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Crabman

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Posts posted by Crabman

  1. Nestor just said there is just “a handful” of people capable of fixing orbital bugs and other things alike.

    This is the answer. There are not enough people working in this game anymore, T2 already made their cuts so there is no hope anymore for this game unfortunately 

  2. On 8/22/2019 at 1:20 AM, JeeF said:

    All these suggestions are nice and I couldn't agree more, but you forgot to mention the most important one: A decent sized planet.

    First thing I do on any of my KSP careers is to mod the planet into an Earth-sized planet. The standard one is just ridiculously easy, no challenge whatsoever.

    People are building SSTO's capable of taking off and landing 3 times before refueling, building a 10-ton spaceship capable of visiting any planet in the system, etc.

    MAKE IT EARTH-SIZED! GIVE US A CHALLENGE!

     

    I disagree it's easy. I spent weeks to land the first vessel on Mün. I didn't used tutorials or watched videos of it, which I think it's what the majority of players do, they go blind. I, however, agree that a bigger Kerbin would be nice, just not as big as RSS

  3. Status update:

    I found the problem and fixed. I found this after trying to install another software (Matlab) and wasn't installing, it just crashed always.
    It was caused by "EXCEPTION_ACCESS_VIOLATION (0xc0000005)". Coincidence?

    On 31/05/2017 at 6:54 AM, diomedea said:

    The error.log shows "d3d9.dll caused an Access Violation (0xc0000005)" instead of a KSP or Unity file. d3d9.dll is Windows library for DirectX, isn't known for causing such errors (and your dll version seems fine).

    Tried reinstalling DirectX, but couldn't because it said I already had the lastest version. I searched a little more and found that this problem might be caused by RivaTurner/MSI Afterburner.

    And that was it. Uninstalled both and I could not only install Matlab, but it also fixed Kerbal's crash.

    Thank you again!

  4. Fixed by uninstalling Rivatuner and MSI Afterburner. More info:

    KSP Version: v1.3.0.1804 Windows 64-bit, updated from v1.2.x

    Graphics card: Geforce GTX 1070, Driver version 382.33 (tried before updating and crashed, tried after updating, same problem)

    What Happens: Game crashes after changing screen resolution. My monitor resolution is 1650x1050. It crashes when I change to lower or higher resolutions.

    Mods / Add-Ons: All Stock

    Steps to Replicate:

    1- Get a monitor with max resolution of 1650x1050

    2- Open the game

    3- Change resolution to something else

    4- Crash

    Gif showing (it is too small, but log files are below with more info):

    giphy.gif

     

    Log Files:

    output_log.txt

    error.log

    crash.dmp

  5. 1 hour ago, Gilph said:

    Hi, two of the four kerbals (Jeb and Val are redshirted) refused to work homesickness when switching to a vessel. Status shows 147D remaining

    YO1fgqd.png

    Thanks

    Make sure to not have AmpYear installed, it was the cause to a similar problem of mine.

  6. 20 hours ago, notthebobo said:

    They are now up to date.

    I'm getting different values, but maybe I'm looking at the wrong places. Looking at the .cfg of NOM 5000 inside of LifeSupport folder which is inside UmbraSpaceIndustries folder, for example we have:

    Quote

    MODULE
        {
            name = ModuleResourceConverter_USI
            ConverterName = Agroponics
            tag = Agroponics
            StartActionName = Start Agroponics
            StopActionName = Stop Agroponics
            INPUT_RESOURCE
            {
                ResourceName = Mulch
                Ratio =  0.00012000
            }
            INPUT_RESOURCE
            {
                ResourceName = Fertilizer
                Ratio =  0.00001200
            }
            OUTPUT_RESOURCE
            {
                ResourceName = Supplies
                Ratio = 0.00013200
                DumpExcess = False
            }
            INPUT_RESOURCE
            {
                ResourceName = ElectricCharge
                Ratio = 0.26
            }
        }    

    If my calc is wrong please tell me: 1 thing/sec = 1 * 60 sec * 60 min * 6 hours = 1 /day

    From what I think, we would have per day:

    Mulch: 0.00012 /sec = 0.00012 * 60 * 60 * 6 = 2.592 /day
    Fertilizer: 0.000012 /sec = 0.000012 * 60 * 60 * 6 = 0.2592 /day
    EC: 0.26 /sec = 0.26 * 60 * 60 * 6 = 5616 /day

    and have as output:
    Supplies: 0.000132 /sec = 0.000132 * 60 * 60 * 6 = 2.8512 /day, instead of 11.52 /day at wiki

    And the calc of the other 2 converters are different here also.

  7. @notthebobo, are the NOM conversions up to date at https://github.com/BobPalmer/MKS/wiki/Parts:-USI-LS ?

    Because I'm finding different numbers from .cfgs.

    On a side note, I'm impressed how much these conversions gives. It's to little! You need more than 4 NOM 5000 to recycle all mulch from one Kerbal, and the biggest "recycler" can only feed 2 kerbals. I never used it and I'm thinking their balance is outdated. Someone here use these NOMs to say if this is like before? I think they should recycle so much more per second than what is now.

  8. This thread is beautiful.

    I would say that Scientists are required to make any supplies self-sustainable base. They are not required really, but without one you can't feed even one kerbal.

    Without a scientist you have a greenhouse production at 5% load;
    LVL 0: 25% load
    LVL 1: 45% load
    LVL 2: 65% load
    LVL 3: 85% load
    LVL 4: 105% load
    LVL 5: 125% load

    If you are using a Tundra 2,5m Agriculture module set to Cultivate (S) and get it to 100% load, you'll not have enough supplies to feed even one Kerbal, imagine at 5% load, which is what we can get without a Scientist around. 

  9. [Pathfinder + Snacks related]

    Is it by design that Cropworks have storage of Water and Fertilizer but not Soil? These 3 are the inputs and from what I'm seeing the only way to have Soil storage to use in this conversion is to use one of those 3 containers that are at Payload category. Or is there another place to store it that I'm not seeing?

     

    Edit: Snacks production was kind of fixed, it now requires inputs, instead of giving Snacks even without Water, Fertilizer or Soil. But it still counts down the time remaining even when one input finishes and after that you'll only need a tiny amount of that input to give full snacks production. Is it possible to make the timer/production stop when one of the inputs reaches zero?

    Another thing is that it only checks for Fertilizer amount to see if it can start snacks production, it doesn't check Soil or Water, and after a full cycle it starts again even if you don't have the minimum amount of Fertilizer required. In other words, if you have any amount of fertilizer, water and soil production, it can generate Snacks forever, it doesn't matter how much input you have, as long as you don't click at "Stop Greenhouse".

     

  10. Agriculture (S) and (D) are used to make Organics, that will be used later to do ColonySupplies, so I didn't added those configurations because they were not relevant to Supplies production.

    NOM's were not added because I don't use them (I'd rather use the ones made specially for surface bases). I might add them in the future, but you can download the sheet and add it now if you want. It's just "if" after "if" to make the calcs.

  11. 2 hours ago, Gilph said:

    Hi,

    In the tutorial, I noted there is not a specific section for the math.  While there are references in the different sections, it may be a good thing to have some sort of concentrated math overview, with charts and examples, to be used as a reference.

    When you see something like this, and you try to go through the individual sections, you may get lost early because these numbers are not understood.  Having a math section before the life support section may be helpful. Then, when you read through the manufacturing and resupply sections, you get a feel for the things you want to concentrate on.

    Thanks

    This tutorial is a "Work in Progress (WIP)". I didn't touched machinery chain, BUT their numbers are shown at the worksheet that I also shared. When I get to machinery chain I'll do another planner, like the one for supplies, showing how much output you can get with how much input you have per second, and after that you can see how much input/efficiency parts you need to have to be self-sufficient at machinery.

    In other words, I'll add it later.

  12. On 07/11/2016 at 0:31 PM, Gilph said:

    This tutorial is very focused towards bases.  I am a new MKS user and I am starting with space stations only.  It's a different kind of design and layout. Recyclers should play a more important role and mechanics play a lesser role because everything needs to be supplied from somewhere else. If you would like, I can try and see if I can develop something for stations, or are you also developing?

    I didn't tried Space Stations yet. If you want you can help, but for now I think it would be better to do this at MKS' github wiki, because I don't have much free time now to do double checks, and everything I added here was tested by myself. You can help everybody by updating there :) Thank you for your support!

     

    Edit: This tutorial is like a band-aid while some smarter people don't update MKS' github

  13. 8 minutes ago, Kermanzooming said:

    That was it! Activating habitat increased the habitat value, although it's still different from the VAB value. Also the supplies number is higher on the launchpad than on the VAB...

    If you write a good report showing steps to reproduce, what was expected and what happened, maybe even attaching a save file it will be easier to help

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