Jump to content

sstabeler

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by sstabeler

  1. That's the tradeoff with W.O.L.F, unfortunately. If you want to change the role that much, you'll presumably need to destroy the depot and start from scratch. Or, to put it another way, with W.O.L.F, you are more running an interplanetary freight line (well, unless you use a mod that allows you to go interstellar)- you are focusing more on figuring out the most efficient way to ship freight around to maximise (presumably) the throughput of freight than on optimising the bases themselves over time.
  2. I think the idea is that it abstracts out most of the resource extraction process, distilling it down, more-or-less, to "A amount of B resources are produced and turned into C amount of D resources" which presumably are then gathered from the hopper (so to speak) As for W.O.L.F converters, there's no need. The refinery can be absorbed by the depot as well. as for hoppers being destroyed, I don't know, but i've a feeling it won't since I suspect that it's more a case that the idea is that consumers within W.O.L.F can't be destroyed so there's little oint accounting for it. However, the hopper can, so it's worth allowing for it happening.
  3. More adding more recyclers IIRC would help, but yeah, that's probably a better plan.
  4. I can see your point, but that sounds like either a lack of storage, or a lack of anything to do with the Recyclables- either that, or I think you can set a governor on the converter that produces the recyclers to slow it down a bit. Basically, the problem is that apart from the fact that I'm not sure a toggle would even work, the toggle would introduce another thing to cause headaches when RoverDude is adding new parts- for what isn't really a common problem.
  5. The point is that there are already several ways to prevent there being an excess in the first place. 1. Add more storage (if the problem is lack of storage) 2. Ship the Recyclables more often, or using larger-capacity haulers (if the problem is the flow of recyclables to where you are recycling them) 3. Add more recyclers (if the problem is lack of recycling capacity) disabling DumpExcess would therefore not actually help people who want to recycle the previously-dumped excess, while being extremely annoying for people who didn't want to bother, since now they must figure out how to dispose of the unwanted Recyclables.
  6. bear in mind that this is intended as an escape pod. In many ways, this pod wouldn't be docking to another craft mid-flight. it's based on the MOOSE- Man Out Of Space Easiest, or later Manned Orbital Operations Safety Equipment. Basically, it's designed to offer a last-ditch way for a Kerbal to get down from orbit in an emergency when there is no other option, including sending a rescue mission. (as for the question of how you get this pod to a space station, you would attach multiple of them to a central core as something of an "escape module" in the VAB, then fly the whole module up and attach it with a tug.)
  7. If I had to guess, then I don't think fuel can only flow through attachment-node connected parts, and it looks like the inflatable storage modules are surface-attached. hence there isn't anywhere for the LF/O to go.
  8. Um, guys? I don't think streamlining is the problem as much as the fact that as fuel gets burned during the ascent, the reduction in weight on the opposite side to that of the 15 ton part could be causing a rotational force that can cause the nose of the rocket to point back towards Kerbin. I'd think a more useful solution would be either add more reaction wheels to the craft, or replace them with more powerful ones. (I say using reaction wheels since RCS thrusters both use monoprop and can only be used at full power. Reaction Wheels are a little more flexible. Yes, Reaction Wheels use EC, but that's less of a problem than adding extra monoprop tanks, since batteries don't lose weight midflight, while monoprop tanks would. hence additional batteries wouldn't contribute to a shifting CoM as much as additional monoprop tanks would.)
  9. I'm guessing that the issue is the refuelling tankers having some of the tanks LF-only. replace those with LF/O tanks and it should clear up the issue.
  10. I'd imagine so, because oxidiser is only ever used either with LF or- with mods that add hybrid boosters- with solid rocket fuel in hybrid rocket boosters. There's simply never actually a reason to have a separate Oxidiser tank over a combined LF/O tank. (there are reasons to have just an LF tank, but never really to have just Oxidiser.) However, for fuel tanks, it can be worth considering using the Modular Fuel Tanks mod, since that allows you to customise a fuel tank to hold more-or-less any combination you want. (though a specific tank can disallow a specific fuel, any tank intended for rockets as opposed to jets that stores LF will allow you to store oxidiser)
  11. notice that there are two entries for RareMetals and ExoticMinerals? you need to press the Start RareMetals button and the Start ExoticMaterials button. Basically, the one drilling is the zero efficiency drill.
  12. It's not well known- and NASA disputes it occurring- but the crew of skylab 4 actually mutinied at about the halfway point of their mission. That was after 6 weeks. So no, it's not particularly realistic for even professional Kerbals to put up with being away from Kerbin for extended periods without you needing to put some thought into it.
  13. I'm fairly sure Kerbalism doesn't actually play well with SSPRx, which may be the problem, but ModuleManager errors aren't uncommon in my experience. I'm fairly sure those errors won't affect gameplay much (IIRC, those patches are to add Snacks storage to relevant parts. You can work around it by just including a Snacks container on the vessel, IIRC._
  14. Local Warehouse is off, so try toggling that back on. That's the one that allows things to scavenge from the workshop.
  15. the Consumers are from a ModuleLogisticsConsumer module, so if you edit the part file to add one it should work. However, even cleaner would probably be modifying the AddConsumers file to add coinsumers if the part has a ModuleDeployableHabitat or ModuleDeployableCentrifuge, since then all of SSPRx's expandable ones would have it then.
  16. Actually, if you look at the SSPRx configs, they don't actually have a KerbalSeat or a ModuleCommand module, so they don't get Consumers added automatically. That's why most modules dont' need LogisticsComsumers added via a dedicated patch- they're usually added automatically. However, with SSPRx hab rings, they don't actually have the modules said patch looks for, so they can't scavenge.
  17. I THINK it's Kolony Rating and Pilot skill, so the difference is probably in the Kolony Rating. Basically, as time goes on, if my assumptions are correct, a single Kolonization Module can support more Kerbals, up to a hard limit of 375 Kerbals. Having said that, I suspect that each iteration extends a Kerbal's LS timers by 1 month, so it's more accurate to say that each of your current Kolonization modules can grant 30 Kerbal-Months extension to the timers (though extending the timer's not quite accurate- it's more like it reduces the amount of time already used (to give an example, if you had 6 months habitation and have used 5, it can make it that you have used 0 out of 6 Hab time- and presumably Home time- but it can't make it that you have used 0 out of 7- that would require adding Hab modules.) so if you did maximise Kerbal numbers, then the module could only grant an extra month at a time. As for why the ColonySupplies are consumed, since I assume each Kerbal is getting a longer extension to their timers than they otherwise would and ColonySupplies are mostly Organics, I suspect it's mostly that the Kerbals are getting greedy and coming back for more. As for it keeping your Kerbals happy even if you don't always have CS, presumably provided it had enough per month for each Kerbal to get at least a month's extension, but I'd keep a save from before any test of that just in case. I wasn't offended, by the way- it wasn't an unreasonable assumption you made. I was just clarifying in case you were offended.
  18. I didn't think you were a complete idiot- just that it's easy to overlook things. It's basic debugging- run through the possible points of failure. However, I think I've found the problem. I think that the Governor's not actually intended to do anything with Kolonization modules. The Med Bay, however, probably is. Think of it this way- the Kolonization module is intended to provide all the comforts of home. While KSP's engine requires the module to run for a certain period of time, the Kolonization module's really intended to be considered to be where off-duty Kerbals are hanging out, it's just that the length of time a converter runs for includes the off-duty time (hence why converters run quicker with higher specialisms and a higher Kolony rating- the Kerbal spends more time doing their actual job and less time off-duty so things get done quicker.) the Med Bay, however, has a scientist- or Medic I think (I'm not sure if a medic would be able to operate a Med Bay w/o a scientist on the same vessel, but I'm 99% sure that provided there's at least one scientist on the vessel, a medic can operate the Med Bay) who actively treats homesickness. As such, a governor makes sense on the Med bay but not really on the Kolonization Module, since the Kolonization module's closer to a Hab module than an assembly or refinery module. Technically if you add to the ModuleLifeSupportExtender, I think that will allow the Governor to work, since that makes it basically identical to the Med Bay. However, that's speculation on my part, and probably means it no longer works as RoverDude intended. @RoverDude am I along the right lines about the Kolonization module not intended to have a functional Governor slider?
  19. I suspect it's more that tseit is using two, and might only be modifying the governor on one. If they shut down one, then set the governor, that might work. It just needs to be set to 10%, or 5% on each Kolonization module. I can't see why it wouldn't work though.
  20. Think of it this way- a Kolonization Module with no bonuses would run 6 times per month to increase LS timers 1 month (presumably) for 2 kerbals each time, meaning that for every 2 Kerbals, the Kolonization Module runs once every 5 days. However, the combination of the Kolony Boosts and the effect of the pilot means it gets to run 516% more times per month, or between 30 and 31 times per month. Allowing each module to support 60 Kerbals. In other words, you really don't need two. (the absolute maximum for a Kolonization module, incidentally, by my calculations, is 3000% Load, which would allow one module to support 375 Kerbals)
  21. the MPU isn't lossless, as far as I can tell, although if you're making the patch for personal use, there's not actually anything stopping you from making it losslessly create Liquid Hydrogen. (I say if the patch is for personal use as I doubt he'd accept a PR that created a lossless conversion on a part that otherwise converted according to a ratio.) as for the automated drills, no- or I doubt it- since you can't actually land on an asteroid. The Jaw has a mining laser that'll harvest an asteroid just fine though.
  22. I'd add a Pioneer Module to allow you to collect the Funds, Science and Rep resources, but otherwise it's the number on that particular body that matters, as well as skill, obviosuly.
  23. I can think of a couple of things: 1. the kind of people who would visit 4chan might see it as funny to intentionally break someone's game (these, fortunately, are usually relatively harmless (I say usually as there's nothing to stop a malicious mod from overwriting other mod's files which would be harder to fix. 2. There's not actually anything preventing a mod from accessing code from the internet. (for instance, while it isn't malicious, the kerbalX mod can download craft files from KerbalX. Pretty much the exact code would work to download a virus. Hence why caution is warranted.
  24. No. However, why would you even need to? you can select the job of the Kerbal when hiring- just don't hire Scouts.
  25. Only in the sense that if you only use the manufacturing and mining parts, you're probably missing out on quite a bit of the mod.
×
×
  • Create New...