Nils277

[1.8.X] Kerbal Planetary Base Systems v1.6.10 [29. October 2019]

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Apologies if this is a hopelessly noobie question.  I am using v1.6.9.  The water drill does not collect water.  Is there some trick to the deployment?

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

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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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Hey, Just wondering when this will be available for 1.9. Just got back into the game and this was one of my favorite mods!!!

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3 hours ago, WolffXIII said:

Hey, Just wondering when this will be available for 1.9. Just got back into the game and this was one of my favorite mods!!!

It probably works fine in 1.9

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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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Posted (edited)
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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Posted (edited)

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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Posted (edited)

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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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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