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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. 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'
  10. 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).
  11. Just a fun new model I am playing with to represent a five-kerbal capacity colonization module
  12. Saw that one myself - will get that fixed for the next version Also on the fix list - short version is that I procedurally generate all of the configs and need that one to not need PunchCards. Let me see if that's doable, had the same issue and had to do the same tweak. Fallback is to adjust the requirements and numbers so they are a lot more tweak-friendly. Yep, I am going over all of the parts to find gaps like this. I believe the new one requires substrate and enriched soil, so you need another module and some drilling to keep the operation going long term. Also the generation rate went up fivefold since you'll need lots of biomass to make polymers, and there had to be a way to generate biomass in cases where you have a lot fewer Kerbals. Great to hear! I'm planning on rolling out a new version this weekend now that I have some models done.
  13. Awesome! Let me know how it goes - I'm working on the phase 2 components this week, and would love feedback.
  14. For the Kethane, did you switch through the different resources while in orbit view? there are little arrow buttons where it says 'Kethane'. Also make sure when you look at your Kethane parts in the VAB that they show the additional materials for detection (Ore, Minerals, Water). If those do not work le me know, I'll go check on a clean install myself just in case I broke something For attaching modules, you can use docking ports, KAS, etc. - basically whatever floats your boat. Part attachment is a solved problem so I figure people will find new and creative ways of handling this.
  15. Inline modules done, this will be enough to get through alpha. Next models up will be the 3.75m and 5m versions of the Kerbitat and Greenhouse, since those will be the ones that people will end up needing lots of, to reduce part count.
  16. Nothing worryingly familiar about a Creative Commons share-alike license with attribution. RE new models - may want to look further up the post. As noted before, I needed something other than white cylinders to start iterating (and initial feedback has certainly changed how I am making the final models). Not trying to be snarky, but it seems that despite having the license spelled out with attribution in my first post, I seem to have to answer this question once per page.
  17. Nope, just a little geodesic dome for a Kerbal to work in I'm going to play with a few different designs and see what sticks (was playing with the greenhouse version today with a translucent dome).
  18. Thanks for the reply I agree with the difficulty of micromanagement, so a lot of the design has been in building it in a way that once you have the pieces in place, it pretty much runs on it's own, so the difficult part will be in selecting a site, and the assembly and logistics of get all of the parts there (which I think fits well with KSP overall). It's been a lot of Excel spreadsheets making sure there were no weird resource gaps, etc. specifically to keep it simple enough to be approachable, with some shortcuts at the expense of simplicity. I'm wrapping up phase 2 right now, so the next preview should give folks a good idea of what it would take. As an example, if you wanted to have a 100% self sufficient colony to support 10 Kerbals, you'd need about 30 MKS parts (although you could always ship stuff in). I expect the niche would be the same folks who use TAC LS today and are tired of sending supply ships to their stations every year
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