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eatU4myT

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Everything posted by eatU4myT

  1. Did you resolve this issue? I am having the same problem. I'm using 1.10.3, and have no warnings that I've spotted! Thanks
  2. Ok, so things like this is really useful. Are there known problems with features on later versions? Sounds like an excellent reason to stay on an earlier one!
  3. I guess part of what I am asking is, did the features added to the base game in the later versions "do it better" than the mods that already added them in earlier versions? Is the in game alarm clock, manouver planner, KIS/KAS etc. better than just say running 1.8 and using the mods?
  4. I've been away for a year or so, and now I'm ready to re-install. Which version shall I use? I will need some mods (clouds, life support, outer planets or a convincing case to try another planets mod) plus some other mods that I think have been rolled into later KSP versions (precise manoeuvres, alarm clock). Is there a consensus on which version is the best compromise of integrated features vs mod support? I'd also like to get shiny/metallic parts working, which I never did before, not sure which mod to use for that so advice welcome!
  5. Thanks for the updates as described above. Re: a utility module in he 2.5m size, I think probably the "RPD-12 Itinerant Service Compartment" is the one that fits here theme-wise, but I think its a part added by Near Future Spacecraft, rather than SSPXr, so that probably puts it out of reach of this patch... Re: the Aquaculture module, rather than add the Mineral Siphon convertor, I was wondering if there was a way to amend the Algae Farm convertor so that it produces Minerals instead of Fertilizer is KPBS is not installed? As I mentioned, this is wish-list stuff, so no problem if not! Thanks
  6. Hoping to catch these before @JadeOfMaar's new TACLS patch is pulled into the 2.0.4 release, I believe there are some corrections/amendments to be made to SSPX-TACLS-01.cfg (first and second I think are corrections, third and fourth are suggestions): 1) The conversionRate, amount & maxAmount for the greenhouses in lines 34 - 63 either need to refer to CrewCapacity (as per the dome greenhouse in lines 70 - 75), or to fixed figures other than 1 (at the moment these are all as effective as the small Cupola). If fixed figures are prefered, I suggest: sspx-greenhouse-25-1 set to 2 sspx-greenhouse-375-1 set to 3 sspx-greenhouse-5-1 set to 5 sspx-dome-greenhouse-5-1 set to 3 2) Reference to part MA-5B 'Evening' Habitation Module in line 169 and sspx-habitation-1875-2 in line 173 should be replaced with PAS-6 'Star' Utility Module and sspx-utility-125-1 respectively. The 1.875m size already features a utility module in this block of the patch so no need to add it to one of the rigid habs, whereas the 1.25m Star utility module is currently missed. 3) Is it difficult to change how the centrifuges are currently blanket selected with @PART[sspx*]:HAS[#CrewCapacity,@MODULE[ModuleDeployableCentrifuge], and instead apply the more "complex" resource convertors only to the bigger ones? Some of the smaller centrifuges (Bagel, Doughnut, maybe Coriolis?) don't look big enough to have had the space to fit the extra hardware inside?! 4) The PXL-FI5H Aquaculture module produces Fertilizer regardless of whether Planetary Bases is installed, making its existence under TAC-LS rather irrelevant, let alone its storage of Minerals. I don't know how feasible it is to amend how the Algae Farm convertor works, to allow it to produce Minerals? This is into wish-list territory here...! As mentioned above, I think only 1) and 2) are corrections that need to be made. Thanks again to JadeofMaar for the brilliant response to our pleas for help on the TAC-LS stuff, and to Nertea for the epic effort that is making all these lovely parts in the first place!
  7. Top work, thanks! That new format does make things easier to tweak. Can't get in front of the game this morning, but did you get around the problem of scaling the resources in the Cupola greenhouse? I see you've set the greenhouse conversion rate manually, but at first glance it looked as though the stored resource amounts were still scaling by crew capacity (zero), which I think MM will throw an error over?
  8. I think that that depends on the size of the part. In the 1.25m line there is a utility module that has the convertors, and the other crewed modules don't have any. Looks like the 1.875m line there is a utility module present, so I had intended to do the same thing there. From 2.5m up, it looks as though most of the hab/centrifuge/inflatables had the Carbon Sabatier, Carbon Extractor, Water Purifier & Water Splitter. I must say, I would rather see these be more limited (perhaps Carbon Extractor & Water Purifier as standard, and the others featuring in one of the rigid hab modules in each size line? That's admittedly mostly because I want the challenge of having to include them if I want them, rather than them coming as standard...
  9. I had a look at this too this evening, I went with slightly different # Kerbals supported. It looks as though for the new ones you went by apparent farm area vs existing modules? I went a different way and based it on an approximate mass/cost comparison vs existing modules. I wasn't entirely happy with the result though I must say, I like your # Kerbals supported better but it throws up some odd comparisons (2.5m greenhouse is ~ half the cost/mass as the 5m inline, not sure we can justify it being 6 x more productive? This might end up being more of an issue with the mass/cost needing changing? Also not sure that I buy the 1.25m cupola being 3 Kerbals, I reckon its about a third of the farm area as the 2.5m greenhouse. Re: the Minerals/Fertilizer/Electric Charge, can I ask if there was a reason to keep these static rather than scaling as the other resources do? I can't speak for Fertilizer, as I don't use the Planetary Bases mod, but there doesn't seem to be any reason for the Minerals not to scale with greenhouse size, and no obvious reason why it would be difficult? I went with 50 minerals, and then scaled by crew size as with the others. And for electric charge, I went with 150 ec and scaled by size. I think that needs to be addressed in at least the Cupola, otherwise with it storing 1000ec it probably becomes a more efficient battery than any other 1.25m part!! Lastly, I also tweaked the input resource ratio for Minerals in all of the greenhouses, in line with something that we discussed in this thread in October 2020, where minerals per day was showing up as 0.00 - I have multiplied this by 1000, but could be convinced by any figure that actually causes minerals to be used up in any meaningful timescale!
  10. Are you having problems with existing modules (1.25m / 2.5m stuff for example), or with new things (1.875m / 5m stuff)? If it's the first, it could be a conflict, or possibly some of the old modules have had their names changed and are no longer covered by the old TAC-LS patch. If it's the second, it's because the TAC-LS patch hasn't yet been updated to cover any of the new parts, so the 1.875m / 5m greenhouses for example don't currently function under TAC-LS. I started to update the TAC-LS patch for myself, and if I get any useful work done on it I'm happy to share, though I don't know how to use GitHub, so might need pointers with *how* to share...
  11. Do you have current plans to re-work the Station Parts Expansion Redux patch to incorporate all of Nertea's new 1.875m and 5m parts? In other words, if I spend time trying to do that myself (and then learning how github works), is it going to be totally wasted/duplicating work? Thanks
  12. Nertea's new 1.875m and 5m station parts aren't covered by the TAC-LS patch (other than the basic function of adding water/oxygen/food to them). There are several new greenhouse modules that I think need the SETI greenhouse functionality adding to them, and there are also some habitation/utility modules that look as though they perhaps deserve to have built in water purifiers etc.
  13. *We all look at our shoes and feel guilty for not contributing*... Help us @JadeOfMaar , you're our only hope!
  14. I used this in my last install under 1.9, but that computer is gone now. It was really useful for a number of things, not least setting the brakes to be on at launch! Id like it again in my new install, but I'm not very familiar with GitHub, could you advise what files I actually need to download? Is there a zip file with everything in one place? Thanks
  15. For me, Jeb and Val always have a "1-up" competitiveness that is usually what drives my space program forward. Jeb was the first Kerbal to take a flight? Val's gonna be the first to reach the upper atmosphere. Jeb was the first Kerbal in space? Val's gonna be the first to orbit Kerbin. Jeb fly by the Mun? Val's gonna land. And so it goes...
  16. I tend to work on the "ships are always she, so they should have girl's names" basis. So, all my Mun vessels are Monica I, II etc., then Minmus vessels were Mindy, and then Donna, Evelyn, Juliet etc. If I have a one-off ship that is going to be around for a long time, it often gets a specific name, and they tend to be from Norse mythology as often as not. So, my primary comms relay in HKO is Hermóðr, my two relays around Mun are Hjúki and Bil, my orbital ferry/tug is Sleipnir and so forth.
  17. Depending on your feelings about mods, you may want to look into Nertea's "Space Station Expansion Redux", as it adds a huge amount of options here. Not to say you can't do it in stock, but I found it enormously more satisfying with these extra parts. Nertea's Near Future - Solar and Near Future - Construction are also worth a look for space stations. Also, there is a mod called something like Docking Port Rotation, which is a revelation for building space stations in my mind - I always used to get grumpy that my lovely symmetrical designs in the VAB ended up wonky in space because I didn't get them perfectly rotated when docking, and this takes away that frustration at a stroke. A common way to build is to start with a core, that is packed with docking ports, and then add modules to that with specific purposes - a living space module, a solar array, a science module perhaps, some big fuel tanks. Just remember - you need docking ports spare at the end so that other ships can dock with your station! Generally, how ever many docking ports you need, put on more! I would suggest using rockets to get the pieces up there, as it is easier, and you aren't over-concerned about funds. It also means you have more leeway over the shape of the module you are sending up - it doesn't have to be the same shape as the spaceplane's cargo bay! You'll discover that you don't actually want your space station in LKO to have ore processing equipment. As Fraktal says, ore is heavy! A more convenient set up is usually to drill for ore and process it at the same site, and then fly the resulting fuel to your LKO station to build up a stockpile to refuel visiting rockets. So, plenty of fuel tanks is what you need at this stage! To control robotic parts I think you need the big yellow "KAL" controller part (or whatever it is called). Lots of people will be able to help with that, but it's probably worth asking as a separate question!
  18. Its about 500m/s short of doing the whole thing with rocket burns, but about 400m/s more if you are willing to aerobrake... quite a lot!
  19. The KSC biome is contained within the little triangles between the KSC buildings footprints. e.g., between the big hexagon of tarmac surrounding the VAB and the big hexagon surrounding the R&D Complex, there is a little triangle of grass enclosed by tarmac - get into that triangle and you should be in the KSC biome. There's another between R&D and the Astronaut complex, and another between the VAB and the big tarmac triangle around the Tracking Station.
  20. Check that the new bigger heavier ship still has a TWR >1, or no amount of extra time is going to help!
  21. I tried to build a high altitude supersonic plane to get round Kerbin quickly to complete a contract on the other side of the planet from KSC. I'm not good with planes. I over-engineered it to the point where it was going about Mach 4 at about 20k altitude, with absolutely no control authority, and then exploded and burned. But that got me thinking... I've never tried making a spaceplane... I thought I'd start with a mk3, to avoid the burning-up issue. There were several iterations (although it only took two to get to orbit) Of course I then realised that I had successfully made a plane that could just barely make it to orbit with nothing in the cargo hold... After a few more attempts it can now carry a full Jumbo 64 in the hold I read about the radial-out trick for re-entry somewhere on the forum, it certainly looks good! Did I mention I'm not good with planes? It took a lot of crashing lithobraking before I got the stall speed low enough that it didn't hit the ground going too fast to survive, or stall out a few hundred meters up and then just drop like a brick. But, finally, I have a mk3 spaceplane that can carry 4 Kerbals and a Jumbo 64 (or various other cargo/crew cabin combinations) to LKO and back, and a stall speed of 65m/s which is enough to let me wobble back to the runway. It has about 500m/s left once it gets to LKO, so it can't do a lot else yet, though I guess if it refuels from the fuel it carries up then it can almost certainly do a Mun trip to take Kerbals to a station there - not that I have a station there, obviously... One thing at a time!
  22. @JadeOfMaar@TBenzThanks for taking the time to look at this. I guess I can now tweak the Minerals input resource ratio figure to something that works for me, which is great. Could I ask one more thing - the ratio given is 0.0000000035237055479406 which you mentioned is per second. So, working up that is: 0.000000211422332876436 per minute 0.00001268533997258616 per hour and then... 0.00007611203983551696 per (Kerbin) day or 0.00030444815934206784 per (Earth) day Which is the one that is reported in game? Thanks
  23. That's helpful, thanks. Does sort of beg the question though, why use a resource where supply is essentially infinite? The greenhouse stores 120 minerals, so at that rate it is good for... ~1100 years?! If it was meant to be 0.0003 per second, that would be about 20 days supply - is that more likely? @JadeOfMaar, is this a config you wrote? Are you able to shed any light?
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