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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]


Nils277

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4 hours ago, Rodger said:

Have you scanned the base location for resources? Not everywhere has water available

Mining on the launch pad.  Scanner advises heaps of water available.  Have tried on Minmus also, same.  Can't mine for ore either.

Edit:  I reloaded all the mods from scratch, and reverted to a previous save.  All good now.  Sorry, just having a noobie moment.

Edited by jinnantonix
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  • 2 weeks later...

First, I want to say, this is my favorite base mod in KSP. It's the only one that looks like it is an intentional, planned, well established base, instead of a collection of temporary components brought together.

I would like to suggest a new, component of the same design that performs the logistics hub functions as those in the USI/MKS series. I would love to be able to fulfill all those functions with the PBS collection. If there already is a PBS component that fulfills the logistics hub functions, I am unaware.

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1 hour ago, Omar X said:

I would like to suggest a new, component of the same design that performs the logistics hub functions as those in the USI/MKS series. I would love to be able to fulfill all those functions with the PBS collection. If there already is a PBS component that fulfills the logistics hub functions, I am unaware.

If patches don't already exist (they may, I'm not sure) you could create one that would add the MKS modules to the part config(s).

Edited by leatherneck6017
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  • 2 weeks later...

Hi. Love your mod.  I created an account to post this. TAC LS uses resource converter multipliers comes with specialist bonuses (engineer level). But your mod doesn't integrate this. So in gameplay planetry base parts becomes relatively weaker. Can you add these features too. I would try to do that but I don't know how to :D

Edited by meeky
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I am doing a Jool 500 Kolonisation mission, and using Kerbal Planetary Base Systems v1.6.9 with USI LS.  Fantastic mod, I love it.  Each base is delivered as a module for housing either 10 or 20 Kerbals, and I will be sending about 40 modules to the Jool system.  There are some biomes on Laythe which allows >100% sustainability using algae farms and greenhouses, and this allows the generation of excess supplies to feed colonies on the other moons of Jool.

YKNzYza.png

 

Edited by jinnantonix
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  • 2 weeks later...
On 11/10/2019 at 5:31 AM, PTNLemay said:

I might be having a similar problem.  Or maybe it's different, I'm not sure.  I'm playing CTT, with all of Neartee's parts, USI Kolonization and USI life support, and KPBS.  I've finally unlocked life support parts that aren't just new tanks of consumables, the first one being the K&K Oxygen Regenerator.  I can store it in the cargo units, but when the ship actually loads outside of the VAB, the item has vanished.  I can't seem to place the part anywhere on the ship, so I imagine it must be placed in an inventory.

Do these "placeable parts" only work with KIS, or is it able to be placed using the Breaking Ground's inventory system?

 

9hnmWpF.jpg

Sorry for the veeery late reply...Do there parts still disappear?
They should not vanish when launched. They should work like any other part and not need KIS/KAS and/or Breaking Ground to be usable. Will test this too

On 2/15/2020 at 2:28 PM, aluc24 said:

@Nils277, I think I found a potential bug. When I try to place the Planetary Base Heat Shield on any craft in VAB, the KSP freezes and has to be shut down via Task Manager. Sometimes it doesn't freeze outright, the game allows me to place that shield, and freezes a few seconds later. I think it happens when I hover my mouse over the already placed heat shield. The log file shows no errors - actually, it continues to print out other messages (from other mods), but the game is unresponsive. This only happens with that particular heat shield, nothing else. No other parts from your mod ever caused a freeze as far as I've checked. Is there anything special about that heat shield that could cause this weird issue?

Do you have any mods instaled that change things about the heat? I was not able to reproduce this bug yet :/ 

On 3/10/2020 at 6:27 PM, Omar X said:

First, I want to say, this is my favorite base mod in KSP. It's the only one that looks like it is an intentional, planned, well established base, instead of a collection of temporary components brought together.

I would like to suggest a new, component of the same design that performs the logistics hub functions as those in the USI/MKS series. I would love to be able to fulfill all those functions with the PBS collection. If there already is a PBS component that fulfills the logistics hub functions, I am unaware.

On 3/10/2020 at 8:06 PM, leatherneck6017 said:

If patches don't already exist (they may, I'm not sure) you could create one that would add the MKS modules to the part config(s).

There are patches for MKS which are linked in the first post. I don't know it they are up-to-date however. I do not really use MKS in my playthorughs and simply do not have enough knowledge about the complex game mechanics of MKS ;) 

 

On 3/20/2020 at 8:54 AM, meeky said:

Hi. Love your mod.  I created an account to post this. TAC LS uses resource converter multipliers comes with specialist bonuses (engineer level). But your mod doesn't integrate this. So in gameplay planetry base parts becomes relatively weaker. Can you add these features too. I would try to do that but I don't know how to :D

Will be added in the next release i'm working on right now ;) 

Edited by Nils277
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On 4/3/2020 at 10:57 AM, Nils277 said:

Will be added in the next release i'm working on right now ;) 

While you working on it, let me ask about small changes:

1. Your K&K OSE material extractor has small Ore and Dirt storage, Workshop has EC. Would you add a small MaterialKits storage to any of them? As a mean to make proper big storage.

2. OSE Workshop limited to produce parts up to storage volume. Would you add inflatable KIS storagesmall enough initially but large enough inflated? As a mean to expand limits.

3. It seems you would need translation soon. Would be glad to help. ;)

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@Nils277

I basically just gave up on attaching parts for this playthrough.  I didn't install KIS.  I thought that Breaking Grounds gave you the same functionality, but it doesn't.  I can still deposit the Breaking Grounds parts, so that works.

I originally thought that these Planetary Base parts could only be attached to their slots using KIS-like mechanism of having kerbals walk around the ship and attach them manually.  When I was trying to snap them into place in the VAB it wasn't working (I must have been aligning them wrong or something).  Somehow at the time I got the parts into a cargo storage unit, and those are the things that were vanishing once the vehicle launch.  I imagine because they were never meant to be fit into a cargo storage unit.

ZUISSB2.jpg

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  • 2 weeks later...

Update to 1.6.11

Changelog:

Quote

General:

  • Recompile for KSP 1.9.1
  • Updated KSPModFileLocalizer to version 0.2.3.5

Localization:

  • Updated chinese translation (thanks to WC12366)

Mod Support:

  • Added whitelist for Restock (thanks to @Rafael acevedo)
  • Added specialist bonus to TAC-LS converters
  • Updated OSE support

Bug Fixes:

  • Fixed potential crash from plugin when loading images (thanks to @linuxgurugamer)
  • Fixed dry mass of some tanks to avoid negative mass for cryo tanks

Download:

oYvtZpW.pngUVVt0OP.pnglMOxt2k.png

 

On 4/4/2020 at 6:42 PM, Sebra said:

While you working on it, let me ask about small changes:

1. Your K&K OSE material extractor has small Ore and Dirt storage, Workshop has EC. Would you add a small MaterialKits storage to any of them? As a mean to make proper big storage.

2. OSE Workshop limited to produce parts up to storage volume. Would you add inflatable KIS storagesmall enough initially but large enough inflated? As a mean to expand limits.

3. It seems you would need translation soon. Would be glad to help. ;)

1. I added a very small MaterialKits storage to the Workshop
2. As far as i know KIS does not support inflatable storage by default. This does not seem to be a feasible idea
3. There actualle were no changes that needed a new translation ;) 

Edited by Nils277
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  • 4 weeks later...
On 5/11/2020 at 2:07 PM, PhilippeDS said:

Hi,

I'm a newbie in KSP and I play the french version. This mod works very well so, first of all, thank you very much.

Neverless, the kspedia page doesn't appear in my kspedia menu. What can I do?

Thank you.

Due to a bug in KSP 1.9.0 and 1.9.1 itself KSPedia entries from other mods do not work. We need to wait for a fix in the next KSP :/ 

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  • 2 weeks later...

Hey Nils,

I'm playing with KPBS and Extraplanetary Launchpads.  It seems KPBS has its own versions of every EL part, except for the survey station.  Am I just missing it, or is there no part like that?  If not, would you consider adding it to your wonderful mod?

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Hey Nils, reporting a bug here. Followed the steps.

KSP: 1.9.1 Windows

Problem: KPBS items do not show up in the vessel builder tabs. I have to search for the individual items but that didn't happen in previous editions. There are also some items missing such as the K&K Greenhouse and some others.

Mods Installed:

Astronomers Visual Pack 1.9.1
Chatterer 1.9.1
Community Tech Tree 1.9.1
EVE 1.9.1
EVA Struts 1.9.1
Hide Empty Tech Tree Nodes 1.6.9
KAS 1.9.1
KBPS 1.9.1
KIS 1.9.1
Modular Flight Integrator 1.8.9
Module Manager 4.1.3

Reproduction steps:

Go into vessel builder and look at the item category tabs on the left.

Log https://docs.google.com/document/d/1_s5On_qPmB3Kt4FQhHQjc-PGYlFIbbBYDjTZBoalNjg/edit?usp=sharing

DSTuYsU.jpg

Edited by joynerm
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On 5/26/2020 at 6:42 AM, MerlinsMaster said:

Hey Nils,

I'm playing with KPBS and Extraplanetary Launchpads.  It seems KPBS has its own versions of every EL part, except for the survey station.  Am I just missing it, or is there no part like that?  If not, would you consider adding it to your wonderful mod?

The Planetary Cupola and the Central Hub are Survey Stations ;) 

15 hours ago, joynerm said:

Hey Nils, reporting a bug here. Followed the steps.

KSP: 1.9.1 Windows

Problem: KPBS items do not show up in the vessel builder tabs. I have to search for the individual items but that didn't happen in previous editions. There are also some items missing such as the K&K Greenhouse and some others.

Mods Installed:

Astronomers Visual Pack 1.9.1
Chatterer 1.9.1
Community Tech Tree 1.9.1
EVE 1.9.1
EVA Struts 1.9.1
Hide Empty Tech Tree Nodes 1.6.9
KAS 1.9.1
KBPS 1.9.1
KIS 1.9.1
Modular Flight Integrator 1.8.9
Module Manager 4.1.3

Reproduction steps:

Go into vessel builder and look at the item category tabs on the left.

Log https://docs.google.com/document/d/1_s5On_qPmB3Kt4FQhHQjc-PGYlFIbbBYDjTZBoalNjg/edit?usp=sharing

DSTuYsU.jpg

Hmm, seems that something went completely wrong and the parts are not loaded at all. Unfortunately the log you shared is empty for me. Almost all of the time i encountered this, the problem was that the parts went into the wrong folder in the KSP installation. Can you re-check this, if there happened an error?

14 hours ago, MerlinsMaster said:

Anybody having issues with surface bases violently shaking apart?

From time to time yes, its a problem of KSP from the very beginning. An interaction of parts with the ground are not always peaceful ;) 

Do you use the legs for placing the bases on the ground or is the base directly in contact with it? I think the legs can reduce this problem

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Hey @Nils277!

I love your mod!

Actual I am playing around with Kerbalism. Unfortunately I think I found a bug?

I use KSP 1.7.3; I have module manager 4.0.3; I use your mod v1.6.9.

 

In the file "KPBS_MM_Kerbalism_Habitation" (PlanetaryBaseInc/ModSupport/Config/Kerbalism) I can find for the deployable "Habitat MK2 (KKAOSS_Habitat_MK2_g) a volume of 16,56 and a surface of 23,29.

 

vbgv37j4.jpg

 

 

However in the game this part has only a volume of 2,62 m3 with a surface of 31,48 m2.

4rowp2fj.png

 

That seems a little bit to low if you compare it with the volume of the MK2 crew cabine of 2,35m3 with a surface of 7,42m2.

pt4gp5af.png

 

It seems that your mod somehow mix the correct values which gives me a hard time. And that is also true for all others parts with living space in it.

 

In which file can I change the right volume?

 

Thx for your help

 

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5 hours ago, WolfS said:

Actual I am playing around with Kerbalism. Unfortunately I think I found a bug?

The patch seems to be outdated for the current Kerbalism patching mechanism. It tries to apply updates to the habitat modules during the :AFTER[Kerbalism] ModuleManager pass but the Kerbalism patches don't create that module until the later :FOR[KerbalismDefault] step. All the other patches in the same folder (PlanetaryBaseInc/ModSupport/Config/Kerbalism) use the :FOR[PlanetarySurfaceStructures] pass which would work for this purpose as well.

I suggest (untested) changing the patch to be:

Spoiler

//-------------The Habitat MK2-----------------
@PART[KKAOSS_Habitat_MK2_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures]
{
	%MODULE[Habitat]
	{
		%volume = 16.56
		%surface = 23.29
		//inflate = Habitat_MK2_deploy
		%state = disabled
	}
	//!MODULE[PlanetaryModule]:HAS[#animationName[Habitat_MK2_deploy]] {}
}

//-------------The Laboratory-----------------
@PART[KKAOSS_Science_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures]
{
	%MODULE[Habitat]
	{
		%volume = 19.32
		%surface = 27.17
		//inflate = Science_Deploy
		%state = disabled
	}
	//!MODULE[PlanetaryModule]:HAS[#animationName[Science_Deploy]] {}
}

//-------------The Control Room-----------------
@PART[KKAOSS_Control_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures]
{
	%MODULE[Habitat]
	{
		%volume = 3.68
		%surface = 7.76
	}
}

//-------------The Cupola-----------------
@PART[KKAOSS_Cupola_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures]
{
	%MODULE[Habitat]
	{
		%volume = 2.45
		%surface = 5.17
	}
}

//-------------The Freezer-----------------
@PART[CRY-5000Freezer]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures]
{
	%MODULE[Habitat]
	{
		%volume = 7.36
		%surface = 15.53
	}
}

//-------------The Habitat MK1-----------------
@PART[KKAOSS_Habitat_MK1_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures]
{
	%MODULE[Habitat]
	{
		%volume = 7.36
		%surface = 15.53
	}
}

//-------------The Central Hub-----------------
@PART[KKAOSS_Central_Hub]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures]
{
	%MODULE[Habitat]
	{
		%volume = 22.08
		%surface = 23.56
	}
}

//-------------The Airlock-----------------
@PART[KKAOSS_airlock_mid_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures]
{
	%MODULE[Habitat]
	{
		%volume = 1.84
		%surface = 3.88
	}
}

//-------------The Airlock End-----------------
@PART[KKAOSS_airlock_end_g]:NEEDS[Kerbalism,FeatureHabitat]:FOR[PlanetarySurfaceStructures]
{
	%MODULE[Habitat]
	{
		%volume = 1.71
		%surface = 3.62
	}
}

 

Looking at some of the other patches in KerbalismConfig/Support for the likes of HabTech and SSPX which are both space station type habitat parts there may be need to add some additional patches for other life support systems (CO2 srubbers, recycler, sabatier processors etc.) to the KPBS parts but I haven't gotten far enough in the Kerbalism career game I'm currently playing to have a proper feel for what might be needed.

 

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On 6/1/2020 at 7:14 AM, Nils277 said:

The Planetary Cupola and the Central Hub are Survey Stations ;) 

Oh great.  Thank you.

On 6/1/2020 at 7:14 AM, Nils277 said:

From time to time yes, its a problem of KSP from the very beginning. An interaction of parts with the ground are not always peaceful ;) 

Do you use the legs for placing the bases on the ground or is the base directly in contact with it? I think the legs can reduce this problem

I'll give that a try.  Pity, though, I was trying to get away from using legs...sick of my bases hopping 5 meters into the air every time they load...

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On 5/31/2020 at 3:50 PM, joynerm said:

Hey Nils, reporting a bug here. Followed the steps.

KSP: 1.9.1 Windows

Problem: KPBS items do not show up in the vessel builder tabs. I have to search for the individual items but that didn't happen in previous editions. There are also some items missing such as the K&K Greenhouse and some others.

Mods Installed:

Astronomers Visual Pack 1.9.1
Chatterer 1.9.1
Community Tech Tree 1.9.1
EVE 1.9.1
EVA Struts 1.9.1
Hide Empty Tech Tree Nodes 1.6.9
KAS 1.9.1
KBPS 1.9.1
KIS 1.9.1
Modular Flight Integrator 1.8.9
Module Manager 4.1.3

Reproduction steps:

Go into vessel builder and look at the item category tabs on the left.

Log https://docs.google.com/document/d/1_s5On_qPmB3Kt4FQhHQjc-PGYlFIbbBYDjTZBoalNjg/edit?usp=sharing

DSTuYsU.jpg

On 6/1/2020 at 7:14 AM, Nils277 said:

The Planetary Cupola and the Central Hub are Survey Stations ;) 

Hmm, seems that something went completely wrong and the parts are not loaded at all. Unfortunately the log you shared is empty for me. Almost all of the time i encountered this, the problem was that the parts went into the wrong folder in the KSP installation. Can you re-check this, if there happened an error?

From time to time yes, its a problem of KSP from the very beginning. An interaction of parts with the ground are not always peaceful ;) 

Do you use the legs for placing the bases on the ground or is the base directly in contact with it? I think the legs can reduce this problem

 

Hey Nils, I solved the problem. Basically I deleted and redownloaded, and downloaded the community category, tech tree etc. via CKAN to make sure that was done properly. After doing that, previously unavailable tech tree sections appeared so that I could research the missing items. In previous KSP versions, I had them unlocked so I guess that changed with the new update maybe? Idk, either way I'm good now!

Edited by joynerm
updated with solved problem
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