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Everything posted by Gilph

  1. Saxophone in HS many years ago. Drums and bass guitar professionally for a few years in the 70's. Hands are getting a bit tired, so don't play much anymore
  2. MKS was specifically designed to NOT require any pipes between modules, due to the Kracken showing up with large interconnected buildings. Things like Local Logistics, rovers, etc allow for transfers within certain distances without piping. I do know that some players do not like the implied interconnections and really need to see pipes, but they run the risk of their bases shaking apart violently. Now, WOLF is how to take full advantage of the virtual resource environment, which requires a learning curve and practice. The older school local/planetary/orbital logistics are still possible and complement WOLF, and there is a lot of info on that in the forum. You just need to patiently search and read some of the guides that were written, and test a lot on Minmus. Hope this helps.
  3. @Alien21 In addition to all of the good stuff already posted, I wanted to add that my space stations are also refueling stations, so they are basically sticks. I would launch them into orbit with mostly dry tanks to save weight, refuel them in orbit, and have it burn to my destination. It requires a beefy engine to do the transfer, which may not be needed in the future, but it's pretty simple. The stick part does have a bunch of ports so you can also expand, as previously suggested. If the burn time is a problem with low TWR, I'll add a stage with small tanks but efficient engines and enable crossfeed. Once everything is fueled, I'll have the engines use up all of the fuel in their stage, and then use the fuel from the station. When the burn is 95% completed, I'll disable the crossfeed and jettison the stage. This way, I can have a smaller engine on the station for capture and maneuver. Takes a bit of planning to make sure you have enough fuel for your destination, But I've managed to get to some far away places doing that.
  4. Yep, it's a configurable item, but that's the default. If you look at settings.cfg in the Life Support directory, kerbals consume 0.0005 supplies per second, by default. There are 21600 seconds in a kerbal day, so that works out to 10.8.
  5. Up and running in 30 min. Thanks and congrats on a great release.
  6. This is very helpful, maybe add something in the OP that links to this? Edit1: Saw the link in the other planet mods.
  7. Hi, the short answer is, yes, things that get uploaded to PL can get download to other factories in other biomes if there is a demand for it. It is a pull function. The longer answer is that you have to do some planning. You will need to calculate how much ore is being consumed per Kerbin day and have roughly 2x of storage in your refining base (as a general rule of thumb) in order to run at continuous capacity. Also, you will need to first load the FC mining base first to allow the catch up processing to send the ore to PL before you load the Midlands vessel to pull it. WOLF is designed to reduce or eliminate those details and make things more straightforward.
  8. I just put a link to an old 2018 version of the balance spreadsheet in the MKS forum, if that helps...
  9. Hi, some were looking for @RoverDude balance spreadsheet. I found a copy from 2018 (pretty sure I did not change anything). Balance Spreadsheet Hope this helps.
  10. That's actually good information that I wasn't aware of. Thanks But, none of the above considers the bonuses problem, so just remember that if your drill, after bonuses, is running at 150%, you will need 150% of power and cooling per drill. That's the only thing that really got me. Sometime not levelling Kerbals to counteract the bonuses was my only option. I have not used the pre release Constellation, but I am using 1.4 with the single bays for drills and manufacturing without any issues. Gameplay is roughly the same for everything else, and it's somewhat future friendly.
  11. The answer is, essentially, using the current version that only allows one resource per drill. You still have to watch out for various bonuses that may increase your drill output, which causes more heat.
  12. yep...although there was no WOLF method of producing nuclear fuel, but that may have been fixed. Everything else needed for self sufficiency can be done by WOLF from a resource perspective. The hab/home stuff for Kerbals not in the WOLF world is only handled by Colony Supplies, so I usually use MKS parts to really max out hab/home and get my other resources from WOLF
  13. Thanks for this, was a little unclear about the "unloaded vehicles" term. In MKS, this is indeed how it works. You do have to visit the mining vessels to have them push to PL. Also, you should visit the vessels that produce things before you visit vessels that consume things. WOLF does make this a bit better because when you make resources in WOLF, they are always there. But, you need hoppers to transfer these resources out of WOLF, and they work on a time based rate. So, you don't have to worry about the producing part, but you still have to oversee the consuming part.
  14. Thanks for this. Biomass was missing in my Depot view and I added it to RefinedResourcesFilter. Would it be better in LifeSupportResourcesFilter?
  15. Hi, the manual input on the porkchop screen is fixed, but the import from KSPTOT connect is having a problem. See below. Thanks
  16. I think the refueling is a bit cheaty, but the challenge of setting up a zero cost route by expending only .1 mass is interesting. I just got a free 30 cargo space route to Duna by sending 10 vessels that use xenon and ion engines, each able to increase cargo by 3 for zero cost because I lost only .093 mass. I have a similar vessel that goes from Kerbin orbit to Minmus orbit for about 8 cargo each way for about 5 round trips. When it's out of fuel, I just launch another one.
  17. To make TCs, you need Pilots and Quartermasters. To make routes, you need TCs, unless you can make zero TC routes.
  18. I've been spending some time thinking about the whole TC/cargo metric. While part count in KerbalLand can be high, shipping things to other bodies tends to be fairly easy because I can send unKerbaled supply ships full of mats, and that's not an option in WOLFLand. It's a great thing that we can set up :orbit to :orbit routes, but that requires Kerbals (pilots), which means life support, food, water, hab.... All of a sudden, you need a significant amount of TC from surface to orbit just to support one pilot and a few TCs. Also, the 1:1 ratio of fuel to TC makes having cargo routes from body:orbit awfully expensive. The second part is that I'm questioning the need for having both cargo and TC. The transport computer metric is kinda fun and a generic way of measuring a cost from point A to point B, but the cost could have been just expressed as cargo capacity as a function of fuel, mass, and mass loss. I don't see the use for TC, as it now has been evolved from the older design as a consumable, to a newer one like cargo. Needing both seems like I'm paying twice for the same thing. I'm going to test changing the Transport module input to 1 Fuel for 10 TC and see how that looks. I may write up some things and put in Discord when I get a moment to try and be a bit more coherent. Thanks
  19. Hi, installed new matlab runtime and downloaded new PR5 today. On main porkchop screen, cannot enter UT as date and time in either time field, Log says: Error using matlab.ui.container.Menu/get Unrecognized property String for class Menu. Error in mainGUI>enterUTAsDateTime_Callback (line 440) Error in gui_mainfcn (line 95) Error in mainGUI (line 42) Error in matlab.graphics.internal.figfile.FigFile/read>@(hObject,eventdata)mainGUI('enterUTAsDateTime_Callback',hObject,eventdata,guidata(hObject)) Error while evaluating Menu Callback.
  20. Thanks for the replies, so here is what I see: Vessel 1 starts at 5.265 before burn and ends at 5.171, a loss of 0.094 and TC of 0 so far Vessel 2 starts at 7.046 and ends at 6.942, difference of 0.104 and TC of 1 So, since I lost over 0.1 the second time, it rounds up to 1. Which means I cant stay below 0.1, I might as well go all the way to losing 0.9 for the same cost?
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