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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. So one of the things I need to build out for Hollow Asteroids is the ability to dynamically allocate storage space in a part (since you could fill your asteroid with Kethane, snacks, whatever). I've decided to knock this out as both an open API, and also just for fun, to do an offshoot of Hollow Asteroids that lets you mine massive storage spaces in the crust of a planet or moon. It works by attaching resource 'ports' to a 'tank' that has a definition of both available and mazimum capacity (i.e. as you mine it out). These can then be tweaked, expanding and contracting the space allocated to each port relative to the tank's overall capacity (visualize a barrel filled with a handful of large balloons - as you contract a balloon, it changes the available space for other baloons to expand into). Also looking at how to use the same concept to let the user create dynamic IVS-enabled caverns or wet workspaces based on used capacity (Just don't fill it back up with LFO with Jeb inside). Obligatory screenshot: There's a central tank with a dozen compartments, and three 'ports' attached. Works a treat once launched, working on handling IVA, then doing some fun tweaking with COM calculations.
  2. possible, will put it on the list (bear in mind it will be far down the list since I think you're the only person using this undocumented tweak ) You need to click on the arrows in the Kethane overlay to look at the different elements available
  3. On the roadmap - generating the PNGs is the bit that I am dreading tbh, but something I do want to do
  4. Good deal - will ping you offline. I think the two will make a nice fit.
  5. Nifty! Was just about to build a part similar to your probe for the Hollow Asteroids mod (currently wrapping up the API for dynamic tank partitioning). Would not mind chatting and see if we can work together on some asteroid goodness
  6. Thanks for the catch - just fixed it And I am totally loving CTS - fits MKS like a glove.
  7. Just packaged the release version including the alternate configs. Going to do one last sanity check, then prepare the release thread
  8. So here's the plan RE CoolBeer's configs. I am going to just run his multipliers through an alternate config set (I generate all of my configs procedurally). This will be on GitHub, and you would just copy these over the existing MKS Parts folder. It will assume you have already sorted out the rest of the stuff with TAC. I will make zero guarantees - things may be unleashed, children may be eaten
  9. Not suprised, but then that means the mod is working as it should. Here's how I do my bases:
  10. I'm testing final benchmarks right now, then that's on the agenda for tonight - I will launch with it. Had to slightly ease up some production rates on after I had repeated incidents of Kerbin's smartest Kerbonauts dieing en masse.
  11. No worries - my plan is to have a separate download that rebalances all of the configs appropriately, I just need to play with his configs and make sure I break nothing
  12. Excellent - Just finished some final Proxy Logistics tweaks on my end, but overall it's looking pretty solid, so I think this may actually be released this week.
  13. RED SCARY UPDATE Two models had to chage. The Jumbo tubs used in StorageHut_01 - 03 are now narrower so that they fit in the Cargo Transportations Solutions parts (which are awesome for transporting MKS components). This will not break stuff, but it will look weird. The docking port had a major change. - It is now radially attachable - The strengths are slightly tweaked (It's still prettty aggressive, but it's made to work even if your Kerbal is just pushing bits around), - It is now KAS Grabbable! - It had it's center point redone to support KAS/Radial attachment The last bit will cause Bad Things to happen if you grab them. Don't grab them on a base where you don't want to see exploding docking ports. (Sorry for the changes, just doing another complete shakedown and trying to clear any remaining friction points).
  14. Thanks! I'll also double check my stuff to use the EL spawn rate, quantities, etc.
  15. FYI very pleased with these - I'm using them now for my MKS walkthrough tests
  16. I have no problem at all supporting a secondary download. If you can give me a direct link to Coolbeer's stuff I will plug it in tonight.
  17. Will add that as a future enhancement. Side note - airlocking is always an option
  18. FYI - on a positive note, I just executed the following test. Ship 1: Colony Hub + Supply Hut with six Kerbals. One day of life support. Ship 2: Supply Hut with 1500 units each of food and oxygen. Warped out and fast forwarded about 100 days - it showed the main ship being out of resources for over 90 days (there was a small amount transferred by ProxyLogistics when I had focus before doing the time warp) Upon return, TAC-LS caught up, and all Kerbals are alive. 17 units of all resources left in ship 1, and ship 2 was drained down to 885 of each. So Proxy Logistics is working perfectly even when operating on rails and well past the point where Kerbals would normally die. - - - Updated - - - Oh - and the generator governer is now in. If turned on, it limits efficiency to 100% so you don't accidentally drain your power making punch cards or something silly.
  19. I think tackling the problem from the opposite direction - i.e. have a mod that changes the state of the Kerbal in question - would make more sense, and also remove the LS dependency. For example, it could 'Kill' the Kerbal, then bring them back to life upon landing and re-insert them into the craft.
  20. If there's an accepted community patch for this let me know and I have no problem including it as an alternate configuratiuon. (Or, to go one step further, make it an MKS dependency if it is a De Facto config)
  21. Depends. ConstructionParts do not flow, so they would not fill the tank automaticallty. Anything that flows will eventually overflow into one of the large supply huts (life support, materials, etc.) Every tick, the storage huts are going to check and see if they have their minimum threshold (this is pretty light.. like, 1% or so of capacity). If it does not have it in that part, it will try to grab it from nearby vessels. One thing on my list to test is to make sure this works properly with TAC-LS after really long (multi-year) warps. I have a plan B if it does not (basically an older version of ProxyLogistics that tied more directly into the generators). Will post something a lot more detailed later today/this eve after I run a test. This will consist of a stand-alone supply hut full of stuff, separated from another ship that needs LS and also has a supply hut, to make sure the resources flow properly when focus is lost for long time periods (it works fine when things are active). - - - Updated - - - Also looks like the walkthrough is going to be an eight to ten mission long epic
  22. I also see what the issue of heavy consumption likely is while bootstrapping... Smart Kerbals increase efficiency, which increases power consumption. So, three options: 1. Send stupid Kerbals in your poineer mission 2. Send the first mission unmanned (slower) 3. I can add an option to enable a 'Governor' that caps modules at 100% to aid in managing power consumption. This is more relevant for smaller Kolonies since as they get past the first few modules, it's pretty easy to just move your Kerbals around. - - - Updated - - - I'll be changing MKS once TAC-LS finalizes on the new units as well
  23. The PDU can operate at 50% capacity (basically the same as about 10 RTG's) without crew and without it's generator active. So you can bootstrap with a PDU and some supplemental solar arrays. You'll also want battery reserves for things that are more spikey, like drilling for resources, etc. Power wise, we'll call 5,000 ElectricCharge per hour a 'Power Unit'. All MKS modules use between one and four power units per hour. So a module's batteries can keep it online for an extra 15 minutes to two hours, and a PDU can extend this another 3-12 hours depending on the generator's draw. So with some good balancing, you just need enough solar to rejuvenate the various battery components (and we're talking 100K+) which can be enough to handle a generator or two in the night cycle. So as a yardstick, A PDU without constructionParts (i.e. bootstrap mode) should have sufficient power, without solar panels, to keep a ColonyHub and active ConstructionHub rolling Personally, I tend to really optimize where I place crew, and which modules I have active (which is part of the intent with MKS - it makes these details important). My plan for this weekend is to redo two reference missions - one to the Mun, and one to Duna - and provide the loadout for both (along with new screenshots and possibly some video) for the tutorials.
  24. The BioLab does exactly this With that and the water purifier from the Terraformer module, you'd be in excellent shape (it was added specifically to cover this instance). Not that right now, you still won't be able to get any extra water from Laythe - have not yet adjusted the Kethane config to reflect that.
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