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Everything posted by snakeru

  1. Is anyone running this with 1.8.1? Worth trying?
  2. Thank you for all the answers! Next question : Does the Agroponics recipe work in this screenshot? It seems to - the fertilizer shows "0.00" expense - which is a good sign (there is a small but positive drain). However, the supplies are hard to check as there are too many kerbals onboard (6) and besides - there is this zero productivity indicator which makes me suspicious of something being amiss. OTOH - the "Vessel productivity" is clearly above zero. So if the recipe works - how much supplies it will output per day? I think the second person onboard this module is a scientist level 2.
  3. Thank you for the keyword! Googling for it yields a recent explanation of some game mechanics. Very useful! On some other, unrelated note: it seems that MKS has some incompatibility with 1.7.1: repainting a storage fails to delete old resources from the UI so the list keep growing until the window is screen-tall and gets a scrollbar. This is purely a UI issue, the storage still has only a couple of the resources when used in the field.
  4. Just BG. I have just finished towing stuff around and quit to main menu specifically to answer your question. The version is 1.7.1.
  5. I confirm that it is "Breaking Ground" that breaks winches. If I delete the BG then winches start working as intended.
  6. Another problem that I have is that my base's life support keeps running out of the EC even though a "Scout-200 Power Pack" is present and is on. ECs deplete within a few days if I am elsewhere (say, Kerbin). If I come back (load the base into the physics range) the ECs seem to be refilled instantaneously. I guess what happens is that KSP doesn't really spend any ECs while I'm away so that they are not refilled but rather preserved. Yet the USI-LS seems to be unhappy about that. Is the W.O.L.F. the only solution to that or do I miss something?
  7. I am trying to start a recycler + logistics. Due to several reasons I didn't want to attach it to the actual base but instead set it up through logistics. My set up is faulty in that there is not enough power generation on the recycler craft, but that shouldn't be a problem - should it? The EC is enough for about an hour before it will be depleted. However, it doesn't seem to work. I have seen logistics in operation before and it usually takes only a couple of seconds to deliver a resource. However with my current set up time passes but no Mulch is delivered to recycler. Am I doing something wrong? The recycler part is not manned, but my understanding was that it is not a requirement. I also have a Karibou rover in range, though it shouldn't be needed because the range is less than 150m to everything.
  8. Being a novice in MKS I can probably answer these: 1. I do want complex bases. Simple bases are already possible with stock KSP (just stuff up your rocket with everything you need and then try to get it up. If it doesn't work - dock in orbit. 2. My main source of information was KSPedia. I read it all through before doing anything. MKS has a really nice one. 3. MKS already has some example crafts in the KSPedia. These are more complex than what you propose. Be aware though that by providing examples you also provide spoilers. Some people don't like these ;-)
  9. I am trying out a FlexOTube before shipping it to the destination, but I don't seem to be able to connect these. Am I doing something wrong? The second port is also the facing the right way (the "this part to ship" string is hidden). The kerbal is a little bit off on this screenshot, but nothing changes if she gets closer.
  10. Just take a look at the existing configs for the inspiration. For a single pod you need two .cfg files. For example, Mk1-3 pod is instrumented with MAS_Mk1-3Internal.cfg+MAS_mk1-3.cfg, Mk1 with MAS_mk1Podv2.cfg+MAS_mk1podv2_Internal.cfg etc. These are in the "FlightSystems" subfolder.
  11. I have found a small typo bug, but do not know which Git project is that. I have looked in the MKS and USI and both seem to not have this particular string in their source code. Someone more familiar with the project - please file it for me?
  12. I think I am done researching that issue I found. I am pretty convinced now that this is a bug. I have looked into the source code and it seems that all parts are supposed to start with the 100% MTBF. So that's the source of the problem. Also note that the Mk1 pod on the screenshot below also has a decreased MTBF, even though not that dramatically decreased as the LES. I was also able to reproduce this with BARIS-only setup without any other mods.
  13. Having worked on MAS LUA quite recently, I can share the development harness - the unit test framework that I wrote specifically for this purpose. It might require some work though if run on Windows.
  14. No, it's not that simple. MAS is not a drop-in replacement for RPM. There are chances that a mod works with both, but there is no guarantee (every mod has to be manually adjusted) and also probably not much point (if a mod supports MAS - why would it need RPM support?).
  15. I think I can answer that one. There is a lot of functions exposed for LUA usage in the MASComputerProxy. While you won't be using LUA in your mods, I expect it to be about same difficult (that is - not difficult).
  16. Actually, now as I checked out the "source of inspiration" (the "Race to the Moon") and also discovered the concept of the MTBF I think that this is already implemented :-D I wanted something that could only be improved by actual flights and would not be achievable by just testbenching. So I think now that MTBF is probably thought as exactly that. Except for that problem that I described above, but if that's a bug - then it could be fixed and if not - even better!
  17. I can not understand how to help the "Condition" parameter. By reading the posts in the thread I have figured out that the condition is an MTBF indicator, except that it is not numerical, but a textual one. However, I am struggling now with bringing it up: I have noticed that my flights fail often even though I do the integration. So I started experimenting: 1) If I put together a craft, go through integration and launch - I get "Condition: Poor | Quality: 80/80" for a lot of parts. 2) If I do a series of test stagings (staging events while the craft is still held by the launch clamps) - that doesn't seem to affect the condition 3) If I do test fires (throttle up the engines just a little bit and let them burn fuel while still held by the launch clamps) - that still doesn't seem to have any visible effect either. BTW - I used 9 engines in the same craft in hope that the experience will come at 9x rate. 4) If I make a couple of quick-saves while in test firing mode (with some firing in between them) and then diff these two saves - I can't see anything with "mtbf" in the name changing. So I suspect such firings have no effect 5) That doesn't seem to depend on the part tier either. The LV-909 "Terrier" is always in "Poor" condition (and the next Tier is already researched) while the "Probodobodybe OKTO" is always at "Excellent" (and this is the latest Tier I researched). In other words - no matter what I do, the condition is always "Poor" for some parts for me. What do I miss? EDIT: I have tried making a craft that contains all engines that are currently available.Apparently, I have a bunch of combinations: most engines are in state "80/80 Poor", one is "36/36 Fair" and one is "35/35 Excellent". And I am quite certain that just on the previous launch that second one was also "35/35 Excellent". Which hints at rather counter-intuitive idea: the higher quality the engine has - the worse state it is in. Why? EDIT2: And yet, monoprop tanks are "80/80 Excellent", batteries are "80/80 Good" and high gain antennae are "80/80 Fair". I'm confused. EDIT3: Weirder still - I have loaded one of my old designs and it has a different condition for the exactly same part! I have specifically loaded two different designs and integrated them side-by-side. See the picture.
  18. I am working on a MAS-based "ascent assist" autopilot. Would anyone volunteer to test it? You'll need a "Making History" mod for that. The idea is to make launches more predictable in terms of orbit reached and dV remaining. I specifically didn't want to use MechJeb because for me it feels like it takes fun out of the game. You click "Launch" and then you can go away for a few minutes and still find yourself in a perfect orbit once you come back. So to avoid that experience the AA device is not really smart. The device is very limited in its functionality. It can do, in this particular order: hold vertical attitude (initial ascent), hold near-vertical attitude (initial rotation), hold surface prograde (gravity turn), hold orbital prograde, hold near-horizontal attitude (final touches to your ascent, optional).
  19. Hi @MOARdV. Sorry for bombarding you with questions. I am converting my LUA script into a set of TRIGGER_EVENT entries and have hit the following problem: [ERR 20:26:12.932] [MASComponent] System.ArgumentException: Error parsing variable "fc.GetPeristentAsNumber("someVariableName") > 0" ---> System.NullReferenceException: Object reference not set to an instance of an object Is this a bug or something on my part? For the reference, here is the whole block: TRIGGER_EVENT { name = Circularisation Assist logic event = RunCA() exitEvent = fc.SetSASMode(0) autoRepeat = false variable = fc.GetPeristentAsNumber("someVariableName") > 0 } Ah, and a side question while we are at it: If the "autoRepeat" set to false and the variable goes multiple times from false to true and back again - will the event fire multiple times?
  20. @MOARdV, cool! That means - LUA could be used for prototyping, but once the logic is clear, we can rewrite [most of the] things to native syntax. Thank you for very detailed explanations!
  21. Hi @MOARdV Yet another question: what technique can I use to reduce the CPU load? I've got it that the LUA should be running as little as possible - but do I also take care of how I design the indicators? My question is specifically this: if I have 'variable = fc.GetPersistent("aaa")<5 and fc.GetPersistent("bbb")>0' - then would this variable be recalculated every world update or is MAS smart enough to figure out that it depends on two other variables and only run updates if one of these other two changes? A side question: if MAS is smart enough to only recalculate if needed - if I want to do 'fc.SetPersistent("ccc", fc.GetPersistent("aaa")<5 and fc.GetPersistent("bbb")>0)' - then I can use TRIGGER_EVENT to be efficient and not resort to LUA, right?
  22. Ah! I was looking at the "name" attribute whereas the right one was "transform". This is obvious now, in retrospect. Thank you, @MOARdV! BTW, I am having some success with LUA scripting. So far I have some primitive ascent autopilot and am about to improve it - moar lights, switches and rotary knobs %-)
  23. @damonvv Your log says: Unable to find MASFlightComputer in part Did you check that you have it? You can search for this name in, say, Mk1Pod config. It's a module that you have to install in your pod.
  24. -- post deleted. It was messy and not interesting to other readers. Instead of it a short summary below. -- I had a question about how best to do some repeated condition checking and have found out that it is to be done with LUA, using the TRIGGER_EVENT.
  25. Hi @MOARdV. How can I use a different model for a rotary switch? I want to use a 6-position switch. 1) I have edited this line: "model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks" now it says: "model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_6_Marks" 2) I have added 3 more text labels ("4 Mark", ...) However, it seems that neither new, nor old labels work anymore (I get 6 error messages like these, one for each label): [ERR 14:05:28.524] [AvionicsSystems] INITIALIZATION ERROR: Error configuring prop #120 (MAS_swRotary6_RotateSpeed) [ERR 14:05:28.524] [MASComponent] Error configuring prop #120 (MAS_swRotary6_RotateSpeed) [ERR 14:05:28.524] [MASComponent] Error in TEXT_LABEL 6 Mark: [ERR 14:05:28.524] [MASComponent] System.NullReferenceException: Object reference not set to an instance of an object