NermNermNerm

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About NermNermNerm

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    Director of Dangerous Activities

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  1. I just started using 1.4.2 and just hit a case where it seems to get confused about where I mean to transfer a kerbal to. I click on the Mk1CrewCabin and the kerbal ends up in the adjacent Lander Can. Trying to transfer the kerbal from the lander can to the crew cabin yields a "This is the source part" message. Before I go spelunking around the logs and such, is anyone else reporting this kind of thing? The most-suspect mod at this point is KAS, as I attached a new part (a Gravioli Detector) to the affected ship.
  2. NermNermNerm

    [1.4+] Kerbal Inventory System (KIS) v1.14

    I guess I just don't understand the difference. Right now every seat (by default) has KIS storage, thus you already have "automatic storage in all modules".
  3. NermNermNerm

    [1.4+] Kerbal Inventory System (KIS) v1.14

    I feel like it'd be simpler if the KIS storage was added to every module with a hatch, where the amount of storage is proportional to the mass of the part.
  4. NermNermNerm

    [1.3] - Modular Kolonization System (MKS)

    Just want to add that I really like an idea that i see in the Karibou Rover Cab - it has KIS some storage built-in. I wish KIS had that on every part with a hatch - and as soon as a kerbal enters the vessel everything in their inventory got dropped into the part's KIS bin. ...If it fits, of course. If it doesn't fit, it should act like it does if a kerbal carries science into a part that can't store it.
  5. NermNermNerm

    [1.3] - Modular Kolonization System (MKS)

    If I understand you correctly, then it's by-design. I'm assuming you're saying you have two bases that are out of physics range of each other (> 2.2km). If you have one producing supplies and one consuming them, then what you need to do is have both of them include a "Logistics" module, make sure that the producer has a storage module that's "logistics capable", and make sure you set that storage module such that it uses the "Kolony Warehouse". (A tweakable selection on the storage tank). Your consumer base needs a logistics module and a storage tank for the resource and it needs to be set as using the Kolony Warehouse as well and you need to have a Pilot or Quartermaster at the base. Once you do all those things, if you go to the tracking station and reel off a few days (it has to be days, by the way, not hours or minutes), then return to the producer, you'll see that stuff has been deposited to Planetary Storage - you'll see that in the "Platentary Logistics" tab. If you then move to another base, outside of physics range, you'll see those supplies suddenly deplete, as the consumer base drains the planetary warehouse. As you can see, there's a lot to go wrong here. As you're learning this thing, a sandbox save to experiment is really helpful. There are other gotchas too - like the catchup-calculations work on 1-day granularity, so you need to have storage containers for each resource in your supply chain bigger than what you'd output in one day.
  6. NermNermNerm

    [1.3] - Modular Kolonization System (MKS)

    I recently started learning all about efficiency parts. I think I found a bug: It looks to me like efficiency parts don't play in catch-up resource calculation. That is, if you create a vessel like I did, say, with 12x greenhouses and 2x 3.75m Tundra Ag Modules, you'll see a huge load% in the ag modules and a nice big number in the Resources window. But, if you go to the Tracking Station and let 50 days go by and come back to the base, the production numbers don't reflect what you see in the Resources window. In fact, if you quickload back to before you ticked off 50 days, turn off all the greenhouses, and let those 50 days tick by, I'm finding that I end up with exactly the same number of organics as you did when you had them turned on. Note that I've controlled for such concerns as storage, heat and power. There's plenty of that stuff and I have two identical bases showing this behavior on different planets with vastly different Geo/Bot ratings. I suppose it could be not so much the efficiency thing as it is the inflatables. Don't think so, tho, as I have inflatables as the only source of MatKits in this playthrough. Honestly, as a game mechanic, I feel like Efficiency Parts aren't great - they add linearly to production such that it's always better to have 1 producer and n efficiency bits or all producers and no efficiency bits (where the choice between the two depends on constants like part-count, mass and the efficiency multiplier & consumption). Maybe the best fix for the bug would be to write up in the wiki something that says it's a bad idea to use them. I'm still on ksp 1.3 with mks 0.53.2.0
  7. NermNermNerm

    [1.3] - Modular Kolonization System (MKS)

    I've been using the Karibou parts to build a rover for creating stuff with Extraplanetary Launchpads and I hit a snag in that the Crew Module, which was intended to be a life-support part, just isn't. Using my feeble modding skills, I thought I had it fixed and submitted this PR: https://github.com/UmbraSpaceIndustries/MKS/pull/1371/files I still think that's the right fix, but the Rover I built with it has this annoying habit: If I switch scenes and come back to the rover, the Hab modules on both the Crew Cabin and the Karibou Command Pod don't have their life support stuff running (I have to click on 'Start Habitat' again). Any ideas on what might be causing this?
  8. NermNermNerm

    [1.4] Kerbal Attachment System (KAS) v0.6.4

    Yup, werkz. I changed the GameData\KIS\Parts\concreteBase1\part.cfg's staticAttachBreakForce from 200 to 2000 and they're staying stuck in the ground now. As to why Eve, it's because everything's heavier on Eve and thus the forces on the winch are bigger. I'm not at all sure that 2000kn is a good number for the strength of the attachment, but I don't think 200 strikes the right balance - it's the same as for the lower-mass ground pylon. You should get a little more for the extra mass.
  9. NermNermNerm

    [1.4] Kerbal Attachment System (KAS) v0.6.4

    I've lately been using a combination of "CG1 Ground Pylon" and winches as a means to drag base parts around and position them for assembly. This has worked decently well elsewhere in the solar system, but on Eve, I'm having no joy because Ground Pylon gets ripped away from the ground by the force of the winch. I tried enabling the "Unbreakable Joints" cheat, but nope. Still get ripped out.
  10. NermNermNerm

    [1.4.3] Ground Construction 2

    I did a comparison of the hunks of the save files related to the two ships I called out, "Minmus basebuider" and "Gilly basebuilder", and found something that looks like the crux of it: Minmus Basebuilder has a section "VESSELMODULES { WorkshopManager { Workshops {...}}}" and Gilly Basebuilder has that section as well, except that the "Workshops" block is empty. I suspect several of the ships in my fleet suffer from this. With some fuddling I could reconstruct the sections in the afflicted ships in my save file. It's pretty certain that the log files aren't going to contain anything really interesting, as whatever broke this happened a while ago. If you wanted to tell me the bug likely wasn't in Ground Construction, I'd totally be willing to believe that too.
  11. NermNermNerm

    [1.4.3] Ground Construction 2

    Kinda late to the party here, but here's how I go about it: I use the "Ore Smelter" option of the stock Resource Converter to make the initial batch of Material kits. This craft can be some stock drills, a couple of large ore storage tanks and 50k worth of matkit storage. Or you can scrimp on the matkit storage and bring up a Logistics module. That's a pretty minimal craft and it's not hard to throw that up into orbit on a rocket, even if you embellish it with some crew support. It makes matkits very slowly - but interplanetary travel takes a while too. Be aware that if you leave a facility alone for a long time, the catch-up algorithm works in kerbal-day-long increments. That is, it first looks at how much ore your drill can extract in a full day, then it looks at how much ore storage you've got. It takes the lower of those two numbers as the amount of ore you'll have to play with. Then it looks at the converter and sees how much ore it would consume in a full day and compares that with the amount of ore that got stored in a day and takes the lower of those two numbers. Then it divides that number by the ratio of ore:matkits and that's how many matkits it produces in a day. (Other constraints, like power and heat, work roughly along the same lines.) With the MatKits you build at that place, you can build a more serious material kit factory out of Tundra parts. Like I said, this is a starter facility. In order to make a complete breakfast, you'll also want a scanner satellite, a relay satellite or two, and a surveyor rover.
  12. NermNermNerm

    [1.4.3] Ground Construction 2

    output.log: https://1drv.ms/t/s!ArmF2ajumPvrhKVNQIyI4Pj5R6isTA ksp.log: https://1drv.ms/u/s!ArmF2ajumPvrhKVOd5eeO2CQJIX7Hg I poked through it, but didn't see any obvious treasure. No angry words said near "GroundConstruction" and searching for "Exception" just turned up a lot of noise around EVE. In the session, I switched around my vessels on Gilly using the GC window. Never had the option to do anything and the construction choice on the ship never turned on. The ship is "Gilly Basebuilder" starting at line 509656 of the save.
  13. NermNermNerm

    [1.4.3] Ground Construction 2

    Which logs would be most helpful?
  14. NermNermNerm

    [1.4.3] Ground Construction 2

    Yes I have, but I don't understand what I'm seeing at all. On Gilly, when I'm at the builder ship, it just gives me a list of the ships on Gilly, aside from the ship I'm on. It shows me a tiny little ship I left there from missions past, which happens to have a lander can. That's a legit GC ship, even so, right? When I hop over to that ship, it doesn't give me a construction window choice. The toolbar button shows me the other ship landed on Gilly as another workshop. Also confusing me is that on Minmus, I happen to have a similar little science ship landed there too. It shows up on the list of workshops, but when I go to that ship, I don't get the "Construction" menu item either.
  15. NermNermNerm

    [1.4.3] Ground Construction 2

    Ground Construction doesn't need SP's. Extraplanetary Launchpads does.