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tsaven

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Everything posted by tsaven

  1. Interesting, thank you. I do have a question about EC with regards to local transfer though. I've got a structure with 9 refineries on it, and it can't seem to transfer EC fast enough when I've got more than six of them running. Even though I've got a reactor next door that's putting out plenty of EC, the EC transfer mechanic happens infrequently enough that the structure runs out of power for a while, until it gets another burst of EC up to about half capacity, but then runs down to empty again before the next burst. Is this by design that there's a limit, or is there a way to let it transfer more in one burst?
  2. Did not know that detail, thanks for clarifying. I think it transfers in more than 10% chunks though, when I've watched by bases in time warp it seems like it'll do 50% chunks? Or maybe that's specific just to EC?
  3. You shouldn't need this, as MKS has local logistics transferring feature built into it. As you mentioned, a few resources are excluded but it works great for almost anything else. To be clear, you'll need an MKS container for water on both of your vessels, with Local Logistics enabled for them (via the right-click menu), and they need to be within 150m of each other. The little backpack style container works perfectly fine, but keep in mind that for maximum efficiency each building should be able to hold 6 hours worth of production (on the drilling side) and consumption (on the Agri side). So for example if you've got a drilling rig that's outputting 250u of water per hour, your drilling rig should be capable of holding 1500u of water. This is to allow for the catch-up mechanics to work properly if you've been away from the base for any period of time, so that it can accurately calculate how much should have been manufactured and transferred when you weren't looking at the base specifically.
  4. As soon as this happens, I'll be ditching EL for GC. Right now I still use EL because 99% of what I use it for is building giant weird ungainly ships in orbit. Can't wait to see what you have in store!
  5. Does anyone else want to chime in on these revised balance numbers for USI-LS? There's a good deal of nerfing going on due to the physically small size of the units, but some do get buffed a little. https://docs.google.com/spreadsheets/d/1vQYEpfq3YMRCbIYQUJdH_hyT2GsjzMR_nPrIBD7Seb0/edit?usp=sharing Open to input on how things that can be changed are adjusted, for example less multiplier in exchange for more throughput on the Greenhouse.
  6. I see, thanks for the clarification. It's a Nuclear Fuel processor on the driller, this big assembly base is build on a decent deposit of Uranite, Silicates, Water and Ore. Everything else though is being dumped into PL from some automated drilling outposts scattered around the moon, and the pilot is there to pull everything into the warehouse/depot so it's available to the refineries on the right. (There's a big EL launchpad with some Assembly modules off camera)
  7. I'm trying to understand if I'm doing something wrong or don't understand the mechanics, or if I'm running into a bug and should stop being lazy and upgrade my install and mods already. I've got a drilling rig with 1.25m kontainers of silicates, and a big warehouse next door with a 3.5m kontainer of silicates. I've also got an assembly plant with a few 1.24m kontainers for silicates as well But the drilling rig doesn't seem to be dumping the silicates into the warehouse or the assembly plant, they just sit there in the full kontainers. Local Logistics are on for everything You can see the warehouse in the background here. The warehouse has a Pioneer module with a Pilot in it, the drilling rig has an engineer. Shouldn't the silicates be pushed out of the drilling rig's containers and into the warehouse?
  8. Wanted some extra sets of eyes on a config for another mod, if anyone else who's very familiar wants to chime in. I'm doing a brief balance pass on KPBS parts using RoverDude's spreadsheet. I've taken some notes here with planned changes, does anyone have any input before I submit a PR to the KPBS developer? https://docs.google.com/spreadsheets/d/1vQYEpfq3YMRCbIYQUJdH_hyT2GsjzMR_nPrIBD7Seb0/edit?usp=sharing
  9. And the FieldRepair module, that's not being used anymore either? Trying to update the configs for some other mods to keep them compatible with USI.
  10. Probably best to dig through GPP's configs and remove the part that changes the name.
  11. "Admin mode"? Post a screenshot of your USI-LS config window if you won't mind.
  12. Awesome! Glad that someone else has done the legwork on this. It looks like the numbers he came up with are only slightly larger than what I had guessed at by eyeballing it, so I'm going to recalculate my figures based off of his calculations. Once I run it by DStaal you can expect a PR from me with updated configs for USI-LS.
  13. Yeah, it's with them expanded. And it only shows when this pack is installed. Only other things I have installed are MKS, USI-LS and KAS/KIS. When I remove this dev pack, everything looks as it should. At least for when used with USI-LS, I think pulling the Science Lab out of the Command Hub is an excellent idea. That removes more of the "Entire-Base-in-a-single-part" aspect of it, and gives more room for buffing back the multiplier to 1.5. You have any thoughts on the changes to the habs, greenhouse and recycler?
  14. Oh, well that's the problem then. It's parts from KPBS, they slide out and deploy. I'll see about submitting push requests to the mod author to override the automatic behavior.
  15. Hey, I don't know if this is intentional or a known issue, but it seems that when I have the Development pack installed in the game all the expandable modules now have a ton of stuff crammed inside them. Looks like random panels and things? This affects the Laboratory, MK2 hab, Greenhouse and both cultivators.
  16. Gotcha. Right now I only have only compared the 'Standard' configs to RD's guidelines. I haven't looked at this MKS pack yet. Short version for the 'Standard' config is that most of the KPBS parts get nerfed, but most also get lighter. This is just pulling the numbers directly from RoverDude's spreadsheet, and the biggest constraint is the physical volume of the KPBS parts. They're so much physically smaller than his USI parts that they're really limited in terms of how much efficiency/throughput/features they can have. The volume numbers I'm using are guestimates from putting them next to RoverDude's parts in the editor and eyeballing them; but if Nills wants to chime in with more precise numbers of the models I can recalculate everything. But there's still a lot of fiddling that can be done, especially with regards to functionality. For example, should we remove more multiplier from the greenhouse to give it more throughput capacity? Regarding the Command Hub: I also agree with your idea that the Command Hub shouldn't be self sufficient, and now I understand why you guys gave it a Hab Multiplier instead of more Hab Bonus. That's the correct decision, so I'm going to change my spreadsheet to reflect it. That will give me room to un-nerf the science lab as well, which I had to do when using Hab Bonuses to keep it all under the volume limitation. Seems like it'll still have to be nerfed in some way.
  17. I don't have tweakscale but I've noticed similar inconsistencies and weirdness, which is what prompted me to ask. Some very large parts don't take up much space, and some huge parts are suprisingly small.
  18. I'm curious as to how KIS comes up with the volume information for parts when they're being put into containers. Does every mod and part author have to supply a config for each part specifying the volume, or does KIS automatically calculate it somehow?
  19. Just as a test of current balance, I did a quick run through for the KPBS Greenhouse. For a volume calculation I eyeballed it, when expanded it looks to have very similar volume to an USI-MKS 2.5m Tundra module so I used the calculations for that (Volume of 19.64, mass of between 2.9 and 3.9 for this kind of mostly-open interior volume usage). Also, it looks like the greenhouse has had its capacity bumped to 3 from 2 recently? Keeping the resources the same at 400/400/400, according to RD's spreadsheet the following specs would keep it balanced with the rest of MKS: Mass: 3.415 (down from 3.8) Multiplier: 1.6 for 3 crew (Up from 1) EC Storage: 1200 (Currently 0, but all the other USI greenhouses have some kind of EC storage so I ballparked a mostly similar figure) Conversion: .0007 Mulch and .00007 Fertilizer for .00077 Supplies (This is roughly 1/3 of the current .00204 Mulch throughput) EC Usage: 1.54 (Down from the current 5.28) To my eye, this makes pretty good sense. Currently the KPBS greenhouses feel way overpowered in terms of throughput, this backs that down a lot but leaves us a reason to chose them over a stock USI part for some situations. No USI parts act as both converters and a hab multiplier, so this is unique in that way without overpowering everything else. Any thoughts? Nevermind this is wrong. I've got a sheet I'm taking notes in here if anyone would like to see: https://docs.google.com/spreadsheets/d/1vQYEpfq3YMRCbIYQUJdH_hyT2GsjzMR_nPrIBD7Seb0/edit?usp=sharing
  20. Am I correct in understanding that the resource ReplacementParts has been depreciated and can be completely removed from other mods looking to balance with USI?
  21. Hey @DStaal, what are the current thoughts on the status of the balance for USI-LS? Has it been gone through against RD's Balance Spreadsheet to make sure everything is kinda in line with RD's recommendations? My personal priorities for what I want to check first is to make sure USI-LS is properly balanced, then massage USI-MKS.
  22. Hey Nils, or DStaal I suppose, would you guys have readily available the expanded volume of all the KPBS parts? I'm trying to do a balance pass on Dstaal's configs for USI-LS and MKS and the volume of the parts is a pretty critical component of it all.
  23. I can either enjoy playing KSP, or I can struggle to keep all my mods compatible with your never-ending stream of releases. At some point I have to call it "good enough" and play the dang game!
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