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mjl1966

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    Still trying to colonize Duna.

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  1. Thanks! I'll take a look at Silent Running loads and see what I come up with... very interesting.
  2. Nuclear rockets - what's the point? Math doesn't lie: Vestra Vr-1 + 275/225 LFO/Ox = 3975 dV in vacuum. (M0 =3.5kg) Lantern + 25000 LH2 = 3844 dV in vacuum. (M0=5kg) Even though I see the Lantern has a whopping 915 ISP in vaccuum, the corresponding dV isn't any better. This is my first time looking at nuclear ever -- but math from dV calc in game says chemical>nuclear. This can't be right.
  3. Maybe I'm wrong? After finding the Ranger agroponics OP, I'm seeing the same thing with Duna Ag. Agroponics gives us ~30 supplies per day, but cultivate using fertilizer, water and substrates only produces 5.86. I was under the impression that agriculture was more "advanced" and thus should produce more supplies than agroponics. But seeing that two parts now have agro as the king of supplies, maybe I'm misunderstanding the intent here. Gotta' say, though, way easier to farm with mulch and fertilizer than substrates, fertilizer and water. Duna agroponics: 30.89 supplies/day (almost three Kerbals) Duna cultivate: 5.86 supplies per day. (Half a Kerbal) Cultivate also uses more EC -- so economically speaking, there is no reason to ever use it... unless I'm missing something. Maybe the ratio between substrates for cultivation vs manufacturing fertilizer. Thoughts?
  4. Need instructions sir. I am Github ignorant. (PR looks like the way to go, but I honestly have zero clue...)
  5. @RoverDude I found something which might be out of whack? Agroponics >> cultivate(S) for the Ranger ag module. Doesn't seem that EZ mode should be OP like this? resource rate conversion daily MULCH 0.00507 21600 109.512 FERTILIZER 0.000507 21600 10.9512 SUPPLIES 0.005577 21600 120.4632 SUBSTRATE 0.01006 21600 217.296 WATER 0.01006 21600 217.296 FERTILIZER 0.0001006 21600 2.17296 SUPPLIES 0.001006 21600 21.7296 Adding a zero to Supplies seems to bring this into line with something that makes a little more sense? (Maybe you meant agroponics to be super EZ mode, I dunno') MULCH 0.00507 21600 109.512 FERTILIZER 0.000507 21600 10.9512 SUPPLIES 0.0005577 21600 12.04632 But it's supposed to be 10+1==11, so the new numbers don't line up. Working on it -- but wanted to raise the flag here in case it's an issue. How does this look? MULCH 0.000507 21600 10.9512 FERTILIZER 0.0000507 21600 1.09512 SUPPLIES 0.0005577 21600 12.04632
  6. 10-4. Brought in MK and SP -- warehoused just fine and swapped drill heads. It still says "mining dirt" but my Karbonite is cranking away... wondering if I can put a little something in the Wiki that might help the next person who comes across this.
  7. After reading this thread (searched on "swap") and the wiki, I still don't know what resources are required to swap a drill head. My engineer is standing right next to an MEU-100A. Right click just says deploy or disassemble. I'm guessing I need some kind of resource, but have no idea what it/they would be... if this is written down somewhere, please point me at it. Bleeding Edge. Found this... is there any documentation on this sort of thing or is the cfg the way to go? MODULE { name = USI_SwapController typeName = Separator ResourceCosts = SpecializedParts,1,MaterialKits,5,ElectricCharge,5
  8. OK - I think I see what you're getting at. There is a new "inventory" system from Squad that's confusing me. I see there is EVA construction mode - Squad's version of KIS. OK, moving on. Gee whiz.
  9. Fair enough. I was curious more than anything else -- I figured out the reel/connector thing and it works fine. Have to plan a little better, but other than that, it's the same deal. Thanks for keeping KAS alive through all the versions, I know it's not easy keeping up with Squad. Many of my old favorite mods have been lost along the way.
  10. Fill a Kontainer with stuff -- take it out for spin. Engineer hops off, grabs their drill, opens the kontainer and... can't do anything EVA. For example, can't grab a KIS pylon and put in the ground. The only thing they can do it transfer stuff from the kontainer to their equally inaccessible "inventory," if it's something real small. Is this my design, a possible bug or am I missing something?* *"Inventory" = the two slots with raised/shaded texture, not their personal inventory with many slots. I don't get this new inventory thing - it's just two slots and Kerbal can't do nothin' but look at them or move them to a Kontainer.
  11. Wait... I used to be able to put a connector on part A and part B and then just drag pipe between them. Now I have to put connector on part A and RTS on part B? And then another RTS on part B (for like a pylon) to do another 30m to another connector on part C? Umm... why? (sorry, this just seems more complicated to me... am I missing something?)
  12. confusing KIS with KAS ... nothing to see here. No stupid questions or anything like that. Move alone.
  13. Yeah - I'm running into the same problem. Have the 1m parabolic which is described as a "relay antenna" and good green line to home base from Munar orbit. Looks like contract pack with Realantennas on 1.10 are not getting along. Interestingly enough, worked fine with RemoteTech, but that doesn't work with Kerbalism... so you have to decide what's more important. How these modders keep any of this straight is beyond me.
  14. Aha--- chikadee landing engine seems to work well for landing config. Tucks up right under the chassis
  15. Anybody else getting a 404 on the Apollo lunar surface journal? https://www.hq.nasa.gov/alsj/
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