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Can you add a resource generator that generates soil as well as a scoop to gather it, and then convert it to mulch? So basically a light version of MKS.

That sounds like an awesome idea for an addon pack for USI-LS, similar to how someone made a greenhouse for TAC-LS. I think having "MKS-lite" built in would get confusing/convoluted for those who actually also like to use MKS.

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Roverdude,

Do you think it might be a good idea to include this as an optional config?

Or, it could be bundled up as a mini-mod, and put on Kerbalstuff and into CKAN

LGG

I have a modman config that adds mulch to the converter. That way, ground bases are self sustaining but nothing else is (without deliveries). It makes for a nice balance, I think. I don't know a good balance and haven't tested this, as I've not yet set up a functional permanent ground base yet.

Just paste this into a config file somewhere in your gamedata folder.


@PART[ISRU]
{
MODULE
{
name = ModuleResourceConverter
ConverterName = Mulch
StartActionName = Start ISRU [Mulch]
StopActionName = Stop ISRU [Mulch]

AutoShutdown = true
GeneratesHeat = true
UseSpecializationBonus = true
TemperatureModifier = 500
SpecialistHeatFactor = 0.2
SpecialistEfficiencyFactor = 0.25
SpecialistShutoffTemp = 0.40
DefaultShutoffTemp = 0.25
Specialty = Engineer
EfficiencyBonus = 1.0

INPUT_RESOURCE
{
ResourceName = Ore
Ratio = 0.5
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 30
}
OUTPUT_RESOURCE
{
ResourceName = Mulch
Ratio = 1
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
}

EDIT: Haha I totally missed an entire page, that included a config almost exactly like mine :)

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Probably not as it's pretty counter to the balance of my other mods (i.e. I put cultivators higher on the tree, and the current greenhouse part is way too small to support that level of balance).

(For more specificity)

I don't agree with 100% self sufficiency in a package as small as a mini-greenhouse and a drill, since the drill makes the greenhouse's balance irrelevant since you now have an infinite supply of mulch.

I counter this in MKS in a few ways... Decreasing efficiency over time (Machinery), heavier modules (the MKS Mk-II's have cultivators, Mk-V's do not), or (on the machinery/rocketparts side) with catalysts (so you get a mass reduction but still have a limiting factor).

Now - what other folks want to do, etc. is totally up to them, but it would not make sense for me to bundle a config that's out of balance with the rest of the constellation

(Trivia - the entire reason MKS exists is because I thought the contemporary greenhouse offerings for TAC-LS were too OP).

Edited by RoverDude
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If something so tiny as my modulemanager config needs permission, I grant it to anybody who wants to make a CKAN package for it. Or do anything else with it. I personally can't be bothered to support CKAN but am not anti-CKAN or anything like that.

All I'd ask is that RoverDude says it's okay or at least make it obvious that the config is not supported by him.

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And yeah - feel free to distribute whatever - no different than there being a dozen TAC-LS greenhouses. But it would not be part of the core mod as that's kinda what MKS is for (especially with the new update).

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The little nom-o-matic greenhouses seem to be conflicting with the MKS station station control button. If I have them on my station and I go to the parts tab it blanks the window and leaves it persistent on my screen till I switch ships.

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I don't agree with 100% self sufficiency in a package as small as a mini-greenhouse and a drill, since the drill makes the greenhouse's balance irrelevant since you now have an infinite supply of mulch.

I hear you--though don't forget that the setup with my mod also requires a 4.25 ton ISRU converter, ore storage, and two mini-greenhouses per kerbal :) I wanted to add the mulch-->ore capability because frankly I couldn't see how to use the greenhouses with the USI LS mod as a standalone... with no source of mulch other than the kerbals, and the round trip of noms-->kerbals-->mulch-->greenhouse-->noms being intentionally lossy all the greenhouse can do is make the NOMS stretch a bit. Have not worked it out, but I bet you would do better leaving the greenhouses at home and carrying more NOMS.

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Strange things taking place:

On vessel without any kerbals number of supplies decreising. Whis vessel was lunched with other vessel (docked), then I undock it and now supplies on vessel with supplies decreasing (no crew in vessel), and in other vessel with no supplies, number of days is -213 days and is red. These vesseles were lanched 8 days ago (kerbal time) as one vessel and just arrived to Minmus where were undocked from each other.

jTjKC3r.png

Edited by siteonfly
mistakes
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I have this as well, though I haven't gone back to the ships to check up on them. I just assumed it was a display bug, counting down as if there was one Kerbal when there were 0 Kerbals. I fully assumed that - when I went back to the ships - they'd have full stores.

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I have this as well, though I haven't gone back to the ships to check up on them. I just assumed it was a display bug, counting down as if there was one Kerbal when there were 0 Kerbals. I fully assumed that - when I went back to the ships - they'd have full stores.

You are right. Supplies value didn't changed when I jumped to vessel. But I can't understand why another vessel have supplies for -213 days if It was launched 8 days ago? :)

Anywat it is very uncomfortable to control resources on different bases/vessels. I need jump any vessel to see statistic. No info on space center or on tracking station. And as it turned out numbers in statistic are wrong.

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Yeah, that glitch is extra stressing when I'm on a mission to rescue a stranded Kerbal as per contract. I'm always unsure if there's gonna be enough time to rescue him/her before they die of starving (death is turned on here). The most complicated thing is to predict the correct value, towards the 15 days without supplies.

But I find that being a minor issue, and I got used to it.

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On my career game I just deleted them :s

Hey it saved me some cash, first hire was only 35K!

They'll probably all be dead soon enough. I can usually go about 100 missions without killing a Kerbal though, and like using them as long as I can.

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it appears kerbals at the outside seat dont starve and dont use supplies at all.

for years starved kerbals magically come back to life for another 14day if touched by kerbin atmosphere while aerobreaking - is this intended?

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I love TAC-LS, it is very good, challenging and interesting... But it all comes down to your objectives within the game, and since I still want some challenge while being able to create self sufficient colonies, I realize that your LS seems really good, especially since it is complementary with MKS and quite stock-alike! Thanks a lot for this mod! You are going up in awesomeness!

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0.1.3 PRE-RELEASE IS UP!

0.1.3 - 2015.06.26

* You can now access the life support screen from the KSC, VAB, and Tracking Station

* Life Support should no longer cause unanticipated part activations

* Added 'Fertilizer' as a resource

* Increased the cost of Mulch

* Added token mulch storage to all inline tanks

* Added a larger greenhouse that can also use fertilizer to extend supplies

* Mini packs for mulch and fertilizer

* Only crewed vehicles are showed in the life support summary window

* Once supplis go in the red, replaced the negative time with 'crew lost'

* Added parameter for the altitude at which kerbals are considered supplied on Kerbin

* Added parameter to toggle the immunity of verterans (orange suits)

Take a peek, let me know if there are issues. Unless someone finds a horrible bug, this will be promoted to the official release.

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I assume Fertilizer and Mulch interact in some way to replace "just mulch" in the current build. How do they interact? I ask because I *just* set up my Minmus base and I'm wondering what I'll need to add to fix it.

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Thank you for the update, RoverDude! This is amazing!

So, I went all happy to test the new Nom-O-Matic 25000, and this happened. I noticed that its attach node might need some revision. It's not centralized, and once I attach it to another node, I can't pick it up anymore. The same happens if I just leave it unattached, floating in the VAB.

So far, that's what I had time to test. Will continue tomorrow.

Now,

* Once supplis go in the red, replaced the negative time with 'crew lost'

Does that mean you've removed the 15-day starving tolerance, once the crew runs out of supplies?

Cheers!

Edited by Kowgan
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