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Raffo

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    Bottle Rocketeer
  1. Hi there! Big fan of the launch clamps. It's just that recently I came across a... "difficult" contract with them... ^^ [IMG]http://images.akamai.steamusercontent.com/ugc/402306248710818065/6B48C50F2AE465A9AD72EB2088AF301BF221A73A/[/IMG] I can't say, what caused this problem. I got several mods installed, among them a few contract packs with Contract Configurator. Also it's on 1.0.5 with the FASA Launch Clamps in the "incompatible" version 5.34 according to CKAN. I don't know if there's anything you can even do to prevent being accidentally pulled into a generated contract. Basically I just wanted to share the screenshot. ;)
  2. The last video looks pretty... Will this be a new part, or just replace the model of one of the existing greenhouses? Also I wanted to know which version you used for the last two videos; the Spaceport-version or the Biomass+ from Github? And how close are you to pushing Biomass+ to Spaceport?
  3. First of all, under no circumstances go back to not having this menu please! That menu made my life a whole lot easier, since it means I don't accidently open containers while looking around my ship (especially with many of them around). Then again, maybe you can add some cycle buttons, like the ones you get when you collect multiple experiments at once, to switch through the containers? Maybe you could even highlight them, but for me it usually doesn't matter where something is (I wouldn't remember later anyway ^^).
  4. I agree with this! Can you maybe not open the window on the start of the click, but at the end (so when you release the button again), and check in between, if there was some movement (if so, don't open)? Then would be the best I guess. And if possible, it would be great if you could check the available parts if they have been unlocked in the career/science tree already. In order not to cheat I have to compare each parts manually...
  5. That is great to hear, indeed! Looking forward to updates on this. I agree, I think Squad should provide some "physical" units... I once did this myself in a completely independent project, where I would create a class only for distances, with functions to set meters and millimeters and the like, and functions to get either of them, too. All conversions happened inside, and I had no more problems with this. Having a more general class would probably be great for KSP, where you would set a name and density (e.g. "Liquid Oxigen" with "1.141" g/cm³), and then you could set and get the stored amount either in kg, t, l, m³ or whatever you want. But I'm drifting... ^^
  6. I'm a big fan of using "real" values myself, so I would normally completely vote for your approach anyway, but with the obvious integration to TAC LS, together with the popularity of TAC LS, this manual adjustments are simply no real option for the long run. I only see 2 alternatives here (well, 2.5 maybe), otherwise I think this mod will be doomed to be mainly ignored. Get in contact with the TAC LS people and convince them to change their "Kerbalday units" to the real stuff. That would of course be optimal, but would ruin usability ("I'm in space for 300 days, so for 3 Kerbals I need 900 worth of everything") and most likely compatibility between TAC versions... Definitely the toughest way to go with the most beautiful ending. Change your mod to use the TAC day-units. From what I read here, you already worked out all the real formulas based of real units, and you know how much of everything a Kerbal needs per day, so my question is: is it really that hard to apply a fixed unit conversion from what you currently have to these day-units at the end? Sure, this truly "masks" all your effort, you put into your scientifically sound system, but you instantly have full compatibility with TAC, no more number adjusting, and you gain this nice usability of being able to directly see "OK, my Kerbals will survive another week before I have to dock with my hydroponic station again". This is the half point, as I'm not sure if this is technically possible: You could add some kind of detection to your mod, to see if TAC LS is installed, and automatically adjust all the required numbers (storage, consumption, command pods, EVA etc.). I'll probably keep a keen eye on this nonetheless and try using it every now and then, but for now I fear I'll just keep this mod around for it's beautiful experiments, while sticking with regular TAC when it comes to feeding my Kerbonauts...
  7. Hi folks! a) This mod is awesome! I read through this thread, and just for the record, I also miss the control options for the stack winch, as described a few times earlier already (I honestly didn't know it was a problem, as I only encountered KAS newly in this career game, so I don't even have other winches yet). c) I noticed something, that is less a technical bug, but a problematic gameplay situation: In career mode, as soon as you unlock the storage containers (specifically storage container A of course is the first), you suddenly get access to a lot of things, you might not have unlocked yet. These parts don't show up in your part list in the construction buildings of course, but you can add everything as usual to the containers, without constraint. So for example I can easily put RTGs and rover wheels in the boxes, and assemble them to my ships (or... rovers ^^) later, even though I technically didn't even research them. This surely has a very kerbal touch to it ("Hey, what's that warm thing?" - "I don't know, just put it in the box and see what we can do with it in space!" ), but break the career mode a little. Maybe an update of KAS can check the storable parts for their research status?
  8. Thanks a lot, I'm downloading the new version in this very moment! I can live without it for a bit longer, though, so I might end up waiting for the Git-Version in the end... I'm excited to see the "final" version, anyway.
  9. Hey guys, I discovered this mod on Space Port, then went through the comments there to both of the threads here, so I hope I didn't confuse anything when I post here now... First of all: Great job, I really love the idea, the models look awesome and everything! I also installed it with a ton of other mods for my brand new .23 game (I was especially hoping for the interaction with TAC LS of course), and just recently I managed to get to a tech level, where it made sense for me to try all those greenhouses. The first problem I noticed was that in the version I recently downloaded from Space Port, the greenhouses consume *Massive* amounts of electricity (with capital M for massive!), and on my search for answers I got here, as described above. Now I do understand that this mod in a major reworking, and probably the version on Space Port was more an accidental release or something without big testing. My question now is: In order to get something bio-related in my game, what is your up-to-date recommendation? Should I stick to the Space Port version for now and hack a few values myself (I already reduced the power consumption), should I go for that "Dropbox-Release" a few days ago (Jan 5th actually), or dive into the bleeding edge of the GitHub-Version? If so, what else will I need? I really would like to get some missions with gardens running, and while I can't speak for my current KSP installation, I'm still willing to add more plugins if need be. I would also offer my help for testing! Theoretically I could also do some programming or other things, it's just that my time schedule is pretty tight the next few weeks...
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