DStaal

[1.2.2] [0.9.5] KPBS/MKS Integration Pack

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2 hours ago, DStaal said:

Sorry it took so long, I went over this every way I could think of...

I still don't see what's adding that 'Dump Excess Oxygen' button, or what's causing your behavior.  Obviously something else is affecting that part, but I don't see evidence of a patch doing it.

This is definitely a mod interaction, not something purely with this mod (which doesn't actually do anything to that part, besides add MKS weight-balancing).  You're going to need to start checking other mods you have that might affect it - I'd start with anything that might have added that Oxygen button in.

Yeah, I thought it was Nertea's Station Parts Redux, which had added some issue related to adding TAC-LS resources during one update, but I removed it and the issue remained. I'll look into it. Or not. I do need to cut back a few mods and KBPS is on the list.

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My first though for you was Kerbalism, but I don't see evidence of that being installed in your log.  I'd say think about that style of mod.

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Hey,

I haven't played KSP for more than 12 months and now I'm trying to update all my favorite mods...

Sorry for the (maybe) dumb question, but is this cool work "abandoned" or just not needed anymore?

 

 

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@N3N having checked a bit- this patch *does* add features, but nothing’s broken so it’s *usable* as-is.  

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1 hour ago, horngeek said:

@N3N having checked a bit- this patch *does* add features, but nothing’s broken so it’s *usable* as-is.  

Right. 

As for overall status: MKS went through a rebalance soon after we finished part 1- nothing major, but enough that we'd need to revisit everything.  Given that I haven't been playing as MKS-centric recently, and the large amount of work which would be needed for the minor update, I haven't had the interest to spend the time to come back to this.  There have been a couple of suggested patches, but they've been fairly major reworks - when what is needed is a minor update.

That said, the patches should work at the moment I believe, even if they're slightly unbalanced.

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There's a few other things- ModuleManager throws up a few warnings and I don’t think the patches all apply correctly, but that’s minor as well.  

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That said, there's actually a fair few patches not applied correctly.  Nothing gets Colony Rewards, for example, and the Hub can't hook into the distribution network(s).  

@DStaal I'm trying my best to get things working- if I actually manage it- not to rebalance stuff but to actually get all the modules working as they should- would you be ok with me posting it up here?

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18 minutes ago, horngeek said:

That said, there's actually a fair few patches not applied correctly.  Nothing gets Colony Rewards, for example, and the Hub can't hook into the distribution network(s).  

@DStaal I'm trying my best to get things working- if I actually manage it- not to rebalance stuff but to actually get all the modules working as they should- would you be ok with me posting it up here?

Sure - go ahead.  ;)

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OK.

@DStaal This is *by no means pretty*, but it adds the... ability to *contribute* to research to all parts that should have it, adds resource distribution to the hub (local, planetary, orbital) and the ability to produce Transport Credits for the Hub as well (along the same lines as MKS' Duna line).  The Greenhouses *should* also benefit from Botany Research.  

I haven't added the Colony Rewards module to the workbenches yet, but it is present on the full-size workshop.  I probably made more changes that I needed to to get this working, but all that's needed is to replace the Base_Parts.cfg file with this:

//
//  The Central Hub can *collect* Kolony rewards, find resource lodes, and organize distribution.
//
@PART[KKAOSS_Central_Hub]:NEEDS[MKS]:AFTER[MKS]
{

	MODULE
	{
		name = ModuleResourceDistributor
	}
	MODULE
	{
		name = ModuleColonyRewards
	}
	MODULE
	{
		name = ModuleResourceSurveyor
	}

	MODULE
    {
        name = ModulePlanetaryLogistics
    }

    MODULE
	{
		name = ModulePowerDistributor
	}

	MODULE
	{
		name = ModulePowerCoupler
	}
	MODULE
    {
        name = USI_InertialDampener
    }
	MODULE
	{
		name = ModuleOrbitalLogistics
	}
	%MODULE[MKSModule]
	{
		name = MKSModule
		workSpace = #$../CrewCapacity$
		livingSpace = #$../CrewCapacity$
		hasGenerators = false
		ApplyBonuses = false
	}
	MODULE
	{
		name = USI_Converter
		ConverterName = Transport Credits
		StartActionName = Start T-Credits
		StopActionName = Stop T-Credits

		UseSpecialistBonus = false
		IsStandaloneConverter = true
		Efficiency = 1

		INPUT_RESOURCE
		{
			ResourceName = MaterialKits
			Ratio = 0.2
		}
		INPUT_RESOURCE
		{
			ResourceName = LiquidFuel
			Ratio = 0.45
		}
		INPUT_RESOURCE
		{
			ResourceName = Oxidizer
			Ratio = 0.55
		}
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 10
		}
		OUTPUT_RESOURCE
		{
			ResourceName = TransportCredits
			Ratio = 1
			DumpExcess = false
		}
	}
	RESOURCE
	{
		name = TransportCredits
		amount = 0
		maxAmount = 100000
		isTweakable = false
	}
}

//
//  The Command Module can coordinate local logistics.
//
@PART[KKAOSS_Control_g]:NEEDS[MKS]:AFTER[MKS]
{
	MODULE
	{
		name = ModuleResourceDistributor
	}

	MODULE
	{
		name = ModulePowerDistributor
		PowerDistributionRange = 500
	}
	MODULE
    {
        name = USI_InertialDampener
    }
	%MODULE[MKSModule]
	{
		name = MKSModule
		workSpace = #$../CrewCapacity$
		livingSpace = 0
		hasGenerators = false
	}
}

//
//  The Planetary Cupola can find local resource lodes.
//
@PART[KKAOSS_Cupola_g]:NEEDS[MKS]:AFTER[MKS]
{
    MODULE
	{
		name = ModuleResourceSurveyor
	}
	MODULE
    {
        name = USI_InertialDampener
    }
	%MODULE[MKSModule]
	{
		name = MKSModule
		workSpace = 0
		livingSpace = #$../CrewCapacity$
		hasGenerators = false
	}
}

//
//  The Workshop can auto-repair.
//
@PART[KKAOSS_Workshop]:NEEDS[MKS]:AFTER[MKS]
{
    MODULE
	{
		name = ModuleAutoRepairer
	}
	MODULE
    {
        name = USI_InertialDampener
    }
	%MODULE[MKSModule]
	{
		workSpace = #$../CrewCapacity$
		livingSpace = 0
		hasGenerators = false
	}
}
//
//  It's also a Ground Construction Workshop
//
@PART[KKAOSS_Workshop]:NEEDS[GroundConstruction]
{
	MODULE
	{
		name = GroundWorkshop
		Efficiency = 1
	}
}

// OSE Workshop now contributes to MKS research
@PART[KKAOSS_OSEworkshop]:NEEDS[MKS]:AFTER[MKS]
{
	MODULE
    {
        name = USI_InertialDampener
    }
	%MODULE[MKSModule]
	{
		workSpace = #$../CrewCapacity$
		livingSpace = 0
		hasGenerators = false
	}
}

// Mk1 Habitat contributes to MKS research
@PART[KKAOSS_Habitat_MK1_g]:NEEDS[MKS]:AFTER[MKS]
{
	MODULE
    {
        name = USI_InertialDampener
    }
	%MODULE[MKSModule]
	{
		workSpace = 0
		livingSpace = #$../CrewCapacity$
		hasGenerators = false
	}
}

//
//  The Racks get the weight-distribution mechanic...
//
@PART[KKAOSS_Storage_End_Cap_Storage,KKAOSS_Storage_g,KKAOSS_Storage_mid_g,KKAOSS_Storage_mini_g,KKAOSS_Storage_size2_m,KKAOSS_Storage_size2_s]:NEEDS[MKS]:AFTER[MKS]
{
	MODULE
	{
		name = ModuleWeightDistributor
	}
	MODULE
    {
        name = USI_InertialDampener
    }
}

// Let's not give the *racks* the ability to generate rewards.
@PART[KKAOSS*,!KKAOSS_Storage*]:NEEDS[MKS]:AFTER[MKS]
    MODULE
    {
        name = USI_InertialDampener
    }
}

And the inflation_changes.cfg file with this: 

@PART[KKAOSS_Habitat_MK2_g]:AFTER[PlanetarySurfaceStructures]:NEEDS[MKS]
{
    !MODULE[PlanetaryModule] {}
    MODULE
	{
		name = USIAnimation
		deployAnimationName = Habitat_MK2_deploy
		inflatable = true
		shedOnInflate = true
		CrewCapacity = 4
		ResourceCosts = MaterialKits,100,ElectricCharge,400
	}
	%MODULE[MKSModule]
	{
		workSpace = 0
		livingSpace = #$../MODULE[USIAnimation]/CrewCapacity$
		hasGenerators = false
		BonusEffect = RepBoost
		ApplyBonuses = false
	}
}

@PART[KKAOSS_Greenhouse_g,KKAOSS_LS_MKSAddon_Greenhouse*]:AFTER[PlanetarySurfaceStructures]:NEEDS[MKS]
{
    !MODULE[PlanetaryModule] {}
    MODULE
	{
		name = USIAnimation
		deployAnimationName = Greenhouse_Deploy
		inflatable = true
		shedOnInflate = true
		CrewCapacity = 2
		ResourceCosts = MaterialKits,100,ElectricCharge,400
	}
	%MODULE[MKSModule]
	{
		workSpace = #$../MODULE[USIAnimation]/CrewCapacity$
		livingSpace = 0
		hasGenerators = false
		EfficiencyMultiplier = 1.163
		BonusEffect = ScienceBoost
	}
}

@PART[KKAOSS_Science_g]:AFTER[PlanetarySurfaceStructures]:NEEDS[MKS]
{
    !MODULE[PlanetaryModule] {}
    MODULE
	{
		name = USIAnimation
		deployAnimationName = Science_Deploy
		inflatable = true
		shedOnInflate = true
		CrewCapacity = 2
		ResourceCosts = MaterialKits,100,ElectricCharge,400
	}
	%MODULE[MKSModule]
	{
		workSpace = #$../MODULE[USIAnimation]/CrewCapacity$
		livingSpace = 0
		hasGenerators = false
		BonusEffect = ScienceBoost
	}
}

 

Edited by horngeek
Added Transport Credits storage to the hub command, untested.

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I also boosted the storage space of the Solids containers- Largest to 6000, Medium to 2000, large rack to 1500 and the smallest to 750, which is in-line with KPBS' current material kits storage space.  That's not in the two code blocks I put up there, however.  

Edited by horngeek

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