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quasitonality

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  1. So I was just crunching the numbers for life support (TACLS) on my space station and realized that the K&K Water Purifier is actually an infinite water generator This is from the PBS Container_WaterPurifier.cfg: INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.00008548612 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.00007693751 DumpExcess = false } and the water you get back from the wastewater is greater than the water ur kerbals used to generate it I checked the WasteWater::Waste ratio and it matches the one from the TACLS part exactly, so I'm guessing this must be due to a typo or something ¯\_(ツ)_/¯ This is the edit I decided to use for my save: INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.00008548612 } // Changed ratio to match TACLS water purifier OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.00006712848 DumpExcess = false }
  2. In this screencap the sun is directly behind the camera, so those shadows shouldn't even be there at all. Any ideas what could cause this sort of artifact?
  3. No the issue is with the relative positions of Eve and Kerbin. A Kerbin -> Eve transfer should be performed when the phase angle between them is about 55 degrees, with Eve behind Kerbin in its orbit. The alarm is supposed to alert you when the planets are in the right alignment to perform the transfer. But instead of alerting me when the angle was 55 degrees, it alerted me when the angle was 165 degrees. As I said, not even close, mun or no mun
  4. I double checked the phase angles to/from Eve using the old faithful calculator at https://ksp.olex.biz, just to make sure I hadn't mixed up the origin and destination or something dumb like that, but either way it's still way off. The alarm generated by the stock tool left me with a phase angle of approximately 165 degrees, well over 100 degrees off from the correct angle
  5. Like, it's not even close. I set an alarm for Kerbin->Eve transfer window, the time came and I set up my maneuver nodes and this is what I got. Is this a bug?
  6. hey since no one else seems t've mentioned it yet, the CKAN listing for the new release still shows 1.11.9 as the max game version (mod version # looks up to date tho), so ckan considers it imcompatible with 1.12
  7. I've been playing this save on this version of ksp for several hours with no issues, but now it's suddenly starting crashing to desktop a few minutes after the save is loaded. I've double-checked that I have no mods installed. I tried adding --force-opengl to the argument list just as a shot in the dark, but it didn't seem to help. As far as I can tell the log doesn't contain any errors, it just sort of ends Specs: OS: Windows 10 64-bit CPU: Ryzen 7 1700 GPU: GTX 1080ti RAM: 16GB Log:
  8. I'm really liking the idea of more shapes and sizes for labs! The stock models are sort of putting me off from actually using these parts atm, but I'll definitely try to keep an eye on this one!
  9. @FinalFan I can confirm that the engines themselves work just fine! (Though I did nearly forget to reactivate the second engine again after fiddling with them ) The timer's behavior during the burn is a little amusing:
  10. lol, yes I double-checked the engines! In fact something interesting happens when I shutdown just one of the engines (I just updated the OP to mention it), but the problem returns when I reactivate it again.
  11. The new burn time feature is doing something kooky with this vessel - the tanks are still half full, and according to KE it has 11 min of burn and over 4000dv, but the burn timer indicates that it has 0dv and that a 66dv burn would take over 10 minutes. I'm pretty sure this is some kind of bug, but I don't know what's screwing it up; the nuclear engines maybe? The craft only has stock parts. Mod list: Update: Quitting the game and reloading didn't fix the issue, but it gets kookier: when I deactivate one of the nukes, the burn time suddenly changes to something reasonable (see spoiler). But when the nuke is activated again, it shows the same nutty result pictured above. This leads me to suspect it has something to with the engine plate... Has anyone else encountered something like this?
  12. After unlocking more parts, I'm realizing that the feature I suggested may not have much gameplay effect when greenhouses are used, so I guess it's really not a big deal in the scheme of things. (Back on default settings now btw, unless I screwed up somewhere) This nuclear explorer should support a single pilot indefinitely as long as it gets resupplied with fertilizer between trips - About 4m^3 of farming will (continually!) produce enough food/oxygen (and water!) to keep a kerbal alive indefinitely, which I think is actually great from a gameplay perspective - if volume, weight, and harvest times were accurately modeled it would be a pain to manage, and it would be like playing a completely different game. ("Hydroponics Simulator!") Altogether, the system strikes a good balance of adding realistic-ish LS concepts while keeping things kerbal. Much satisfied, very respect! +20
  13. With that in mind, I just took a second look at my screen cap, and that vessel actually does look like a junkheap cobbled together from found parts... I'm starting to get a little worried about Bob and Jeb.
  14. Yeah, I've been playing around with configuring supply consumption, and I'm explicitly not asking the value to be changed for everyone: In reality, supply consumption varies drastically depending on the nature of the mission; I think it would be interesting if supply consumption were vessel, mission, or colony-dependent in some way, rather than being a fixed rate for all situations. Not to replace recycling or farming systems, but as an additional factor to consider - basically, a kerbal's life-style determines their base rate of supply consumption/unit-time (how often do they shower, do they demand cake for dessert, are they washing laundry/dishes, etc), and that number is then further modified by recyclers just as it is currently. I would, but I'm playing a new career save and haven't unlocked the tech yet. The three-kerbal manned mission was a hypothetical example - in my career save I settled for a compromise of a two-man mission with a scientist and pilot, and a mobile processing lab that can double as a recycler. Probably a little overly ambitious now that I have USI-LS, but stretching how far I go on limited tech is one of my favorite parts of the early game!
  15. btw, I want to be clear that I don't mean to suggest that the mod should be made easier - actually, for some missions (especially long-term bases), it would make sense if Kerbals consumed more supplies per capita. Mission- or vessel-dependent supply consumption would give a player some interesting design choices to make, both early on when available LS tech is limited, and later on when dealing with entitled kolonists who insist on twice-a-day showers and brushing after every meal, and could result in unforeseen mission complications. (Jeb and Vall go down in the lander for a week of the science, leaving Bob alone on the ship. The habitation value of the ship shoots up as soon as they leave, and Bob gets a little too comfortable in his suddenly opulent living space... When his shipmates return, they find he has burned through three weeks' worth of supplies in the form of long, hot bubble baths in the RTG bay.) Also thought I'd mention, I found a passage in the DM Guide NASA LS Document on habitation space that corroborates the basic concept behind your habitation mechanic; values are given for "net habitable space" on both a moon mission and a mars mission; the "tolerable" cabin space is nearly two times greater for Mars than for the Moon, and the "optimal" cabin space is over four times greater, something I wouldn't normally consider in stock ksp. My interplanetary ships will all need to be bigger and heavier - not necessarily a bad thing, but I probably should have stayed in Kerbin's SOI until I got a feel for it, instead of sending this low-tech death trap to Duna. But I need the sciiience, Bob...
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