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Such

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Everything posted by Such

  1. Strongly recommend the Vessel Mover mod as a way to quickly catch and restore krakened bases when returning from tracker or warp.
  2. Loving the series, though trying to avoid spoilers as I'm not caught up - please could you post an updated mod list for any extras you're using? Particularly grateful for the confirmations of what's working for you in 1.8. (Or point me to one I've missed, in which case apologies.)
  3. Also check your Aerobee isn't failing due to 'vapor in feed lines' - it needs ullage ie ignite on the ground or while accelerating. In short, make sure you stage before the Tiny Tim extinguishes.
  4. Unfortunately not 'actively' in the background. The KSP mechanism is to rapidly run a 'catch-up' process when you return to the vessel i.e. return after 100 days and you'll get 100 days of mining, production, supply usage, etc. all in a rush. In the context of MKS this works pretty well. You just need to visit your bases/outposts on each body in the right order to get things into planetary inventory, so raw materials first, then users of those products, then top-tier last. The catch-up mechanism works in 6-hour chunks so you need enough local storage of every resource to capture that amount - and because planetary logistics only pushes/pulls to 50%, you need at least 12 hours worth of local storage for anything going to/from planetary inventory - I generally aim for 13+ hours for a little buffer. Use the Kolony Inventory window during a KRASH sim to calculate. Remember production will go up with increasing bonuses / down with decreasing machinery. There are some stock bugs around electricity generation and heat management during catch-up which can cause serious trouble for a complex base, so I suggest always quicksaving before you do a round of visits. On your specific outpost, note that Duna/Tundra logistics modules require a pilot or quartermaster to access planetary logistics. Only the automated MPUs can push uncrewed - designed for this use case. If you turn off machinery in the MKS settings and turn all the life support & habitation impacts to nothing in the USI-LS settings, then you basically have a parts pack right here. I think so, though the best place is probably on Github itself - I've not ventured into that myself yet.
  5. There are specific orbital workshops, one to build kits from sp and one to build craft from kit+mk, just like on surface. You might need these rather than regular workshop. There are also different kit parts for surface and orbit, though I'm not sure if you're prevented from using each in the other scenario (orbital has docking port both ends). I'm assuming you have latest version etc. Note that Global Construction is a separate mod which is integrated into MKS - you may get a better response on that thread.
  6. Have a look at Global Construction or Extraplanetary Launchpads for off-world building - I don't know that there are any RO configs but ought to work except with Kerbalism.
  7. Re supplies, one more thing to check is that you have a starting stock. The conversion is: 10 supplies -> 10 mulch 10 mulch + 1 fertiliser -> 11 supplies Without the initial supplies, your Kerbal produces no mulch, and without mulch you can't do agroponics. You have this right in your Duna ship. Also note the Farmer specialist is for Organics production (advanced production, needed for Colony Supplies), you want a Biologist for agroponics. As for the kolony inventory, that looks like a bug. Noting the 10+yr supply it seems it has your level correct; it's somehow miscalculating capacity. (That is a lot of fertiliser, by the way - note that gypsum/minerals -> fertiliser is one of the first processes you can get going at a proto-colony, just requires a drill and a crusher plus a small storage unit tacked onto your lander.) Edit: have a watch of Justin Bright's series - he works his way through a lot of these issues.
  8. Hm well maybe it's just that because the rest of Kerbalkind apparently live in a blissful ecotopia, you're having to fully fund Moore's law yourself.
  9. I've recently taken to Hyperedit to deal with issues like this (ditto Vessel Mover for rover physics hijinks) and positioned a photo of my primary school head teacher above my monitor to keep me honest. You hire them as separate individuals with those specialities from the astro complex - they are much cheaper than pil/sci/eng. Probably not your question but you can also train up their *s using the Akademy (a farmer that's been on a Jool 5 can train up other farmers).
  10. I've been following the recommendation to generally unlock parts in the VAB (in the relevant GUI for eg engine or avionics, accessed via the PAW), not R&D, and that seems to consistently give sensible prices.
  11. This was a great add-on for a while, but it's fallen out of update for a while now. Beyond my ability to pick up but linking here in case it catches the eye of someone who can...
  12. Ah thanks once again. I've just been reflying on an A9.
  13. Oops thanks for the warning. I've got lucky five times... I won't stretch to grab the 85km contract just yet, then. I tried with propellant cheat in the sim (take-off also pretty dicey fully fuelled), but could only reach the altitude at a very high velocity - unless there's also a throttle/restart cheat somewhere?
  14. First ever RO orbit! Woo! (Probably a little unorthodox as I've only just reached Basic Rocketry - XLR43 first stage unguided, S2.253 with Able avionics to give control for latter part of burn, followed by AJ10-27 unguided final stage. Just WAC-Corporal telemetry payload.) While I'm here: @Tyrannus huge thanks for Squad folder clearance tip - that was necessary for RO/RP1 on 1.8.1 to load on my laptop. Could that be part of the standard installation instructions, if you're not using additional parts mods (some of which presumably reuse resources)? @hargn I can verify that Kerbals will survive to around 85km in the upgraded X-1, as long as its a fairly steep trajectory - they pass out by 80km but don't die and come around in time to pilot the plane back to runway! An X-1 heading an A9-with-wings could probably breach Karman from an airlaunch but I didn't have the heart to push it that far. And a related question - is there a way to airlaunch within KRASH yet, please? I couldn't see an option, hence not being able to test the above. It's a fantastic addition as it is, so not complaining!
  15. I enjoyed this series - a little old now so he starts building on Minmus painstakingly with KAS one module at a time, but by halfway through he's using Ground Construction. It does pre-date orbital Global Construction & kit assembly, but all the key USI parts are there. He works towards a full-scope base on Duna. The style is entertaining and he, shall we say, learns a lot from his mistakes!
  16. Great to have you back - wholeheartedly reject any idea of you apologising, of course.
  17. I'd recommend also checking out Deep Space Exploration Vessels, which has some great late-stage fusion reactors and engines that neatly link the best Near Future nukes up to Karbonite's super-torches. The core spacecraft parts increasingly have USI-LS patches included (eg an awesome fold-out hab ring). It also comes with Angel125's optional Wild Blue alternate resource tree, but can you largely disable/ignore that if you want to stick to USI. <begin off-topic> Separately re my previous reference to NDA leaks - intended in jest and definitely just look forward to officially sanctioned drips from appropriate sources to carefully feed the hype train. <end off-topic>
  18. I'm thinking has to be something lupine to have colonies of that size, ie RD's work plus a graphical representation showing an evolving 'single part' object as the Wolf base grows in size & capability - either that or multi-thousand part bases are a thing in KSP2. No doubt in due course the NDA burrito will allow leaks of a few tasty morsels.
  19. +1 to everything Kaa253 said above. If you're confident in your own self-discipline I would also strongly recommend Vessel Mover as a catch-all bug fixer/avoider. Once I've verified a rover has the power and structure to properly drive around, given the frequency of kraken attacks I tend to use this mod for anything other than the shortest journeys. Then for properly long journeys between bases/biomes you want Bon Voyage (working fine for me in 1.7.0).
  20. A few things: Farmer is for organics, Biologist is for fertiliser (agroponics). On the normal resource info, (0.00) means going down, (-0.00) means going up, so at the moment you are losing supplies ie insufficient agroponics to meet demand. For better info, check colonisation window (button below the green cube USI-LS button), go to Kolony Inventory window and that will tell you more precisely how quickly you're using supplies and - most important - how long to exhaust them. Clearly if they're going down but so slowly as to take years then you may be satisfied. Not sure on that productivity stat. There's a separate fan-made USI info mod that gives extra calc details, don't recall exactly what it's called.
  21. The supply and EC tracking on this screen aren't able to account for ongoing production (as it would require fully simulating the craft), so will generally drain down to zero. Your base isn't actually running out and shouldn't suffer any ill effects (subject to quirks of catch-up mechanics). Use it for hab and ignore the others. I believe WOLF is indeed the only way Roverdude et al could get around this. May be wrong but I always thought recyclers did need to be on the craft with the crew. Agroponics you could run via logistics. Grab a KAS screwdriver and move it over, I suggest. Also re logistics - I believe the mechanism is something always needs to "pull" the resource, eg Kerbals using supplies or agroponics using fert+mulch. If nothing on a sub-base is "pulling" (and I don't think a recycler counts, since it's just affecting another process rather than using a resource itself), no resources move. Local logistics maybe also evens resources around, but still doesn't help your recycler.
  22. See this (much) earlier post - you may be missing a file which can be copied over from the main Global Construction install (find it via its separate thread):
  23. Long-time lurker, first time poster. Goes without saying but I'll say it again anyway - awesome mod, at minimum doubles the life of this game. With that important intro given, please could someone kindly advise as to the 'latest best' versions of MKS, USI tools, etc. to use for 1.3.1? I'm playing on RO so don't expect to be updating to 1.4.x anytime soon. I'm still running on the versions as of about Dec '17, but keen to try out orbital logistics and get proper fixes to replace my ham-fisted MM patches and (gulp) direct cfg edits for the various fixes, rebalancings and other improvements since then. Appreciate RO will mean other new patches for fuels etc., happy to take those as they come. From following the thread I've seen various comments about issues with drills and so on, with helpful input about using XYZ versions but not quite bringing it all together (that I could follow). I understand at this point there won't be any further 'official' 1.3.1 updates. Thanks all.
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