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Bit Fiddler

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Everything posted by Bit Fiddler

  1. hmm but these do not look to be what we need. as on a "per liter" basis food needs many more liters than oxygen. but this seems to be backwards to me according to those values...
  2. cool thanks... going to see if I can get the correct ratios for TAC now and make a custom tank cfg. I will post back here what I find so you can either include it in your mod or atleast let others see the values. well since this all we care about are ratios... FoodConsumptionRate = 1.6927083333E-05 WaterConsumptionRate = 1.1188078704E-05 OxygenConsumptionRate = 0.001713537562385 can read this right out of the mods configuration file. so can easily make a tank setup. not sure what time hack is used here to figure out a per day or per hour value. but the ratios are here
  3. QUESTION: Is there a way to read values from the cfg files for this mod with MM in such a way I can calculate the exact amount of each resource a single kerbal will consume per day or hour or what ever? I would like to make a MM patch to create a custom tank definition for the Configurable Containers mod. If I could get these values with MM so if they are changed either from a mod update, or even if I change them in the settings that would be great. if mm can't read these values anywhere then could you tell me what they currently are? or do I need to go to the mod setup and do some math? I see the values in the cfg file. but I do not know what "time hack" this is for.
  4. but can I use more than 3 decimal places in the cfg file? or am I limited to 3 there as well?
  5. well the ability to apply the tank type to a sub division fixes all that hassle with the ratio bit... so no need to worry about automating that unless it turns out to be an easy addition. and as for the editing maybe only show the "larger field" if you hit that edit button. and just leave it at 3 in the standard input at the top of the GUI. however armed with this new knowledge.. if I was to edit the cfg files for a tank type can I put more than 3 decimal places? if this is possible it is fine ill do the math and just edit the values into a MM patch for my custom tank type... I think now that I understand this mod's inner working a bit more that I really like it. it will be a must have mod for me from now on. I used to use modular fuel tanks and interstellar fuel switch etc. but this one is talking me in new directions I really like with the on the fly changing and the ability to save tank types.. keep up the good work.
  6. ah well this does help somewhat assuming I just need to pack in as much LS as possible. but what about if I then want to use that "type" but only use 50 liters of that 100? is this possible? with all this math in mind.... we now only have 3 decimal places to work with in the volume field... could you open this up to more for finer tuning of the ratios? maybe even as many as 10... this may be over kill, 5 or 6 may be plenty... also again a bug maybe? but I have found some tanks where the "edit tank setup" button is not there. but I can still cycle it with all the predefined tank types...
  7. so if I set up a tankratio that gives me the same number of days for food water oxygen and save it as a tank type... I then recall that tank type the ratios will be intact and scale the current tank to be full with this ratio? I mean lets say I start off with a 5l. tank. get all the ratios correct and save it. I then apply this type to a 100l. tank I will get the full 100 liter tank with the correct ratios?
  8. This does not seem to work with TAC-LS I see this section in your config file... TANKTYPE:NEEDS[TacLifeSupport|KolonyTools] { name = Food UsefulVolumeRatio = 0.95 //cargo needs additional fixation and compartmetalization TankCostPerSurface = 2 //pressurized PossibleResources = } @TANKTYPE[Food]:NEEDS[TacLifeSupport] { @PossibleResources = Food 0.8; } @TANKTYPE[Food]:NEEDS[KolonyTools] { @PossibleResources = Supplies 0.8; } However the tank when set to "Food" only shows "Supplies" so TAC-LS does not see it as a food source... the above code looks like it should work to me, so I am not sure what is going on. I am no MM syntax expert however, so I could be wrong. I can just remove the ref. to KolonyTools I guess and see if that works, but just passing this along so you are aware. EDIT: Oh right it is because the USI section is in the list second so it over writes the TAC section. The thing is I do not have USI-LS installed. the MM config here says to do this if "KolonyTools" is installed but this is installed with MKS/OKS even if you do not use USI-LS. you need to change this section to trigger on USI-LS instead. EDIT: After using this a bit I have a request. the UI is great but it needs a way to "edit" a tank. after I go in and divide up the tank into smaller bits there is not a way (that I can see) to go back and easily change these values. You must delete the original resource definition and then go in and make a new one. you have a button that "sets the tank to all remaining space" instread if this button would just pop up a numeric entry box and allow us to type a new number and then have the little arrows to the sides for ticking up and down that would be nice. or maybe the text entry box and a slider control or something... and as a secondary request it also would be nice if you had a tank setup as "TAC-LS" or any other LS mod for that matter and it would put in "Food", "Water", and "Oxygen" in the correct ratios that make them all come out to the same number of days for us. so we could just type in the box the number of days of LS we want and it will make the tanks for us. This is due to the idea of I plan a mission to Duna. I know it will take a certain number of days to get there, and do what ever and then come back. therefor I would like to be able to just tell the tank setup to give me X number of days of LS rather than fiddle with the values to try and make them all come out to the right number. this is a very specific request I know, so I do not know if you are interested in doing this. but if so I am sure there are other mods out there that could benefit from this sort of a tank setup.
  9. There was a part long ago I used all the time that I really miss. it was called "MU4 Outrigger Frame", and I have all the original part files if you could update it to work with current KSP.
  10. There is another planet pack listed on CKAN "Kerbiting System" Does it provide us anything new? it seems to be just moving the default planets to a new order... so not sure it has much value to this mod. Just had a thought... Could you use some method like the Load textures on demand mod that will make a low res and small in size place holder texture for the planets, and then just load the high res versions up while we are actively in that system, then unload again when we switch off again. not sure this would help any but may cut down on memory usage for all the systems we have loaded.
  11. If the Biomass mod would update to keep in line it is the perfect companion to TAC. It add a very realistic way to make a 100% sustainable base. it deals with green houses using the waste and waste water for your hydroponics etc. it also has parts for converting Hydrogen and oxygen and Carbon etc. into fuels and such. it has not been updated in a while, but maybe a poke from the devs here could revive their interest in updating.
  12. well I am just going to dump it all in and see what happens.. I have downloaded all the listed planet packs and have just been waiting to dump them in till I am sure all my craft are either landed or stable orbit. then I will jump with both feet. worst case I just restore an older backup I guess.
  13. so there is no configuring or bit fiddling that needs to be done? just plop all this down in gamedata and your mod will get everything in the right position?
  14. Having an issue attaching aerobe 300 motor to the fuel tank. I can see where it is supposed to fit up inside the tank leaving the bottom attach node free for the SRB.... however I cant seem to get the LFO engine to attach up inside there...
  15. ok so then the next question is if I install this mod and the planet packs.... I can install every planet pack at the same time? or is there some limit on them? as in these 2 do not work together, or maybe I can only have 4 packs installed or something. This is just a very big change to the core workings of KSP, so I am trying to figure out how it is going to impact my game before I dump it in my save. Oh and another thing... I will have to go back and read up on this but does this work with remote tech? or will this break my RT game?
  16. ok... so if I understand this correctly... I install this mod, Koperenicus, sigma binary, and Module manager. Then I can just add in any of the mentioned planet packs and this mod will do all the configuration to get the new planet packs in their correct places? I see a lot of chatter about solar panels not working and ships over heating etc. What exactly is the issue with these? is it solved or do I just have to deal with some work around etc.
  17. oh and on the topic of the models and textures. I would be happy to make some new models in blender for the mod. I would just need the specifics on what KSP expects of the model files. and any design criteria the mod wanted to impose. I am not a texture artist by any stretch of the imagination however, so the texturing would need to be done by someone else. I would suggest to make it a single part and use tweak scale/modular fuel tanks or what ever other method you can think of to switch the tanks to match the users needs. this will cut the part count down to a minimum.
  18. As long as this is going to be reworked I have a request: Is it possible to rework the math on Mass, Consumption rates, etc. to get it so 1 kerbal will consume 1 unit of food, water, and oxygen per 1 kerbin day(6 hours)? the mass of the units would need to be tweaked so 1 unit now has the correct mass to keep the mass to days of food ratio correct etc. This is not really a big deal but in designing a craft I plan for a mission that is X number of days. so I want my life support needs to be X days plus some leeway depending on the mission. however with the current math this is a real pain to tweak the units of each resource on board to get me to that magic number. If instead the numbers were based on 1 kerbal & 1 6hour day & 1 unit of resource this would be far easier. Just do all the complex math calculations in the background so the craft design window stays simple.
  19. Any help on where this version of the Mk-1 came from? is this a new vanilla asset? or did some mod reskin the pod with this texture?
  20. Yes same here.. That is the mod that caused my problem as well.
  21. yes found this, and it was the cause of another issue I was having... Thanks foe the help.
  22. KSP-AVC is reporting I have version 24.2 installed. However if I look at the .version file in the mod directory it shows 25.1. can I fix this problem in some way? Oh and the .dll shows version 25.1 in the properties tab. Not a big deal I guess. just OCD making me want the error to go away if it is a false error.
  23. Ok so we now have 2 versions of the wings that are listed as 1.1 compatible. Are these 2 developers going to work together and unify the project so we do not have 2 competing versions of the mod forked?
  24. Has anybody seen this phantom crew compartment before? this is in a heavily modded install, and I was hoping someone knew the cause before I start trying to track down the problem. The only part I have placed in the VAB is the Mk1 pod. the ghost part below is there even if I hit the new craft button and delete all the parts. It also remains on the launch pad and in flight.
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