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Kharn

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Everything posted by Kharn

  1. Which mod does the cockpit of your biplane come from? I had it, or something like it, long ago and I lost it.
  2. Ok, I've got what I think is a good shake at moving the Karbonite parts and a few other MKS items around, I didn't move any Karborundum parts because I think those research costs are already high enough. My main goal was moving over-powered items out of <100 research Tier I R&D building and Karbonite to 550+ R&D. Thoughts on Karbonite being >=550 R&D? Too high? Are the propfan and turbojets still useful at the 550 level? Here's a summary of the change, with a number of alterations and additions from what I initially proposed above: Here's the change file, copy this into ConstellationRevamp.cfg and place it anywhere in your GameData folder that you can find it later.
  3. Ah, since GitHub didn't show the same code change, I didn't realize that it had the same fix applied. I'll grab the new zip.
  4. There's one error in Constellation 112.0.0 with supplies.png that carried over from USI-LS, I posted about it in the USI-LS thread so DoktorKrogg can apply the same change he applied to make USI-LS 112.0.1-bleeding-edge.1 (For everyone else: That's the icon on the button to tell you how many supplies/habitation/homesick your kerbals have left, without the icon, the button doesn't appear on the sidebar) ETA: It was fixed as a patch ~6 days ago, without updating the distribution number, if you have problems, re-download the 112.0.0 file.
  5. Constellation 112.0.0 needs the same fix you did for USI-LS 112.0.1-bleeding-edge.1 I'm getting these warnings and exceptions when I run Constellation 112.0.0:
  6. Thanks! I was going down a ton of rabbit holes with little progress. One thing I'm stuck with are the Material Processing Units, another mod I use (not sure which one, or if it's an asset from one mod and then shuffled lower by another) in my main game adds a junky drill low down in the tech tree, so I can't decide if the 1.25/2.5m MPUs need to be in the 160 or 300 tier or up in the 550 tier where MKS has the good drills. And then I should revamp the cost numbers.
  7. A tech tree revamp would be great, I'm trying my hand at my first ModuleManager mod to move the low-hanging Karbonite items, and a few others I think are too early or dependent on other items, to higher tiers. Here's what I've drawn out right now, I just have to figure out how to implement it:
  8. Sweet, I was just coming to ask about how I could make my own compatibility patch as PBC throws USI's RTGs and all sorts of crazy end-game content down early into the tech tree, even to the 90 Science level. Are you going to work on all of USI's individual mods in case a user picks and chooses which ones they have, or the Constellation compilation distribution? Constellation releases found here. Is there any way I can help?
  9. I'm confused by this statement, I'm referring to when the entire craft went *poof* and disappeared from the surface of Minmus, so there's no craft to bring home. Is that ship's (entire or recall?) value being captured in the displayed variable? Or do I have $176k of ore, fuel, ox, and other mined resources sitting on the surface of Minmus inside non-poofed ships (beyond the LFO they left Kerbin with)? I'll try the hot fix tonight, thanks for the help.
  10. I'm running KSP 1.11.2.3077, and KSP-Recall 0.2.01, along with USI Kolonization Systems 1.4.1. I have not used Tweakscale to adjust any parts in this game, even though the mod is installed. In USI Kolonization Systems, you can see a window called "Planetary Logistics" where you've placed resources into a planet-wide store and can draw from them, such as mining ore in Mun Midlands to put into the warehouse and draw it out in the Mun's Polar Basin to make it into LFO for a fuel cell-powered base. This Planetary Logistics window is also showing me data for "RefundingforKSP111x" and the values seem to increase every time the kraken has mysteriously poof'ed a spacecraft from each location. Searching Github led me to "GameData/999_KSP-Recall/Resources/Resources.cfg" so it is definitely part of this mod vs some other one. Right now in the game it's saying I have ~$26k on Mun and ~$176k on Minmus, which in my eyes lines up with me losing only one mining rig on Mun but I've had several significant issues on Minmus over the last several months of play. Or is it the new value added to the ships currently sitting on those bodies (ore, fuel, etc)? 1) Should that value be hidden from the USI Kolonization display? 2) If the monetary figures represent funds lost to the kraken, how can the user recover them?
  11. Thanks for the replies! At least I didn't lose too much LFO, but without the ability to get the LFO out (or I could run a fuel cell in the polar region forever), I have to add new ore tanks to my mining/ refining ship before I can contribute again without losing any more LFO from the inflatables. Moving PL to be a Wolf function does make sense. At my stage of the game (not-quite-self-sustaining agroponics and LFO generation on Mun and Minmus), being able to magic materials across the Mun with zero effort/cost feels a bit cheap, although very convenient and tempting. Paying transportation credits to move containers back and forth sounds much more balanced, but I haven't unlocked that mechanic to test it myself.
  12. I'm a little confused on Quartermaster functionality. I've contributed to planetary logistics with Ore and LFO using a multi-ship mining/refining base in Mun's Farside Crater. If I put a refining base in Mun's Midlands, with a Quartermaster in it, and turn on Planetary Logistics for its storage modules, will it automatically draw Ore from the quantity the other base uploaded? Or do I need a specific component on the Midlands base to get the Ore, like a Ranger, Duna, Tundra, etc part? How do I get the LFO out of the uploaded quantity if I'm not using it in an industrial process?
  13. Running KSP 1.12.1.3142, KSPIE 1.28.12, and PhotonSailor 1.7.3 (CKAN managed) This trouble started when I updated KSPIE, PhotonSailor, and other mods, and still running KSP 1.11, on 6/28, I tried updating KSP to 1.12 to see if that would fix the issue but it did not. The Gigantor XL Solar Array no longer has the option for beamed power in my career game, the menu is completely gone. Diode Beamed Power Laser and Microwave Transducer DT-MW-TD-32x are available in VAB, but neither one has information about beamed power. The log included: "interstellar_redist" is not found in my \Steamapps\common\Kerbal Space Program folder or sub folders, so I'm missing both the dll and the pbd file and unable to complete the suggested fix above. "Interstellar_redist" is not listed under "Mod DLLs found:" Sounds like I need to delete KSPIE and PhotonSailor and reinstall them from scratch, hoping that brings the correct DLL and PDB files? ETA: Purging and reloading the files from CKAN did not fix the issue. I had to download the latest KSPIE manually, and copy all of the zip file's .dll files from /gamedata and /gamedata/WarpPlugin/Plugins into their respective directories.
  14. Oops, I got Umbra Space Industries confused with Universal Storage II, Universal Storage lets you add a central core of varying diameters and heights to your rocket, then add wedge- shaped modules (tanks, batteries, storage, science, etc) to add functions, and then outer fairings to reduce drag. Universal Storage supports USI already, it's a great way to hide the various life support tanks on small craft without a huge increase in drag.
  15. What about a version of the service bay with: 1) no side battery humps 2) roof to floor doors 3) optional brackets/attachment points for USI wedges 4) ladder per side If a more open service bay held three triple-height wedges per side (18 total), I think it would make for a much more organized science rover than trying to jigsaw the larger non-wedge experiments into the open cargo bays. It could then also nicely carry storage lockers for surface experiments, tools, etc.
  16. What about a part that creates a geothermal heat pump when you use it on a suitable surface, the animation drills down into the surface, then it expends a working fluid or gas you brought along in your tanks to charge the system, using the temperature difference of the heat source vs the subsurface temperature. But, bring the wrong fluid/gas and it freezes or liquefies so the system doesn't work. So water would be amazing in certain Earth biomes but do very poorly anywhere else. Xenon wouldn't transfer as much heat and costs a ton more, but would run just about anywhere, etc.
  17. Are the 'FNGCMS' part (gas chromatograph/mass spectrometer experiment) and 'FNLCMS' part disabled in 1.21.11.4? They're present in \GameData\WarpPlugin\Parts\Utility\, but my rockets that use the FNGCMS experiment are marked as containing invalid parts, and neither of the parts are anywhere that I can find the tech tree after updating KSP and Interstellar Extended using multiple searches. The Gamma Ray experiement is present, so Interstellar Extended is loading properly.
  18. I'm using 1.7.2, KAS 1.4, and MKS 1.1.0.0. (Along with Asteroid Recycling Technologies, Core, Exploration Pack, Freight Transport, Life Support, and Tools) Setting up two flexotubes about 4m apart on the runway (both 'crew hatch' labels facing each other), I send my engineer out with his drill, right click on both flexotubes, and neither one has a 'link' option for me to click to drag the tube from one tube face to the other. I'm able to grab the connector from an RTS-1 Resource Transfer Station to connect to a JS-1 Joint Socket, so I'm not seeing an error on KAS's side. Any ideas?
  19. Agreed, works for me now using dev build 762 from the link: MechJeb Last Successful Build It will not update from CKAN correctly, you must use the link here.
  20. MechJeb's ability to land at specific locations is broken for me as well as of 754. It will land anywhere it wants, the absolute wrong side of a moon, 100km away, 10km away, etc vs the 50m accuracy from the targeted map location or object it used to have. Landing Guidance is like a box of chocolates, you never know what you're going to get. It will land your craft most of the time without destruction, that is true, but not necessarily where you want.
  21. Could you make a 3m 4x liquid engine with performance equal to four M-50 engines? The current one is practically useless with only 650 thrust. I changed the config file on mine to 1600 (vs 650) thrust, 700 heat production (vs 600) and 88 (vs 36) fuel consumption. (the M-50 has 400, 650 and 22, respectively) and it seems to work out well. The change really opens up the usefulness of a multi-stage 3m rocket since it can use the RS-501 decoupler, vs the 3m-to-5x1m adapter plate and five M-50s to get a usable amount of thrust requiring you to haul your empty tanks with you.
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