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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. The crush o matic makes fertilizer now - the hab is just a habitation space for USI-LS as I recall.
  2. tbh, I provide no guarantee of support with scenarios and tutorials - so the best bet is to run those stock.
  3. Why is that unintuitive? It's settings for the USI-LS mod And yep it's pretty easy to get stations, etc. into the 20 or 30 year mark. Unrelated... I did update the google doc for kolonization: https://docs.google.com/document/d/1KK6uJGFm98EjhU5RvbD5mnp4Sm0PtrwKdB2gGtZsTAE/edit?usp=sharing One bit that you may notice... We're getting radiation next So hardening up stuff for long journeys, using high level engineers for nuclear refueling, and keeping your uranium tanks and nuclear reactors away from your Kerbals is actually going to be a thing...
  4. Oh, probably a bug Please log a github issue and I can sort it.
  5. Thanks! I know it's a bit of a pain, but it makes stuff a lot more manageable for me.
  6. Thanks - did you log a github issue? That's the best way for me to not lose track of these
  7. Actually, the parts added to stock were not KSO, they were the SpacePlane+ parts from PorkJet. Also, If a mod is already making your game glitchy and laggy, adding the mod to the game does not make it any more or less glitchy/laggy. (source: Added mods to base game).
  8. Will need a lot more specifics.... KSP version? USI-LS version? Screenshot? etc.
  9. Yep, you can make more fertilizer with the right external inputs... you just can't make it on a station, because a close-looped ecosystem on a station is nigh on impossible (though UKS will have Ark-ship capabilities down the line). Not arbitrary, abstracted It means they are tired of being cooped up - give them more space
  10. It's a very bad argument, tbh. We have tried (repeatedly) to do this, and even at very large scale (i.e. the Biosphere projects). Truly closed loop is pretty much impossible given current tech - i.e. you're going to end up with some level of loss, and have to replace that loss. In USI-LS's case, Fertilizer is the mechanic used at the moment to represent all of the crucial bits we keep losing through the conversion process (if you choose that route), or just use recyclers which are closer to what you're describing (and who's numbers are pretty close to reality - i.e. abysmal). But no, you can't (in a small scale system) just keep magically converting poo to food - it doesn't work that way. Soil wears out, and all systems are lossy to varying degrees. And I maintain that if you want a 100% in-orbit recycler, then it seems you want to be able to say you use a life support mod (so things are 'hard') but do not in fact actually want a life support mod, because you're just bypassing it.
  11. If it's acting flaky let me know - in theory mesh switching and animations should have been fine, but I have not had a chance to go over all of the bits yet. There should be no changes... so if multi-select is not working, it's a bug.
  12. Thing is... the 1.1 versions ARE the most up to date, CKAN is just not so good about concurrent versioning.
  13. Ahh, that's the rub. You replied to a comment with someone that had a 1.1 version. The *current* version of all of my mods are version 1.1 - not 1.0.5, so you need to make sure you are using 1.0.5 compatible versions. FYI: https://github.com/BobPalmer/MKS/wiki/Version-Compatibility
  14. No, it's more of a convention - it's up to the part author to appropriately set up part modules. Now, nothing is stopping an author from making a 100% recycler that weights 0.0001 tons and has a 10,000 Kerbal-Months bonus. But if folks want stuff to be fairly balanced, guidelines are important
  15. Actually mass does come into play for habitation, more for balancing reasons (and the logic being that a more durable structure is going to last longer than some light but flimsy canvas). There are guidelines in the config: //Suggested settings are based on part mass for consistency. // //For dedicated hab parts (no other generators, etc.): // Kerbal Months should equal mass * 5 // ReplacementParts = 100 * crew capacity + 100 * Kerbal Months. // //For parts that act as hab multipliers (dedicated or bundled with other functions/converters), //a multiplier equal to the tonnage works well. // //For recyclers, their percentage should be mass / crew capcity (i.e. the UKS Pioneer Module at 3.75t = 75%) //at crew capacity 5. Increasing crew cap should result in an increase in mass. //i.e. a 12-crew recycler that weighs 7.5 tons should have a recycler percentage equal to 7.5 / 12 = 62.5% //Recyclers require (per crew capacity) 0.2 EC and 0.000002 ReplacementParts with a cap of 75%. //If water is used as an input (0.0002 per crew capacity) the cap can be extended to 90% Unrelated (and not noted in the config yet) - for multi-use parts (i.e. multipliers + recyclers, etc.) divvy up how much mass is dedicated to each function.
  16. Both UKS and MKS-Lite can also do self-sufficient bases (while USI-LS is the default, TAC-LS is supported as well) You can get info on them (as well as the other USI mods) on the USI catalog page: http://bobpalmer.github.io/UmbraSpaceIndustries/
  17. Should not be. 1. Yes, 2. This already exists - there's a hab multiplier field. Default is 1.
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