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RoverDude

Parts Hero
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Posts posted by RoverDude

  1. To the folks watching this - sorry, been a relatively hellish week, but for good reasons - I'm also a musician and conspired to have two shows this week with two different bands :P First one is done, next one is Saturday - then I can get back to more KSP and MKS goodness. Got the day off today for recovery from a punk rock show I played last night.

    btw - if anyone here is in NYC and likes ukelele-free melodic indie rock, we're playing a pretty sweet show this Saturday night (May 3rd) at Hank's Saloon in Brooklyn ;)

  2. Mine did something similar when I added MKS after having a planet scanned, on the second time through, it rescanned from "Kethane: (none), Minerals: (no data), Ore: (no data), Substrate: (no data), Water: (no data)" to Kethane: (none), Minerals: (none), Ore: (none), Substrate: (none), Water: (none)." or similar. I think it only checks if the materials have been updated during the scan itself, and doesn't go and backfill things once added after.

    Ahhh yeah one thing I did not test unfortunately is how Kethane reacts to having new resources added after a scan is complete. I guess you could, in theory, monkey with the persistence data to reset the scan information and somehow force a re-seeding of the data? Not a pretty hack, but I expect it would work.

  3. Fair enough, although after setting up my first colony it feels like it'd be way easier to take the secondary materials up myself (Construction parts, enriched soil, etc). Also is it intended that the composter module in the kerbitat drains all my power instantly when activated? I have 12 large solar arrays and a few smaller panels around my colony and 140k power storage and it all goes nearly instantly on the composter.

    Let me check on balancing. BTW in my saves I've gone back and forth with parts or no parts. In some cases (like, say, Duna) landing with a 20T MKS module just rips all of the parachutes off ;) I think it will become a lot more relevant once there's a cost to fuel as well (not sure if we're getting some of this in .24 with contracts). I've not seen that power drain issue, but will run some independent tests. I will say that they are pretty power hungry - hence the new PDU which basically adds a bunch of RTGs and a 50K battery. I'll be publishing this pretty soon, I was just finishing up some balancing bits.

  4. I don't know if this is something you've left in on purpose in the pre-release, but you might want to consider disabling the context menu in the VAB for your modules. Being able to load a storage unit up with 5k water+substrate before I even launch it kinda defeats the point of finding those resources when looking for a base location.

    Other than that great mod so far though, really looking forward to seeing how it goes in version 1 and beyond.

    Actually, that's enabled by design. The rub of course is just how much substrate weighs... you can easily add 20T to a single MKS module to make it fully operational, but that's a valid option (one example being that folks will likely haul their own water in because of it's scarcity, or haul EnrichedSoil in if it's easier to ship it in instead of re-launch from a planet).

  5. First I must say great mod! I'm trying to make some time to play and haven't used the parts yet but they look great! A decent base building mod has been needed for ages and I think this may be it for me.

    With regard to the stuff disappearing and debris issues have you tried setting the parts as vesselType = Lander?

    hmm.. let me try that. Are you thinking it may be a bug with that vesselType of base?

  6. If you tone those down let me know what you end up going with, still balancing that part out. Will also do some experimentation on the parts and see if I can sort the probe issue. tbh, I'm considering just removing the probe component and keeping the colony command pod in it's two-crew config. Especially with efficiency in place, totally crewless colonies are horribly inefficient, and I usually just use a probe tied to a sky crane to drop the modules in. Still, disappearing is bad ;)

  7. Awesome, and thanks for reporting the issues!

    The base thing has me perplexed. Normally I launch with a command hub at the core and haven't lost one yet, but then I am also on the most current build, and I had a typo at one point that was making stuff debris. Let me know if it persists, I'm curious on that one. Also let me know which root part you're using.

    Launch wise, I've done a combination of in-orbit assembly (I use a lot of KAS pylons with wheels, etc. tied to them to move bits around, or RCS blocks), or sky cranes to drop/leverage the pieces in. I'll fix the node size on the docking clamp - on a side note, the new config (not on GitHub yet but soon) dramatically increases the clamping power... here's the config I would use:


    MODULE
    {
    name = ModuleDockingNode
    nodeType = size1
    referenceAttachNode = dockingNode
    nodeTransformName = DOCKING
    undockEjectionForce = 0.25
    minDistanceToReEngage = 2.25
    acquireForce = 3.5
    acquireTorque = 3.5
    acquireRange = 3.0
    captureRange = 1.5
    }

    The latest demo shots I just hyperedit in place - you have no idea how many launches I do per day to tweek things. But once sorted, I always do a real launch and assemble, since it helps me find a completely different set of issues.

    Thanks again!

  8. New teaser pic (this is my working model that I have been using for testing this weekend), and a new zip!'

    Three notes:

    - The fancy KAS tube I cannot distribute (the long angled on you see in the middle of the pic), and this makes me sad. But I have a cooler idea that I want to play with ;)

    - That nifty antenna you see on top of one of the sub-bases is used for proxy logistics of punchcards, and even rotates!

    - We will not discuss the number of Kerbals I had to airlock after exploiting them for base construction to get this self sufficient.

    ggfBFzn.png

  9. I downloaded the zip file from your wiki and the modules still sink in, though no longer explode. Your connector tunnels and cubes work fine, though.

    That Zip is missing a lot of the latest changes (I've been running through the modules and doing a lot of changes, so I've held off on a zip uodate). These should be fixed in the next major update.

    Also - new version of the hub is also in, had the same problem myself with nodes.

    - - - Updated - - -

    And thanks everyone for posting feedback and bugs, it's making my job a lot easier :)

  10. Great mod. this is what was really needed to flesh out KSP for me.

    Bug report: The MKS Kerbitats from the zip in the first post sink half into a planet and explode if dropped from any height.

    Let me look at those - I did fix one of the models recently because of that, looks like I have to test that one too. I think it was when it somehow got flipped, there was an issue with one of the colliders.

  11. Wow these are really good. How come I haven't seen this before? You say in the OP that everything is still subject to change. Do you have a rough roadmap?

    Yep, right now I'm trying to get everything tested for the first release. Basically, all of the core models are done and their sizes will not change (textures will though, but that' not save breaking). So right now it's all balance, final model tweaks, etc. for the first release. The code is in good shape, but also requires more testing.

    I have several ideas for version 2, but want to get the core mod out there so I can spend some time on hollow asteroids (which I'll integrate with MKS once complete - I'd love to have an asteroid colony that's all hollowed out like an ant farm). That and looking into procedural construction.

  12. Hey Roverdude, I just wanted to say how cool this project is. I've always wanted to see a proper colonization mod for KSP. Keep up the great work!

    In regards to you plans for more permanent colonies, would static buildings be a possibility?

    Thanks - and sorry for the lack of super recent updates, been heads down testing the new version.

    I have a few ideas for large structures, will post details once I get some POCs done. But yeah, I did give thought to doing procedural statiuc structures ;)

  13. I was never actually down ;) and yeah, given the (fairly) strict Kethane restrictions it's all done with MM, though I will do a sideways version with Open Resources after the main launch. Also adding in support for the Bahumut drills (which are darn pretty) and may just, on principle, make my own set of drills and such under a CC license because sharing is good.

  14. The latter numbers concern just food, since that's the only thing the greenhouse is supposed to supply and you can get the other resources replenished already by other means. (I literally just stacked food containers until I got 5t and then divided the days of supply by 365 and that result by 4 (Kerbals)).

    Also, how do you get at 7300? TAC-LS "units" are in days, and 5 years = 1825 days.

    4 * 365 * 5 = 7300. 1825 would be one Kerbal. And I would assume using the greenhouse for oxygen, etc (which is why it got added in). Another consideration (going for realism) is just how much SPACE it takes to make that food - you have to work in soil weight, non-edible plant mass, equipment, etc. - there are some really good articles from NASA about all of the issues RE food generation for astronauts (including fun stuff like living off of algae and growing fish in the algae pond as a treat, etc.)

    Again, it's just my take that the weight seems light, but that's the beauty of a moddable game - to each their own ;)

  15. 5 Years of TAC life support weigh in at about 5.33t per Kerbal, Food is actually the lightest part of that, clocking in at only 0.76t. Going by that measure my greenhouse should have a weight of about 4 tons (it weights 5 now). The greenhouse supports 4 Kerbals, 5t of food would supply 4 Kerbals for ~10 (Earth) years, so that would be the break-even point for a greenhouse right now if we go by weight alone.

    I think your numbers are off. To support 4 Kerbals for 5 years, you would need 7300 of Food/Water/Oxygen for a total of 18.5 tons (Just over 21 tons with containers). To support 4 kerbals for 10 years, you're looking at almost 40 tons of supplies.

  16. The main problem with ORS will be that it doesn't use autogenerated resources, someone would have to create resource maps (png grayscale) for the bodies.

    Also I don't see any converters in ORS, that'd have to be done externally. (Or use TACGenericConverter maybe?)

    I'm not sure that all requirements can be met by just plugging in an alternate config, there may be some coding involved.

    That's pretty much the barrier to using ORS with MKS... I just do not, at this stage, have time to make resource maps (so yeah, if someone made some, I'd happily use them). The resource harvesting bit is fairly trivial to add into a new part that handles the minerals, ore, substrate, and water. I may do it down the road, but don't want it as a barrier to launch.

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