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RoverDude

Parts Hero
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Posts posted by RoverDude

  1. 11 hours ago, FasterThanFlourite said:

    With Probes Before Crew I experienced the same. Obviously not something that's the fault of Sounding Rockets.

    But with the popularity of unmanned starts amongst realistic careers, I'd love to see some changes to make SR even earlier tech, if that's possible. Essentially just glorified fireworks is exactly what I imagine Kerbals would start a "space" program with.

    @RoverDude, would it be possible to couple SR with a change in the tech tree, so that only the SR parts are available when starting the game? Kinda like this:

    74vE2Qu.png

     

    I think starting only with SR part would definitely offer the most 'straight out of a barn' experience that would fit this whimsical mod so well.

    Sadly, as of right now, it doesn't really work for me at all in an unkerballed start, like @610yesnolovely mentioned, since you get about 10x as much science as you get from the standard science experiments and I don't have the restraint to not use your little cute rockets when offered.

    A lot of the SR parts are already at start.  That being said, it's a pretty easy module manager patch to move any parts you want to shuffle.

  2. 4 hours ago, TaterRaider said:

    Much appreciated.  Anything I need to do with Kolinization in customize difficulty or feel free to ignore? (Shows up with USITools which is why I came asking for guidance)

    I kinda figured on the dependencies.  Had to ask but I understand.  Catch-22 and I'll keep policing my GameData.

    Please keep up the excellent work and thanks ahead of time for your reply.

    Nothing if you're not using MKS

  3. 2 hours ago, TaterRaider said:

    I wasn't able to find this elsewhere so if it's already been answered, please forgive me.

    To get it out of the way: I really appreciate your mods, but mostly they don't suit my playstyle.  Mostly.

    I'm attempting to install Konstruction as a stand-alone.  I'm also installing FX because it may contain something Konstruction needs.  The latest versions of Firespitter and Module Manager are already installed.  My problem is USITools seems to install parts of Kolonization which I would not like in my game.  My questions are these:

    1. Is USITools innactive without the appropriate mod?
    2. If USITools does change some functionality (Kerbal jobs, for example), is there a way to install Konstruction as a stand-alone?
    3. Would you consider marking things as prerequisites rather than including them?  I see the pros and cons of each but lean towards not including them as a rule - cleaning out 5 versions of Module Manager (mistake made 2 years ago) due to this practice kinda soured me on it.

    Thanks for your consideration and please keep up the excellent work.

    USI Tools is just a library.   But one you need with Konstruction.   If it is included it's a prereq, and I get far more pain and suffering when I don't include them ;)

  4. 1 hour ago, notthebobo said:

    Thanks, Roverdude.

    I guess I misunderstood the plan to replace Global Construction with MKS capabilities. I see the orbital Konstruction parts and how they allow building of orbital structures, but are there plans to provide a similar ground component, that allows building large ground structures and deploying them in a desired location? If not, how do you foresee deploying the Atlas parts in game (without using cheats)?

    If all this is "coming soon(t)" and still in works, I understand. But if it's in the Constellation version, I'm apparently overlooking the mechanic.

    Yep the plan is to provide a ground component, but in the short term there's that workaround.

  5. 21 minutes ago, dragonsfx said:

    yes modus,  USI constellation v: UmbraSpaceIndustries_112.0.1-bleeding-edge.2
    Ksp 1.12.3
    full mod list:
     

      Hide contents

    Folders and files in GameData:
    000_ClickThroughBlocker
    000_FilterExtensions
    000_FilterExtensions_Configs
    000_USITools
    001_ToolbarControl
    999_KSP-Recall
    B9PartSwitch
    BoulderCo
    CameraTools
    CommunityCategoryKit
    CommunityResourcePack
    CommunityTechTree
    ContractConfigurator
    CryoEngines
    CryoTanks
    CTTP
    DecouplerShroud
    DeployableEngines
    DistantObject
    DynamicBatteryStorage
    EnvironmentalVisualEnhancements
    FerramAerospaceResearch
    FShangarExtender
    HideEmptyTechTreeNodes
    ImprovedTreeEnginePlacement
    InterstellarFuelSwitch
    JSI
    KAS
    KEI
    KerbalEngineer
    KerbalImprovedSaveSystem
    KerbalJointReinforcement
    Kerbaltek
    KIS
    MechJeb2
    ModularFlightIntegrator
    NearFutureElectrical
    NearFutureExploration
    NearFutureLaunchVehicles
    NearFutureProps
    NearFuturePropulsion
    NearFutureSolar
    NearFutureSpacecraft
    OrbitalLFOEngines
    PhotonSail
    QuickBASIC
    REPOSoftTech
    ReStock
    ReStockPlus
    RoutineMissionManager
    SCANsat
    Scatterer
    ScattererAtmosphereCache
    Science-Full-Reward
    Science-Full-Transmit
    ScienceAlert
    SETIgreenhouse
    SpaceTuxLibrary
    Stock folder: Squad

    Stock folder: SquadExpansion

    StationPartsExpansionRedux
    StationPartsExpansionReduxIVAs
    StockNoContracts
    TweakScale
    TweakScaleCompanion
    UmbraSpaceIndustries
    WarpPlugin
    Waterfall
    WaypointManager
    XenonHallThrusters
    ZeroMiniAVC
    [x]_Science!
    999_Scale_Redist.dll
    Interstellar_Redist.dll
    MiniAVC.dll.pruned
    ModuleManager.4.2.1.dll
    ModuleManager.ConfigCache
    ModuleManager.ConfigSHA
    ModuleManager.Physics
    ModuleManager.TechTree

    Ok, so they should work. I guess need to do some testing and see what breaks them... thanks.

    You are missing Firespitter - that's required for the kontainers

  6. 11 hours ago, Infleto said:

    Mr Rover,  What other mods do you recommend to play with for a rounded career mode kerbal colonization game? Mods that help in building Large ships and some progression to better and better engines .  Do you have a list of Other mods that you play with or ones that you feel would fit? 

    tbh, other than QOL mods, I personally just play with the entire constellation as all of the bits work together.   Also I'd grab Community Tech Tree due to the amount of science added in by the USI Science bits.

  7. 20 minutes ago, TycoonTitian01 said:

    does USI affect the communication system for kerbal space program? I had modular kolonization system, malemute, konstruction, and exploration through CKAN, and I uninstalled them so I could use extraplanetary launchpads, but now no crafts connect to the space center. I checked and if I create a new game that doesnt have USI it works fine

    Nope.

  8. 9 minutes ago, RookFett said:

    a quick question @RoverDude and/or @DoktorKrogg -

    1. What is the design idea behind the Atlas harvesters?    One is automated, and the other says crewed, but the latter has no capacity for crew.

    Other than the title name, there appears no difference in what they do.    I would imagine the crewed one should operate more efficiently, but since you can't get crew on it, it does nothing special.

     

     

    Finishing up on my project - :)  should be able to upload real soon (tm) now...

     

    Crewed would mean the ship attached to it has a crew, so you would get the engineering bonus

  9. 1 hour ago, panarchist said:

    @RoverDude PR submitted: https://github.com/UmbraSpaceIndustries/USI_Core/pull/134

    Now I see why you wanted it added at the end - it's a real PitA to ensure everything is in the correct order. This was fun, it's been while since I've done any dev work, light or not. I QA'd everything in the VAB editor, and verified that the textures matched the selected resource on all resources, and that the max amounts and prices were all correct. It could use a second set of eyes in case I missed anything on the final go-around.

    Thank you!

  10. 2 minutes ago, panarchist said:

    One last question on that - if resourceAmount is in liters:

    resourceNames =Karborundum;XenonGas;ArgonGas;LiquidFuel,Oxidizer;Water;Chemicals;Mulch;LqdHydrogen;LiquidFuel;MonoPropellant;Oxidizer
    resourceAmounts = 600;6000;192000;54,66;600;600;600;6000;120;120;120

    Then why are LiquidHydrogen and XenonGas 6000? Based on the variation I made the assumption that resourceAmount represented mass and that tank volume would be equal to resourceAmount * density. LF, O, Mono and LF/O all make sense to me since they're all 120. (or add up to 120)

    Compressed, either for balance or to match stock.  

  11. 16 minutes ago, panarchist said:

    My intention isn't alphabetical, more thinking about when I am selecting resources for a tank - I'd expect to see LOX and LHyd next to each other rather than having it show up after the KSP default resources. Does that make sense to you, or should I just add it to the tail end?

    Makes sense - I am 100% good with either.

  12. 25 minutes ago, panarchist said:

    @RoverDude Sure, I'll take that on. The only things I need are guidance on ResourceAmounts and TankCost, and where in the list it should fall. Using FlatRnd_01.cfg as an example:

    MODULE
    	{
    		name = FSfuelSwitch
    		resourceNames =Karborundum;XenonGas;ArgonGas;LiquidFuel,Oxidizer;Water;Chemicals;Mulch;LqdHydrogen;LiquidFuel;MonoPropellant;Oxidizer
    		resourceAmounts = 600;6000;192000;54,66;600;600;600;6000;120;120;120
    		initialResourceAmounts = 0;0;0;0,0;0;0;0;0;0;0;0
    		tankCost = 2400000;24000;2016;55.08;0.48;9600;0;221;96;144;22
    		basePartMass = 0.075
    		tankMass = 0;0;0;0;0;0;0;0;0;0;0
    		hasGUI = false
    	}

    LqdOxygen has 16.1x the density of LqdHydrogen, so presumably that means for this tank, resourceAmounts would be 96000. (rounding to 16x) As for tankCost - would that be 0 as with LqdHydrogen?

    My presumption is that since you're using LqdHydrogen, LqdOxygen would be the CRP O2 resource to use, and that it should fall immediately after LqdHydrogen in the resource order.  There's 22 part files to modify, 2 modules for each part. (The FStextureSwitch2 changes seem obvious - add "LO2" after "LH2" in the texture order and add ";11" to the end of fuelTankSetups. (as well as adding the additional values in the module above for initialResourceAmounts and tankMass) Should take an hour of work (I'm slow) plus some testing time. Honestly, I am so rusty at Github, it'll probably take me longer to create the PR than to do the work. Am I forgetting anything?

    First - thanks!

    To answer your questions - ResourceAmount is in liters, so you can borrow from any other CRP resource (i.e. you can steal from Water for the resource amount - 600).  Cost you can do a similar comparison - resource costs are in the CRP resource definitions.  Location in the list can be at the tail end, since we've long since abandoned doing them alphabetically :D

    Also a second thank you :)  If you need assistance with Github let me know.

  13. 11 hours ago, panarchist said:

    "they do hold Oxidizer, which is not the same" - there's been debate over that for at least 7 years. It may or may not be, though that's irrelevant to the issue at hand.

    Yep, I was mistaken. Either I was previously using another mod that patched it in, or I am thinking of some of Nertea's "Near Future" parts. It would be fairly easy to write a MM patch to add it in. Interesting that the tanks have liquid hydrogen in the config but not LOX.

    If someone gets punchy and provides a pull request, we can add it in.  Barring that, a github issue.  Will need Oxygen for an upcoming USI-LS update anyway :)

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