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Mulch is the waste of USI-LS. Kerbals + supplies = mulch, mulch + power (+fertilizer, optional) = supplies. USI-LS is more about a simple limit on kerbal mission duration instead of a realistic one.

Mulch recycles back into supplies at 50% efficiency without fertilizer, and 120% with it.

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Mulch is the waste of USI-LS. Kerbals + supplies = mulch, mulch + power (+fertilizer, optional) = supplies. USI-LS is more about a simple limit on kerbal mission duration instead of a realistic one.

Mulch recycles back into supplies at 50% efficiency without fertilizer, and 120% with it.

Plus there is normally no way to produce fertilizer, only mulch and supplies. Fertilizer serves as the optional resource to boost production but must be brought to the site and can't be made in situ.

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Mulch is produced by the kerbals from supplies consumption, the values are take from the USILS jumbo greenhouse, in USILS mulch is converted by greenhouse in supplies and fertilizer is used for improve that conversion and i want use the design of this mod, for that i use the pigpen for the simple conversion mulch to supplies, lab for make fertilizer and the greenhouse for a more efficient conversion mulch + fertilizer to supplies

Edit

i have watch how MKS handle resources and i'm now for this solution, pigpen do conversion mulch to supplies, science lab use substrate and water for make organics and the greenhouse can do the conversion with fertilizer and use organics for make supplies


//This MM patch configures Pathfinder's life support systems to use USILS.

@PATHFINDER[Pigpen]:NEEDS[USILifeSupport]
{
MODULE
{
name = ModuleResourceConverter
ConverterName = Composter
StartActionName = Start Composter
StopActionName = Stop Composter
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Engineer
EfficiencyBonus = 1

INPUT_RESOURCE
{
ResourceName = Mulch
Ratio = 0.0002
}

INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 12
}

OUTPUT_RESOURCE
{
ResourceName = Supplies
Ratio = 0.0001
DumpExcess = false
}
}
}

@GREENHOUSE[Prairie]:NEEDS[USILifeSupport]
{

MODULE
{
name = WBIGreenhouse
ConverterName = Greenhouse
StartActionName = Start Grenhouse
StopActionName = Stop Greenhouse
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
Specialty = Scientist
EfficiencyBonus = 1
hoursPerCycle = 540 //Number of hours to grow crops
minimumSuccess = 45
criticalSuccess = 90
criticalFail = 20
cropResource = Supplies
cropYield = 466.56 //You'll have about a year's worth of Snacks for one kerbal.
criticalSuccessBonus = 0.25
failureLoss = 0.5

INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 12
}

INPUT_RESOURCE
{
ResourceName = Mulch
Ratio = 0.0002
}

INPUT_RESOURCE
{
ResourceName = Fertilizer
Ratio = 0.00004
}

REQUIRED_RESOURCE
{
ResourceName = Fertilizer
Ratio = 78
}

}

MODULE
{
name = WBIGreenhouse
ConverterName = Cultivator
StartActionName = Start Cultivator
StopActionName = Stop Cultivator
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
Specialty = Scientist
EfficiencyBonus = 1
hoursPerCycle = 540 //Number of hours to grow crops
minimumSuccess = 45
criticalSuccess = 90
criticalFail = 20
cropResource = Supplies
cropYield = 388.8 //You'll have about a year's worth of Snacks for one kerbal.
criticalSuccessBonus = 0.25
failureLoss = 0.5

INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 12
}

INPUT_RESOURCE
{
ResourceName = Organics
Ratio = 0.0002
}

REQUIRED_RESOURCE
{
ResourceName = Organics
Ratio = 390
}

}

RESOURCE
{
name = Mulch
amount = 1000
maxAmount = 1000
isTweakable = true
}

RESOURCE
{
name = Supplies
amount = 1000
maxAmount = 1000
isTweakable = true
}

RESOURCE
{
name = Fertilizer
amount = 1000
maxAmount = 1000
isTweakable = true
}

RESOURCE
{
name = Organics
amount = 1000
maxAmount = 1000
isTweakable = true
}

}

@SCIENCELAB[Watney]:Needs[USILifeSupport]
{
MODULE
{
name = ModuleResourceConverter
ConverterName = Cultivator
StartActionName = Start Cultivator
StopActionName = Stop Cultivator
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Engineer
EfficiencyBonus = 1


INPUT_RESOURCE
{
ResourceName = Substrate
Ratio = 0.00005
FlowMode = STAGE_PRIORITY_FLOW
}

INPUT_RESOURCE
{
ResourceName = Water
Ratio = 0.00005
FlowMode = STAGE_PRIORITY_FLOW
}


INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 12
}

OUTPUT_RESOURCE
{
ResourceName = Organics
Ratio = 0.00005
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}

}

Edited by Badsector
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Hm, yup, that sounds like it will work. You will have two greenhouse modules, which will mean two sets of gui buttons and such, but it will work. You could also create a copy of the Prairie, and have one use organics and one use fertilizer.

Edited by Angel-125
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another simple solution can be remove organics from science lab, use the pigpen for make organics from mulch and water and use the greenhouse for grow supplies from organics (probably that solution is the best way)


//This MM patch configures Pathfinder's life support systems to use USILS.

@PATHFINDER[Pigpen]:NEEDS[USILifeSupport]
{
MODULE
{
name = ModuleResourceConverter
ConverterName = Composter
StartActionName = Start Composter
StopActionName = Stop Composter
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Engineer
EfficiencyBonus = 1

INPUT_RESOURCE
{
ResourceName = Mulch
Ratio = 0.0002
}

INPUT_RESOURCE
{
ResourceName = Water
Ratio = 0.0002
}

INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 12
}

OUTPUT_RESOURCE
{
ResourceName = Organics
Ratio = 0.0003
DumpExcess = false
}
}
}

@GREENHOUSE[Prairie]:NEEDS[USILifeSupport]
{

MODULE
{
name = WBIGreenhouse
ConverterName = Cultivator
StartActionName = Start Cultivator
StopActionName = Stop Cultivator
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
Specialty = Scientist
EfficiencyBonus = 1
hoursPerCycle = 540 //Number of hours to grow crops
minimumSuccess = 45
criticalSuccess = 90
criticalFail = 20
cropResource = Supplies
cropYield = 388.8 //You'll have about a year's worth of Snacks for one kerbal.
criticalSuccessBonus = 0.25
failureLoss = 0.5

INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 12
}

INPUT_RESOURCE
{
ResourceName = Organics
Ratio = 0.0002
}

REQUIRED_RESOURCE
{
ResourceName = Organics
Ratio = 390
}

}

RESOURCE
{
name = Mulch
amount = 1000
maxAmount = 1000
isTweakable = true
}

RESOURCE
{
name = Supplies
amount = 1000
maxAmount = 1000
isTweakable = true
}

RESOURCE
{
name = Organics
amount = 1000
maxAmount = 1000
isTweakable = true
}

}

Edit

For the drill problem, that happens if is not done a survey scan, probably is better add a error message than have a empty windows

Edit2

Is not allowed an ISRU Module ?

Regards Luca

Edited by Badsector
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Thanks for this great mod, I'm using it in a heavily modded career game currently and I've really enjoyed tinkering with the different parts. :) I'm very much looking forward to what you come up with for the new MMSEV concept! The LER from the American Pack has some unique wheel orientation control, using the stock animation module, that might be useful to you.

I recently sent a small team down to my Mun Alpha base, which was built with a couple Ponderosa inflatables prior to the recent 0.7.x updates, which I understand are big changes. I ran in to a bit of a scrape in trying to reconfigure the Ponderosa's, so I started to look in to the code to see if I could offer a fix. I've sent you a PM with more details and a pull request on GitHub.

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Interesting. I just installed the latest from GitHub and didn't have any issues. I did so by deleting CRP, the existing Pathfinder directory, and the existing WildBlueTools directory. Can you describe in more detail the steps to reproduce the issue? Have you tried downloading a fresh install from GitHub? Did you use CKAN at all?

So i removed my CRP and Pathfinder directory and 00WildBlueTools. Also have tried with pathfinder and tools inside WildBlueIndustries and outside (does not work outside). I installed from GitHub and Kerbalstuff. I do not use your recommended mods and do have latest KIS and KAS. As for CKAN.... I have used your lander can, and both Mk1 and Mk2 lander cans and others. Also have only been trying this near or on the launch stand and runway.

William

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Thanks for this great mod, I'm using it in a heavily modded career game currently and I've really enjoyed tinkering with the different parts. :) I'm very much looking forward to what you come up with for the new MMSEV concept! The LER from the American Pack has some unique wheel orientation control, using the stock animation module, that might be useful to you.

I recently sent a small team down to my Mun Alpha base, which was built with a couple Ponderosa inflatables prior to the recent 0.7.x updates, which I understand are big changes. I ran in to a bit of a scrape in trying to reconfigure the Ponderosa's, so I started to look in to the code to see if I could offer a fix. I've sent you a PM with more details and a pull request on GitHub.

Cool beans, thanks. Hopefully that solves your linux issues. :) I'll take a look once I'm not so frazzled by work. Meanwhile, playing Legos with solar panels isn't working out too well, so I think the alternate plan of a folding array that does not track the sun will do the job...

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KSP physics doesn't like chaining flat panel connections?

Actually it's an issue with KIS. Not a bug, but the KIS feature set doesn't support what I want to do. That's ok though, I'm about finished with the Poncho. It is essentially 10 OX-STAT panels that fold up but don't track the sun.

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@ozraven: I'm reviewing your changes, thanks for taking a look. :) My original intent was to have the highest resident crewmember in the part perform the redecoration, but I like the change to the entire vessel.

Meanwhile, I've addressed the empty window issue on the drill switcher. If you haven't unlocked the biome yet, you'll see a message telling you to do so.

And here is the new Poncho undergoing testing. You can surface attach it as well as mount it to things like the Buckboard, Ponderosa, and Saddle. It's priced to be more expensive than 10 OX-STAT solar panels but generates the same amount of EC.

wFajJUb.png

rpMiym3.png

nWTeAyh.png

Edited by Angel-125
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Got this all loaded up for my new career save, looks impressive!

Your stuff deserves more attention. MOLE is awesome too.

Thanks. :) Maybe I'll be fortunate to get another look by reviewers once I've finished the parts list and internal views. :) Glad you like MOLE as well. It's definitely not dead, just hibernating while I get Pathfinder into a good place.

Edited by Angel-125
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@ozraven: I'm reviewing your changes, thanks for taking a look. :) My original intent was to have the highest resident crewmember in the part perform the redecoration, but I like the change to the entire vessel.

Well, cool then. :) That change came about when I was testing deflating - if you're deflating, there can't be anyone in the part. I thought maybe that was the point - that you wanted to nudge people toward EVA-based activities, but now I realize perhaps you were thinking in terms of reconfiguring, while I was only considering deflate. In the case of reconfiguring, that makes sense, IMO, that only the EVA Kerbal performing the action, or the highest member actually in the part to do the "work" should be used. In terms of gameplay though, searching the entire vessel is more convenient than having to move your best engineer all around a large base to make some changes. So, looks like I can make a case either way and I'll just stop rambling since it's, obviously, your call. :cool:

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@ozraven: I'm reviewing your changes, thanks for taking a look. :) My original intent was to have the highest resident crewmember in the part perform the redecoration, but I like the change to the entire vessel.

Meanwhile, I've addressed the empty window issue on the drill switcher. If you haven't unlocked the biome yet, you'll see a message telling you to do so.

And here is the new Poncho undergoing testing. You can surface attach it as well as mount it to things like the Buckboard, Ponderosa, and Saddle. It's priced to be more expensive than 10 OX-STAT solar panels but generates the same amount of EC.

http://i.imgur.com/wFajJUb.png

http://i.imgur.com/rpMiym3.png

http://i.imgur.com/nWTeAyh.png

Thanks for looking into it and making a message when we do silly things. When you said unlock I tried something else an did the orbital scan. Worked fine after that. Thanks!

Oh, the MOD is great keep building!

William

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Thanks for looking into it and making a message when we do silly things. When you said unlock I tried something else an did the orbital scan. Worked fine after that. Thanks!

Oh, the MOD is great keep building!

William

No problem, glad you like it. :) I can see that the code needs a refactor to clean things up. That's what I get for trying to figure out how KSP works... Anyway, I'll do that a bit at a time. Meanwhile...

Get the latest here!

0.7.6: The Last of the Mohicans - Elk Hunt

This release brings with it some bug fixes (thanks ozraven!) as well as a new part: the Poncho! Think of buying 10 OX-STAT panels and gluing them together, except that they fold out and cost as much as 15 OX-STAT panels. It won't track the sun, but the Poncho will provide a lot of power for your fledgling base. The Sombrero circular solar array is still planned...

New Part

- Added the Poncho, a large folding solar array that cannot track the sun. But hey, you can mount it on the Buckboard, Ponderosa, Saddle, and SM-62.

Bug Fixes

- Fixed an issue where the drill switcher would show an empty window if the biome hasn't been unlocked yet.

Special thanks to ozraven:

- Fixes for reconfigure affordability check.

- Deflating discards resources that cannot be stored.

- Entire vessel's crew now searched for skill modifier calculation.

- Updated inflate/deflate logic to account for deflate confirmation.

And while I continue to fiddle with the rover concept, I'm just starting to work on the next addition:

EJSFI4c.jpg

TpsXTZB.jpg

Edited by Angel-125
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RoverDude had the same idea of making this kind of modular rover for MKS. He's been working on it for the past 6 weeks.

http://imgur.com/a/baPax

Ah, didn't know that. The Buffalo is something I've had on the backburner for awhile once I realized that I needed a way to transport the base around. It stems from figuring out a rover for DSEV Phase 2, and then realizing that I could do a crossover between DSEV and Pathfinder. A simple rover wouldn't do, you need a truck. I saw the little trucks driving around KSC and knew I had my solution. :)

Edit: forgot about this one, but this is another inspiration for the Buffalo. I started this in December 2013 and finished it mid January 2014.

http://spellflight.com/albums/ContactLostArt/RABBIT.jpg

http://www.spellflight.com/albums/ContactLostArt/RABBITOrthos.jpg

Edited by Angel-125
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very nice :)
That cabin looks great! I wonder if you are making crew module, for two guys to eat/sleep?

Thanks! :) I like the way the MSEV is shaping up. The cab alone is large enough for two crew members to sit and drive, but they'd need a bit more space to camp out. If you look at the NASA MMSEV in the picture, it has a section with docking ports and solar panels. The Buffalo will have a similar "camper shell" extension that provides more room. In addition, the Buffalo will gain a sleeper cab extension that provides a small amount of room for life support stuff. The kerbals would still need to fold down the seats and string up a pair of hammocks like the Astronauts did in the Lunar Module. It will be cramped but the kerbals can rough it for a couple of days.

Edited by Angel-125
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Amazing Mod, I love the factory addition, with that said i discovered a bit of a bug (or limitation of the game) with the Chuckwagon warehouses, where I has filled the warehouse with EPL Metal, entirely full, so a huge weight should've stuck it to the ground, instead the weight was focused at the connection point as if it were uninflated (which is off the ground) and thus ripped itself apart trying to stand on end. Idk if that can be fixed and i'll see if it happens again when i reload and get you pictures.

UPDATE: So I reloaded and it just wobbled but didn't break, now I've transferred around some resources and attached a couple more warehouses and now things seem to have balanced out enough to prevent breaking

Edited by PowWowKen
updating an error situation
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