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Yuubari_

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Posts posted by Yuubari_

  1. On 2/8/2022 at 8:48 PM, Zaffre said:

    Not yet, but I can see about adding that to my to-do list! I was under the impression those took care of resources on their own.

    Thanks! I hope you enjoy! :)

    A bit after asking that, I learned that apparently the community resource pack will automatically distribution them on modded planets iirc.

     

    I shall be excitingly looking forward to the update and hold off on my journey until the newest update ^^

    I hope stuffs will improve on you end!

  2. Heyo!

    I was wondering about the background production of resources, how does it work exactly ? (and not talking about wolf)

    To explain what I mean is when using the planetary warehouse I had it some time ago that I just had to switch to my miners to transfer it into it, all that was mined over that period of time ?

    Or does it have to do with the energy production, since I am using KSPIE fusion reactors with their generators and not solar panels or stock/USI ways of powergeneration

     

    Any suggestion/tips would be greatly appreciated!

    Also this seems a little weird ? (reports no rate and is still mining)

    unknown.png

  3. Hi! 

    I got a kinda stupid question but I do still would be wanting to ask about this, I am looking for a nice way to build crafts offworld and in space, and I am not too sure which mod to use, but I think I will be going with EL and I was wondering if there is a way to bring back the deprecated parts like the mobile launch platform and the orbital shipyard ?

    I am currently on the constilation build of the USI suite of mods, which includes the orbital shipyards but they seem a little unpredictable 

    GC is also an option but I am not too sure about how that will/would go

    Kind regards,

    Yuubari_

  4. On 5/7/2021 at 5:08 PM, Terwin said:

    Those would be modules on the part config.

    They can also be added by module manager scripts.

    Sorry for my extremely slow reply, but it seems that the parts I am using are supported by the config (I think that's what it says)

    Edit: as it turns out after repainting one of the usi kontainers, it works fine now, so it was the part that was being funky ^^

    f07c069bc9.png

    On 5/7/2021 at 6:06 PM, modus said:

    You don't want to know how many times stuff like that happens to me so just thought I'd ask:0.0:

    I got you xd Sometimes it simply are the simplest explanations ^^

  5. 2 hours ago, Nertea said:

    I would try the very basics first, copy an existing config that is similar to what you want and change the planet names. 

    This is what I changed it to (using antimatter as the example):

    I used the normal cfg what comes with Space Dust, so I am not 100% sure how exactly it is supposed to be done ^^"

    // Rhode
    // =============
    SPACEDUST_RESOURCE
    {
      resourceName = Antimatter
      body = Rhode
      RESOURCEBAND
      {
        name = kerbRing
        title = #LOC_SpaceDust_Band_LowBelt
    
        // Discoverability Data
        // --------------
        alwaysDiscovered = true
        alwaysIdentified = false
    
        // Maximum and minimum abundances (variation is by game seed)
        // In t/m^3
           minAbundance = 4.1E-29
           maxAbundance = 1.2E-28
    
    
        // Scale abundances by air density
        useAirDensity = False
        // Distribution model to use, can be Uniform or Spherical
        distributionType = Spherical
    
        // These parameters are specific to the Spherical model
        // -------
        // Altitudes are in km from sea level
        // Maximum altitude for a distribution
        altUpperBound = 650000
        // minimum altitude for a distribution
        altLowerBound = 550000
        // peak of a distribution
        altPeak = 600000
        // maximum variation of these altitudes (variation is by game seed)
        altVariability = 10
        // Falloff for altitude, can be Linear or None
        altFalloffType = Linear
        altitudeSquish = 0.9
        // lats in degrees
        // Maximum latitude for a distribution
        latUpperBound = 40
        // Minimum latitude for a distribution
        latLowerBound = -40
        // peak of a distribution
        latPeak = 0
        // maximum variation of these latitudes (variation is by game seed)
        latVariability = 1
        // Falloff for latitude, can be Linear or None
        latFalloffType = Linear
      }
    
      RESOURCEBAND
      {
        name = kerbRingHigher
        title = #LOC_SpaceDust_Band_HighBelt
    
        // Discoverability Data
        // --------------
        alwaysDiscovered = false
        alwaysIdentified = false
    
        // Maximum and minimum abundances (variation is by game seed)
        // In t/m^3
        minAbundance = 8.1E-29
        maxAbundance = 2.4E-28
    
        // Scale abundances by air density
        useAirDensity = False
        // Distribution model to use, can be Uniform or Spherical
        distributionType = Spherical
    
        // These parameters are specific to the Spherical model
        // -------
        // Altitudes are in km from sea level
        // Maximum altitude for a distribution
        altUpperBound = 2100000
        // minimum altitude for a distribution
        altLowerBound = 1900000
        // peak of a distribution
        altPeak = 2000000
        // maximum variation of these altitudes (variation is by game seed)
        altVariability = 10
        // Falloff for altitude, can be Linear or None
        altFalloffType = Linear
        altitudeSquish = 1
    
        // lats in degrees
        // Maximum latitude for a distribution
        latUpperBound = 55
        // Minimum latitude for a distribution
        latLowerBound = -55
        // peak of a distribution
        latPeak = 0
        // maximum variation of these latitudes (variation is by game seed)
        latVariability = 1
        // Falloff for latitude, can be Linear or None
        latFalloffType = Linear
      }
    
    }

    (I am sorry if that is too big or something, not really have much experience with forums ><)

  6. Just now, Terwin said:

    A single engineer in your hab module can run all 50 of your assemblers and all 80 of your refineries.

    In fact, if you have 3 engineers (*, **, and ***) then the *** engineer will perform all work on all modules that benefit from engineers, and the other two are more useful going on a trip to get more experience so they can run their own industrial bases.

    Thank you very much for explaining it to me! ^^ 

    It helps a lot, because my base has around 40 or so 2 star engineers on it xdd 

    I know what I am needing to do now, redo my entire crew compliment for my base 

  7. I am not too sure, since I didn't find too much information about it, I am mainly concerned about the tundra class parts, the industrial refinery and the assembly plant 

    My reasoning behind it is that I had the tundra nuclear refinery without any crew and it worked perfectly fine, at the same amount of efficiency as the as my fully crewed stuff.

    Rn I have around 40 engineers (and ofc a couple scientists and a pilot) on my base to fully crew everything, but that might be a liiiitttle excessive, I think xd

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