Jump to content


Parts Hero
  • Posts

  • Joined

  • Last visited

Everything posted by RoverDude

  1. Not yet, but other than just cosmetically looking like a prettier KAS strut, what would folks want this to do?
  2. Awesome - if you can PM me your config, I can add it as an optional generator for the Assembly Plant
  3. Fair enough Although I cannot begin to channel the sadness that occured when this happened after half a day of MKS testing at max warp (this was as I recall at almost four years of in-game time)
  4. I tried it last night and it technically worked but the tubes looked all weird - will do some more fiddling and try to PM the mod makers and see what I would need to do to get it tubey. I do get all of the sentiment on the invisible transfers bit - although one thing I am trying to avoid is having my base spontaneously explode from physics which I have happen sometimes with KAS and docking ports.
  5. To go one step further, it would be interesting to allow the manufacture of anything that is KAS storeable. Also environmental controls are on the super long term list, but not till a later phase
  6. One option would possibly be to make it a manned component, and I think having the colony under a giant translucent dome would help with the immersion bit. Another would be to see if I can hack KAS enough to make large tubes. In either case, all about options
  7. So I did some noodling on this, and I have an idea that I am going to try out. Ultimately, 'attaching stuff' is a solved problem, but also one that presents issues, whether you use docking ports, really large ships, etc. So what if we went a totally different route? Say you had a colony of ten separate structures - not attached, but rather just a bunch of stand-alone ships/structures in rendering range. At the center would be a kind of Logistics Hub, that would be able to transfer (automatically, but at a cost) resources between multiple ships in the same area? How it would work is this. When a generator kicked off, it would check to see if it had sufficient inputs. If it did not, it would attempt to take some from any nearby logistics hubs. then, once processing was complete, it would attempt to put any outputs in that same logistics hub provided space was available. From an immersion standpoint, we'd assume that the Kerbals had rovers, etc. to ferry supplies between the colony's different buildings. And long term, I would want to see if I could cover the logistic hub's range in a giant non-colliding clear bubble Granted, I have NFI if this is even doable, but if it is, it's going to either be incredibly easy or crazy hard. Thoughts?
  8. True, but figure it would be triple the power and triple the people (or, more correctly, going from robotic smelters to having Kerbals keep things moving more efficiently). It could also be a secondary converter, or even a separate add-on module (even something radially attached via KAS) that affects this, since I already peek at the attached parts. Thinking out loud, maybe the idea of an attachable controller upgrade that you slap on the module, and when present, changes some of the rates on the generator. It's certainly a doable thing, especially if you have KSP I and can work in MegaJoules.
  9. There will be an efficiency mod in the next phase, although it's based on crew count and workspace area. So the more Kerbals you have on-site and the more space you have for them to work in, the faster the modules work. So kinda like dropping in a large construction crew for a year, then pulling them back home once it's done and leaving the scientists, etc. behind.
  10. You can increase the rate by either changing conversion rate or scaling up the ins/outs. I think the length difference between MKS and EL is more that I try to intentionally make stuff slow/hard since you have to feed in life support. That being said, if it seems too slow and there's consensus, these can be tweaked. And yeah there looks to be a bug in the secondary/tertiary converters - I'll fix those up tonight and post an update
  11. If it's any indication, I run with over 35 mods so you should be ok If in doubt, try adding a texture reduction mod. I use the BoulderCo one on aggressive.
  12. 1. Yes (kinda). the Kerbitat MKS module is not crewed (none are), but it's required cap has a one crew capacity. The actual location of your Kerbals could be anywhere in the base. 2. Probably another way of thinking of it is that the Kerbitat has storage tanks for Waste/WasteWater/CO2, which are then consumed by other attached modules to convert them, and the Kerbitat in turn can store resources regardless of where the generation module is. 3. Since all of the MKS bits would have to be linked to operate, once your ship is docked you could just transfer from any Kerbitat, which should all stay at a pretty high net amount due to the closed system - and if you drained one, it would just be the first to fill up again. So one way to get what you are looking for would be to have your Kerbitats brimming with food/water/oxy on launch (they hold 500 each). Alternatively, if that number is too low, I could always add in a stand-alone high capacity provisions module specifically to handle this kind of excess conversion.
  13. Actually, if you had a spare Kerbitat and Greenhouse and enough capacity in your Terraformer water purifier, you could do this with existing modules. Just transfer all of your waste to the Kerbitat, and since you're at a net positive with the other LS mods, this would automatically be generated into the other supplies. So one scenario I envisioned is to have a near autonomous base, but with several extra Kerbitat/Greenhouse pairs specifically for this kind of resource generation.
  14. FYI - did a recent test to shake through some of the long term effects of converters and make sure the interface with TAC was working properly. My test ship had a Colony Hub, Terraformer for Purify, Kerbitat, and a Greenhouse. It also started with a seed of about 600 TAC LS supplies. I launched this ship with Jeb on board, then set another one to warp and push forward the global timer. I let Jeb spin around for a few years without focus until TAC LS had him shown as good and dead for a couple of months and his last update was a few years in the past. Note that to get food, he had to go through three converters - a composter in the Kerbitat, then the greenhouse to BioMass, then back to the Kerbitat for cooking When I then went and gave him focus, despite being 'dead' for over 30 days, all of his numbers snapped back, and he was in fact quite alive, and dining on snacks. Granted, these snacks had gone from Jeb's digestive track about 600 times, but were no worse for the wear.
  15. No problem Basically, each module must have 250 construction parts inside of it in order to function, otherwise the generators will not work. These are also VERY heavy, so one way of saving weight (to the tune of 20T per module) is to build them in place at your Colony. The Construction Hub can take ore and minerals and make these parts. Later on, when you want to build your own supplies, one of the supplies you need as a component are ModularParts - these are the secondary function of a construction hub. I'm going to draw up an infographic this week to help with this
  16. I had to do a google and run over to the thread to see what they looked like - so no My inspiration can be summed up in the phrase 'Space 1999 with Kerbals'
  17. New models. All 16 core modules are done. Flat form factor, but require the addition of a cap - these are modular so the same 16 modules can be used inline or with their deployed tops. These come in clear round, solid round, and windowed. Inline cap (can be used by any module) All sixteen cores. Each has a numeric and color code, because trying to find a single module in a colony with 20 identical core parts is kinda hard. Will offer alternate textures for launch if there's interest (mor subduded or without most of the markings). Running through a batch of playtesting this weekend with the intent that if all goes well, I'll update dropbox and also swap out the imagery at the start of the thread (and also update the license).
  18. Just a fun new model I am playing with to represent a five-kerbal capacity colonization module
  • Create New...