editor now as well.
  4. Double ribbons are fixed in the .5c version. BUT, however you removed the duplicate ribbons are also removing valid duplicate ribbons (3 man pod enters orbit first, all 3 get ribbon). The first Time I loaded up after updating only 1 of the three kerbals had the first in space ribbon, when all 3 entered together. Maybe check based on timestamp?
  5. For the time being, I wrote a MM.cfg that puts one of TAC's generators in the greenhouse, that consumes nutrients and waste, and produces food, at the same rate as the greenhouse does. I just turn it on when i switch vessels, and turn it off when focused on the ship. Using the Spaceport Version
  6. There are ribbons awarded for x flight hours. Suggestion, It seems in order to get an EVA ribbon around a body, you must also be in a stable orbit. Most of my initial Kerbin, Mun, and Minmus EVA's are done on flyby's(or my first suborbital hop) where I don't enter a stable orbit. This seems like a fairly pointless restriction, unless its needed in the check to find out what your EVA'ing around.
  7. In your saves directory, find the halloffame.ksp, and open it in a text editor, add.. 11111.111111111 L+ Jebediah Kerman 11111.111111111 M+ Jebediah Kerman at the beginning of the file for every mission you want to add. I'm not sure if the L+ line is required, but thats how missions are logged normally so it can't hurt to follow syntax. Disclaimer: I don't know if this messes anything up, its just how I got my file to work.
  8. I did some more testing, seems I was mistaken about the focus change, it is indeed recovery only. Double (and Triple) First Kerbil in Space Ribbons. http://cloud-4.steampowered.com/ugc/3299186391256104926/7FD26572D754C7D2D4EEC51AD66A8D2DA8688C01/ To recreate, I made a new sandbox game, and launched the Kerbal X (stock) into orbit, all 3 kerbals received the First to orbit ribbon. (just 1) After sending bill on the first EVA (and receiving the proper ribbon) he again earned a first Kerbil in space ribbon, when he boarded the ship, all 3 kerbils obtained the first in space ribbon again, for the 2nd and 3rd awards. Sending the same 3 Kerbals into space again, added a 4th (and 3rd) First into space ribbon, with a 5th and 6th (and 4th), added when bill did another EVA. Sending 3 different Kerbals into space again, they all received the First in space ribbon as well, but, did not obtain the ribbon until orbit was achieved (or at least sometime between 70k alt, and my circularization burn as they didn't have it at 70k) with the same EVA ribbon giving behaviour All other ribbons seems to be given out properly (that I have tested)
  9. Spectacular Mod, I actually started poking around the code yesterday with this in mind. One thing I've noticed is that the Mission counter increments on recovery, which would be fine if the label was 'Completed' or 'Successful Missions'. I have kerbals that have died without having a record of any missions, which seems counter-intuitive. Also, some ribbons can be earned more than once, I.E. 'First Kerbil in Space' which seems to apply the first modifier every time. While other ribbons don't seem to behave the same, I.E. 'First Kerbil to land on Kerbin' EDIT, I see now that the M+ counter is when the vessel loses focus, so space walks, switching vessels, recovery, or returning to mission control. Which makes more sense, but still can lead to the situation I described.
  10. Would it be possible to have the badass flag turn the Kerbals suit color to orange?
  11. If you do use different resource definitions from other life support mods, is there a way to convert them somehow to be useable by said life support mods? Basically, is it even possible to have the biomass mod support the life support mods? Otherwise the entire reason I have the mod installed is gone, which is sad as I really enjoy the models and mechanics of this. Also, if a resource library was created that defined resources that are used my multiple mods, and other authors agreed to use said library, would your team be opposed to it?
  12. Using the Spaceport Version I currently Have 3 Kerbals in a space station, with 1 Food Greenhouse, and 1 MicroBiome Module. It has been producing Food fine for about 200 days, but when I switched to it today, It has a status of Broken! and the solar panels have closed. I also have a small Water purifier, and Co2 extractor from TAC running on the station, So water and Oxygen are Fine, but food is running low. Have I set up the system wrong? EDIT: Never Mind, I found the post in the old thread saying it was a solar panel glitch, and I just edited the persistent file to fixe it.
  13. Looks like my errors were with the new Texture compressor, not anything to do with MM. Ignore me
  14. After Reverting to 2-11(Basic) no crashes in over 10 repeated startups.
  15. After updating to the 2-12 version(basic) My game will sometimes crash on load, I use a wide variety of mods, but never had this issue before this update. I've attached my output log of the 2 most recent crashes. It's not always the same part that stalls the loading. https://dl.dropboxusercontent.com/u/20498327/output_log6.txt https://dl.dropboxusercontent.com/u/20498327/output_log7.txt
  16. These are my 5 most recent crash logs. https://dl.dropboxusercontent.com/u/20498327/output_log.txt https://dl.dropboxusercontent.com/u/20498327/output_log2.txt https://dl.dropboxusercontent.com/u/20498327/output_log3.txt https://dl.dropboxusercontent.com/u/20498327/output_log4.txt https://dl.dropboxusercontent.com/u/20498327/output_log5.txt The first two are without the :Final Block in use, also, I just got a similar error on my default KSP install w/o this modified .cfg, so it might not be this afterall.
  17. I am attempting to add KAS support to the parts of some of my mods. I created a new .cfg file, with the following code. And the Game will crash sometimes on loading, and always on one of the parts that I modified. It doesn't always crash, and it doesn't always crash at the same part. Am I doing something wrong? I put the .cfg in the Game data folder first, and then moved it to the folder ZKAS (last in my dir) with crashes, and non-crashes in both locations ///////// Biomass /////// @PART[BioSystems]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 7 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[radialCO2Tank]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.29) evaPartDir = (0,0,-1) storable = true storedSize = 30 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[OTankRound]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.29) evaPartDir = (0,0,-1) storable = true storedSize = 30 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } ///////// Kethane /////// @PART[kethane_highGain]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.35) evaPartDir = (0,0,-1) storable = true storedSize = 60 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } ///////// KWrocketry /////// @PART[KWsrbUllage]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 30 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[KWRadBattSmallL]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[KWRadBattSmallS]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 15 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } ///////// Ltech /////// @PART[externalcamera2]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[Radio2]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[externalcamera]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[radiationsensor]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[radioreceiver]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } ///////// MechJeb /////// @PART[mumech_MJ2_AR202]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 12 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } ///////// NovaPunch /////// @PART[NP_chute_Radialparachute]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 10 attachOnPart = True attachOnEva = True attachOnStatic = False attachSendMsgOnly = False } } ///////// Remotetech /////// @PART[RTLongAntenna2]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[RTLongAntenna3]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 4 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } ///////// ThunderAerospace /////// @PART[HexCanOxygenSmall]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[HexCanDrinkingWaterSmall]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[HexCanFoodSmall]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[HexCanLifeSupportSmall]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } ///////// Warpplugin /////// @PART[RadialRadiatorzzz2]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[sensorGammaRaySpectrometer]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 15 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[FNGCMS]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[FNLCMS]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } }
  18. Looking again, you don't have a point set for where the part should be on EVA. Also, you don't need the whole block of code, below should be all you need. MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 1 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }
  19. What it looks like is you have all interaction disabled, you don't have it attachable, attachOnPart = false needs to be set to attachOnPart = true
  20. First, thanks for all the work going into this mod. (Using the new spaceport version) I believe the Greenhouses should be able to be shut off. I understand why they can't, the biological processes inside them, would quickly die without the power to maintain the climate controls. But, an emergency shutoff (that is permanent, or requires some sort of jump start to turn back on) should be an option, even if it is hidden behind a layer of dialog boxes or something. I was transporting a greenhouse to my Minmus research facility, and grossly underestimated the power draw, I ran out of electric charge half way to Minmus. As soon as I realized my error, I attempted to return to Kerbin, but a Kerbal died because I just couldn't produce enough charge to power the greenhouse, and keep him alive. If I could have shut the greenhouse down, I would have had plenty of charge to make it safely back to Kerbin.
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