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Stage

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Everything posted by Stage

  1. You mean like packed rocket parts? Would be a possibility, like 1 PackedRocketParts = 100 RocketParts (overall density stays the same). Although I am hesitating to add another resource, SEDI already adds 10. Maybe I will find a solution for it. Thanks! Will fix it soon! I can't play a lot at the moment. I am away from my desktop pc most of the time, and my notebook that is capable of playing and testing KSP is in repair since june (don't buy acer -.-). So I am glad to get some feedback! (Well, my old notebook can run KSP too, but it takes ages to load and the framerates are abysmal, so I don't play much) I will lower prices for all parts, and maybe I'll set 1.25m to default, they are much cheaper (now a full 1.25m set cost ~233K, a 2.5m set ~1.87M). My design plan was: 1.Mine with 1.25m 2.Get money and invest in 2.5m 3.??? 4.Profit! So 2.5m parts will stay expensive, but not as expensive as they are now. Forget to add some additional storage for ConsumerGoods too, so next version will fix this aswell
  2. I play with KCT, and with the current state of this mod I just can't use it, after a couple of days I run out of money So I altered the plugin for my personal use. What I did was the following: Raised payout interval from every day to every week. Lowered base amount alot (still experimenting with the basewage) Kerbals courage and stupidity are considered. Max courage and no stupidity -> kerbals with high courage/low stupidity get much more money (max 8x base amount), low courage / high stupidity kerbals get way less money (min 37% of basewage) I play with MKS and EPL too, so I need low stupid kerbals, which are more expensive. Works quite well for me, maybe something like this could be implemented in this mod.
  3. SEDI should now work with the new versions. Updated to v0.21 to match the new CRP folder and added new drill config files.
  4. Yes, MKS 0.20.3 and Karbonite 0.2.3a changed the converter. Updated SEDI to 0.2. Need to work on the energy consumption, tweakscale scaling, techtree integration and MM configs for Kethane parts.
  5. The new converter works like the TACLS converter. conversionRate: will multiply inputs/outputs by that number. The "false" tag means it will stop producing LiquidFuel if full (true means excess products will be voided)
  6. I tested it on a fresh KSP install without any additional mods and 32bit. Here is the complete output_log.txt And this happens:
  7. I found a bug with MCE2(3D) and StationScience: Created a new game with standard roster, built a random part and tried to attach a StationScience lab/ Zoology Bay. MCE hires a Kerbal and then this happens: NullReferenceException: Object reference not set to an instance of an object at MissionControllerEC.MissionControllerEC.hireKerbals (.ProtoCrewMember pc, KerbalType pc1, KerbalType pc2) [0x00000] in <filename unknown>:0 at EventData`3[ProtoCrewMember,ProtoCrewMember+KerbalType,ProtoCrewMember+KerbalType].Fire (.ProtoCrewMember data0, KerbalType data1, KerbalType data2) [0x00000] in <filename unknown>:0 at ProtoCrewMember.set_type (KerbalType value) [0x00000] in <filename unknown>:0 at KerbalRoster.HireApplicant (.ProtoCrewMember ap, Double UT) [0x00000] in <filename unknown>:0 at KerbalRoster.DefaultCrewForVessel (.ConfigNode vesselNode, Boolean autoHire) [0x00000] in <filename unknown>:0 at EditorLogic.ResetCrewAssignment (.ConfigNode craftNode) [0x00000] in <filename unknown>:0 at EditorLogic.UpdatePartMode () [0x00000] in <filename unknown>:0 at EditorLogic.Update () [0x00000] in <filename unknown>:0 After that I can't attach the Lab/Zoology bay (only removal possible). NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:Find (string) at UnityEngine.Transform.FindChild (System.String name) [0x00000] in <filename unknown>:0 at Part.FindModelComponents[Renderer] () [0x00000] in <filename unknown>:0 at Part.highlight (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.highlightRecursive (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.highlightRecursive (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.SetHighlight (Boolean active) [0x00000] in <filename unknown>:0 at Part.OnMouseEnter () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions) UnityEngine.HitInfo:SendMessage(String) UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo) UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32) (Filename: Line: -1) If the root part was from StationScience too, removal of the root part is not possible. Sometimes the game crashes after that Postet that in the MCE forum thread too.
  8. I found a bug with MCE2(3D) and StationScience: Created a new game with standard roster, built a random part and tried to attach a StationScience lab/ Zoology Bay. MCE hires a Kerbal and then this happens: NullReferenceException: Object reference not set to an instance of an object at MissionControllerEC.MissionControllerEC.hireKerbals (.ProtoCrewMember pc, KerbalType pc1, KerbalType pc2) [0x00000] in <filename unknown>:0 at EventData`3[ProtoCrewMember,ProtoCrewMember+KerbalType,ProtoCrewMember+KerbalType].Fire (.ProtoCrewMember data0, KerbalType data1, KerbalType data2) [0x00000] in <filename unknown>:0 at ProtoCrewMember.set_type (KerbalType value) [0x00000] in <filename unknown>:0 at KerbalRoster.HireApplicant (.ProtoCrewMember ap, Double UT) [0x00000] in <filename unknown>:0 at KerbalRoster.DefaultCrewForVessel (.ConfigNode vesselNode, Boolean autoHire) [0x00000] in <filename unknown>:0 at EditorLogic.ResetCrewAssignment (.ConfigNode craftNode) [0x00000] in <filename unknown>:0 at EditorLogic.UpdatePartMode () [0x00000] in <filename unknown>:0 at EditorLogic.Update () [0x00000] in <filename unknown>:0 After that I can't attach the Lab/Zoology bay (only removal possible). NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:Find (string) at UnityEngine.Transform.FindChild (System.String name) [0x00000] in <filename unknown>:0 at Part.FindModelComponents[Renderer] () [0x00000] in <filename unknown>:0 at Part.highlight (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.highlightRecursive (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.highlightRecursive (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.SetHighlight (Boolean active) [0x00000] in <filename unknown>:0 at Part.OnMouseEnter () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions) UnityEngine.HitInfo:SendMessage(String) UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo) UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32) (Filename: Line: -1) If the root part was from StationScience too, removal of the root part is not possible. Sometimes the game crashes after that Edit: I posted it in the StationScience forum thread too!
  9. In Karbonite Pre0.3.0, do the Karbonite drills now support Ore and Mineral extraction by default, or are still MM patches needed?
  10. I hope this mod will get an update, I use it most of the times and it is quite a bummer that the science lab does not work (Parts with ModuleScienceLab become unclickable ).
  11. AFAIK this will be fixed with WaveFunctionPs next release (or at least in the near future). Until then search for KESA resource integration, it provides a MM config file that changes LqdWater to "normal" Water.
  12. Hey! Thanks for the reminder, I forgot to set the price. Although I don't know what to do with the recycler, I'll change it probably to something else. The only reason why I implemented it was, if you have installed Kethane, the EPL recycler would produce Metal instead of RocketParts. So the only way to recycle ships with Kethane installed was with the Recycler, but I am not happy with this solution Please test the conversion rates and part prices. I don't want to have a cheap mining solution (remember, you can produce high-tech parts in space to build rockets!), so the initial costs should be high. But with the production of ConsumerGoods and additional mining bases via EPL, costs should be no problem.
  13. Kerbal mechanics has..lets call it native support It uses EPL RocketParts for repairs, so it works without a seperate config. I had an MKS production line in mind, but in the end I did not want to mess with its production and resources (except Ore and Minerals).
  14. At the moment, you have to use the Karbonite drills, the Augers from EL won't work. I will add some ModuleManager patches for the EL Augers within the next days, although I would recommend to use the Karbonite drills.
  15. Oops, wrote the post a total of 3 times, seems like I missed adding the CC 4.0 license (was quite tired ) Thank you for the information about models, unfortunately there was no info in the part configs. Post updated! I will definetely move to CRP once it is released. ...Why didn't I think about that? That is quite an effective (and easy) solution. I tested it right now with only Karbonite 0.2.3 and SEDI installed, worked without a problem. I think the problem with the missing model and no resources have the same cause...I forgot to upload the SEDI masterfolder with everything in it. If the mod is not in GameConfig/SEDI/otherstuff, then the ORS configs and the smelter model won't show.
  16. Activate the scanner and go to map view. There you'll probalby see the spheres showing hot spots. Karbonite is available (conenctration of 85ppm at KSC), hotspots are areas with much higher concentration. The black box is a new feature of MM sincs 2.2.1 (or 2.2.0, not sure).
  17. Additional Informations: The Production of RocketParts works like this: - Smelter: Smelts Ore, produces Metals and Slag - Electrolyzer: Smelts Minerals, produces Compounds and Slag - Metal Fabrication Unit MFU(attachable part): Uses Metals and Compounds to produce durable AerospaceAlloys and ElectricComponents. Needs Maintenance! - Slag Reprocessing Unit SRU (attachable part): Refines Slag to produce HeatShielding and ConstructionParts. Needs Maintenance! - In-situ Factory Unit ISFU: Automated factory that assembles RocketParts out of all four components and ConsumerGoods for sale out of AerospaceAlloys and ElectricComponents. Provides Maintenance (uses EC to provide it). A (stock) 2.5m ISFU can support up to 4 modules. MM-configs: -added ORS-extractor for Ore and Minerals to Karbonite drill -added Ore and Mineral detection and SCANsat module to Karbonite Detection Array -added products (and RocketParts!) to the MKS logistic hub Optional MM config: -DRE-support: ISFU can produce AblativeShielding and recharge the heatshield of docked vessels -DangIt!-support: SpareParts can be made in an ISFU (ElectricComponents and ConstructionParts)
  18. Stage Extraterrestrial Developement Industries presents: A new way to use EPL with Karbonite! If you update from v0.1, please delete the SEDI folder! ORS resource maps have been moved to CRP. -- next update postponed -- DOWNLOAD(Dropbox) MODELS Unfortunately, I can't creat models. I used Karbonite and Brass Moustache parts and altered their textures a bit, but I really would appreciate if someone could help me out and create some models for me! This is still WIP. Please give me feedback! How are production rates? Is resource consumption ok? Additional content? Changelog v0.22 - Added license to download v0.21 - added Karbonite Drill configs - added CRP folder with MKS resource maps v0.2 - Updated to Karbonite 0.2.3a - slightly changed production rates - altered masses: increased most parts, Smelter mass halved - changed Recycler to "Cryogenic Separation Facility", seperates and liquifies ExhaustGas to Karbonite, Oxidizer, (Ka,Ox for Smelter and ISFU), LiquidHydrogen, ArgonGas (only small amounts) and CO2 - Smelter and Electrolyzer produce ExhaustGas - Smelter needs small amounts of Oxidizer for the smelting process - Changed model of the ISFU - ISFU has now an integrated Karbonite generator - fixed some cfg errors - first KSPI config: Electrolyzer can produce Lithium, Aluminium and Oxidizer out of Metals and Compounds (testing, should be less efficient than ISRU) v0.11 - Updated file structure, config change v0.1 - Initial release Planned stuff - Logistics module (separate part, MKS required) - KSPI compatability (Smelter needs ThermalPower, Elextrolyzer needs Megajoules,...) - More products - Models? The SEDI pack adds the ability to produce goods for sale (ConsumerGoods) and RocketParts (only useful with ExPL), aswell as Ore and Minerals mining to Karbonite. ORS-files for Ore and Minerals are the same as in MKS, they will be disabled if MKS is installed. Optional DangIt! (SpareParts) and DRE (AblativeShielding, maybe useful for KSOS) support. All SEDI parts are TweakScale compatible and are available in all sizes (0.625, to 5m)! Required Mods: - Karbonite - ModuleManager Recommended Mods: - Extraplanetary Launchpads - Modular Kolonisation System - TweakScale OTHER STUFF: I thought I provide my personal KSPI MM patches for other things too, the are located in my dropbox aswell. I made a patch for Karbonite to be available as basic fuel for KSPI engines (Karbonite and Karbox(Karbonite and Oxygen), both slightly more efficient than standard fuel) Inspired by KESA, I made a KSPI Argon to NearFuture ArgonGas and a Hydrogen to LiquidHydrogen patch. The Hydrogen patch changes how KSPI treats Hydrogen aswell. LiquidFuel is now LiquidFuel, and Hydrogen is now an electric propellant. Changed ORS resource aswell, LF production is no longer possible, ISRU produces LiquidHydrogen instead. LICENSE: SEDI is licensed under a Creative Commons 4.0 Share-Alike Attribution Non-Commercial license. Karbonite is licensed under a Creative Commons 4.0 Share-Alike Attribution Non-Commercial license. Credits: Models&Textures: WaRi (Electrolyzer) Nertea (ISFU, Recycler) mossman / Brass Moustache Industrial supply (Smelter, MFU, SRU) Thank you for providing the models! Other Credits: RoverDude (for creating MKS and Karbonite) FractalUK (for creating ORS) - - - Updated - - - Updated License
  19. I did some extensive testing. Updating my devKSP install to Karbonite 0.2.3 solved the problem (was away from my pc with the dev install for a couple of days, doh!). Now the USI_ResourceConverter works like it should. FYI, this was my problem: I have 4 starting products with different densities (AerospaceAlloys 0.034, ElectricComponents 0.008, HeatShielding 0.045, ConstructionParts 0.02), and those produce RocketParts. Planned output was 8.something RocketParts (every starting product has a different ratio), but somehow I got 22.75. Changing the ratios only increased/decreased the resource usage, but did not alter the output. Same applied to the production lines of those four parts. Again, no problem in Karbonite 0.2.3.
  20. Singlie input - multiple outputs worked as usual. Mutliple inputs - single(multiple) output(s) did not work as intended, either the conversion ratios were way off, or inputs were ignored (I have 4 inputs, 1 output, no matter what I changed in the config, the output remained the same). Happened with multiple outputs aswell. Tried it several times with different configs, always had the same problems. With the TacGenericConverter however, everything works fine (although I'm not glad using a LS converter for RocketParts )
  21. Does the USI-converter already work like the TacGenericConverter, or is this a planned feature? I wanted to use the USIconverter for my Karbonite/ExPL addon, but for some reasons the conversion rates were quite wonky, with the TacGenericConverter however they were fine. I would appreciate if the USIconverter would have similar capabilities like the TacGenericConverter and your KolonyKonverter (Surface only, requiredResources, RequiresOxygenAtmosphere, maybe some other additional possibilities) Regards, Stage
  22. Would someone be interested in an ExPL-addon for Karbonite, where it's a little more (but not too) complex than mine ore, recieve bacon (slightly exaggerated)? I've only edited configs and changed textures of Karbonite parts (I can't create models at all ) to test it. If there is interest in my addon and I find someone to make models for me, I'll release it. Whoever wants to try it, message me via PM and I'll send you the link to my dropbox. Karbonite (ofc) and MKS (ORS files) are required for resource generation and extraction. Here's a flowchart how the addon (should) work:
  23. If a check for already existing ressources could be added to ORS, some problems could be avoided. Native ORS support for the most used resources (like Ore and Water (would be awesome if KSPI could change to "standard" water) would prevent most (if not all) problems too. My suggestion: integrate your MKS resources into ORS (if Fractal_UK agrees ofc.). Those are the most versatile resources and can be used by any mod (Water and Substrate for LS, Ore and Minerals for ExPL and so on). Most other resources that are added are so mod-specific (eg. KSPI nuclear fuels) that there are barely any interactions with other addons.
  24. KSPI treats LiquidFuel as Hydrogen afaik (or was it the other way round?)
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