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Badsector

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Everything posted by Badsector

  1. [quote name='Captain Dax']Nice ship! Does the Mk.II KIS Kontainer come standard? Can't find them on my new FTT / Core install...[/QUOTE] Is already a pull request but idk if Roverdude like it
  2. [quote name='NotAgain']How do you guys get Starlifters to orbit? I'm using a hybrid of one for a Kerbin - Duna transfer ship. 1) SpaceY + many many many struts 2) SpaceY + KJR + many struts 3) SpaceY + KJR + UbioWelding + Struts Example
  3. The second solution worked fine, [CODE] OSE_DefaultRecipe { name = part RESOURCES { MaterialKits = 10 RareMetals = 1 ExoticMinerals = 1 } } [/CODE] [CODE]@PART [*]:HAS[@MODULE[ModuleScienceExperiment]]:FOR[Workshop] { OSE_PartRecipe { MaterialKits = 10 RareMetals = 10 ExoticMinerals = 10 } } @PART [*]:HAS[@MODULE[ModuleCommand]]:FOR[Workshop] { OSE_PartRecipe { MaterialKits = 10 RareMetals = 10 ExoticMinerals = 1 } } @PART [*]:HAS[@MODULE[ModuleEnginesFX]]:FOR[Workshop] { OSE_PartRecipe { MaterialKits = 10 RareMetals = 1 ExoticMinerals = 10 } }[/CODE] I keep materialkit = 10 because on this way is most easy do a mm_patch Thaks again for keep updated this mod Regards Luca
  4. What i mean is have something for reduce specific mods patch and stock patch too i don't know your code and how to code but i think the equation now is PartWeight/PartRecipe=Recipe Recipe*ResourcePrices=RecipePrice if RecipePrice < PartPrice PartPrice/PartRecipe=Recipe What i suggest is PartWeight/PartRecipe=Recipe Recipe*ResourcePrices=RecipePrice if RecipePrice < PartPrice PartPrice-RecipePrice/CommoditiesPrices= Commodities Recipe+Commodities=Recipe Another solution is if i can change the rateo in partrecipe and add exoticmineral and raremetals to all parts [CODE]OSE_DefaultRecipe { name = part RESOURCES { MaterialKits = 4 RareMetals = 1 ExoticMinerals = 1 } } @PART [*]:HAS[@MODULE[ModuleScienceExperiment]]:FOR[Workshop] { OSE_PartRecipe { MaterialKits = 4 RareMetals = 4 ExoticMinerals = 4 } } @PART [*]:HAS[@MODULE[ModuleCommand]]:FOR[Workshop] { OSE_PartRecipe { MaterialKits = 4 RareMetals = 1 ExoticMinerals = 4 } } @PART [*]:HAS[@MODULE[ModuleEnginesFX]]:FOR[Workshop] { OSE_PartRecipe { MaterialKits = 4 RareMetals = 4 ExoticMinerals = 1 } } [/CODE]
  5. This patch use raremetals and exoticminerals, the only change is in MaterialKits-->RocketParts, the trouble is when the part requires only rocketparts or materialkits, for example MKSL_Smelter cost 7500 and weight 0.5T 7500/2=3250 MaterialKitsx0.001 = 3.25T 7500/1.5=5000 RocketPartsx0.0025 = 12.5T but on this way [7500-(0.5/0.001x2)]/160 = 40.625 exoticminerals and 500 Materialkits = 0.6T [7500-(0.5/0.0025x1.5)]/160 = 45 exoticminerals and 200 Rocketparts = 0.612T if we put a bit of processing waste....
  6. Ok, i have wrote this patch [CODE]@OSE_DefaultRecipe:NEEDS[Workshop]:AFTER[Workshop] { !RESOURCES{} RESOURCES { RocketParts = 1 } } @PART [*]:AFTER[Workshop] { @OSE_PartRecipe { !MaterialKits = 1 RocketParts = 1 } }[/CODE] Just 1 ask-suggestion, is possible compensate prices values with exoticminerals other than rocketparts ? Becouse if i need 5000 rocketparts for build 0.5T (5000x0.0025 = 12.5T) prices of exoticminerals is 160 vs 1.5 of rocketparts and have the same density Other than that really nice update and thanks for your great job Regards Luca
  7. For MKS compatibility, now MateriaKits density is 0.001 versus RocketParts density 0.0025, i have to change recipes ? [CODE] OSE_DefaultRecipe { name = part RESOURCES { RocketParts = 0.4 } } [/CODE]
  8. [quote name='RoverDude'] fixed node issue on large cargo rack (thanks mhoram!) [/QUOTE] Probably some pull request for the large cargo rack have overwrite the old changes and still broken again, here is a fix LargeCargoRack_fix.cfg [CODE] @PART[FTT_Structural_500_05] { @node_stack_cargo_01 = .8, 0, 0, 1, 0, 0.0, 3 @node_stack_cargo_02 = -.8, 0, 0, -1, 0, 0.0, 3 @node_stack_cargo_03 = .8, 7.5, 0, 1, 0, 0.0, 3 @node_stack_cargo_04 = -.8, 7.5, 0, -1, 0, 0.0, 3 @node_stack_cargo_05 = .8, -7.5, 0, 1, 0, 0.0, 3 @node_stack_cargo_06 = -.8, -7.5, 0, -1, 0, 0.0, 3 @node_stack_bottom_R = 0, -11.25, 0, 0.0, -1.0, 0.0, 3 @node_stack_top_L = 0, 11.25, 0, 0.0, 1.0, 0.0, 3 } [/CODE]
  9. I am experiencing some issue with the new core-temp value, sometimes the core-temp start increasing fast and when is near the efficiency-temp limit the framerate drop causing laggy game. Anyone is having the same problems ?
  10. [quote name='ObiVanDamme']That is because of the new recipe system. Look for the OSE_Recipes.cfg file and change the value in the OSE_DefaultRecipe node.[/QUOTE] Nothing, still search for MaterialKits
  11. I have try the pre-release and work with 1.05, the problem is the plugin ignore "InputResource = RocketParts" and continue to search for MaterialKits
  12. Yes this mod is really awesome, idk why squad don't add something similar to the stock game, this mod is essential for probes and really useful for move and collect science in manned vessel too
  13. Is a fix for attack nodes, with that all the nodes are at the same height, less base jumping and less problems with inflatables
  14. Try this MKSL_jump_FIX.cfg @PART[MKSL_Lander] { @node_stack_pod01 = .85,-.14,0, 1,0,0,2 @node_stack_pod02 = -.85,-.14,0, -1,0,0,2 @node_stack_pod03 = 0,-.14,.85, 0,0,1,2 @node_stack_pod04 = 0,-.14,-.85, 0,0,-1,2 } @PART[MKSL_AnchorHub] { @node_stack_pod01 = .85,-.09,0, 1,0,0,2 @node_stack_pod02 = -.85,-.09,0, -1,0,0,2 @node_stack_pod03 = 0,-.09,.85, 0,0,1,2 @node_stack_pod04 = 0,-.09,-.85, 0,0,-1,2 @node_stack_bottom = 0,-1.15,0,0,-1,0,2 } Better if you re attack all the inflatables and AnchorHub
  15. Why ? this base is 100% made with KIS The "cheat" is switch to node attach with R key
  16. After wasting 5 minutes to try to get it in the right position, i have removed the surface attach from the .cfg. Thanks for the tips, next time i know what to do
  17. Same issue here, i have solved by changing ModuleEngines-atmosphere curve to the olds values atmosphereCurve { key = 0 337.5 key = 1 450 }
  18. Resources_fix.cfg RESOURCE_DEFINITION { name = Fertilizer density = 0.001 flowMode = ALL_VESSEL transfer = PUMP unitCost = 5 isTweakable = true } RESOURCE_DEFINITION { name = Organics density = 0.001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0.5 } RESOURCE_DEFINITION { name = DepletedUranium // Depleted fuel to preserve mass when burned, can be recycled unitCost = 0 density = 0.01097000000 flowMode = NO_FLOW transfer = NONE isTweakable = true } RESOURCE_DEFINITION { name = EnrichedUranium // Nuclear fuel density = 0.01097000000 unitCost = 865.0000000 isTweakable = true flowMode = NO_FLOW transfer = NONE } For who interested another patch for Snacks Support Snacks.cfg @PART[MKSL_HabModule]:NEEDS[Snacks] { !MODULE[ModuleResourceConverter,Habitat] {} !MODULE[ModuleResourceConverter,Recycler] {} MODULE { name = ModuleResourceConverter tag = Habitat ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat INPUT_RESOURCE { ResourceName = Organics Ratio = 0.0001 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.0001 DumpExcess = False } OUTPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.0001 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 } } } @PART[MKSL_ILM]:NEEDS[Snacks] { !MODULE[FSfuelSwitch] {} MODULE { name = FSfuelSwitch resourceNames = Dirt,Ore;RocketParts,Organics;Snacks;RareMetals,ExoticMinerals resourceAmounts = 35,7;7,35;35;35,35 initialResourceAmounts = 0,0;0,0;0,0;0,0; tankCost = 3500;3500;3500;3500; hasGUI = false basePartMass = 0.75 tankMass = 0;0;0;0; } } !RESOURCE_DEFINITION[Supplies]:FOR[KolonyTools]:NEEDS[Snacks]{} !RESOURCE_DEFINITION[Mulch]:FOR[KolonyTools]:NEEDS[Snacks]{}
  19. Organics definition is missing in resources Edit EnrichedUranium and DepletedUranium too
  20. USITools.dll with orion download work fine, USITools.dll from version 5+ to me don't work. There is also a difference in size of the 2 files
  21. Fertilizer definition is missing in resource.cfg For now you can solve on this way fertilizer_fix.cfg RESOURCE_DEFINITION { name = Fertilizer density = 0.001 flowMode = ALL_VESSEL transfer = PUMP unitCost = 5 isTweakable = true }
  22. I want add 2 mm_patch for who is interested Add Workshop ability at science lab MM_Workshop.cfg @PART[TaurusScienceBay]:FOR[Workshop]:NEEDS[!KolonyTools] { MODULE { name = OseModuleWorkshop ConversionRate = 1.0 // How much of a parts mass needs to be processed until it is done ProductivityFactor = 0.1 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing InputResource = MaterialKits // This resource will be used to process the items MinimumCrew = 2 // Amount of Kerbals needed for the Workshop to work MaxPartVolume = 3000.0 Animate = false } RESOURCE { name = MaterialKits amount = 300 maxAmount = 300 isTweakable = true } } @PART[TaurusScienceBay]:FOR[Workshop]:NEEDS[KolonyTools] { MODULE { name = OseModuleWorkshop ConversionRate = 1.0 // How much of a parts mass needs to be processed until it is done ProductivityFactor = 0.3 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing InputResource = RocketParts // This resource will be used to process the items MinimumCrew = 2 // Amount of Kerbals needed for the Workshop to work MaxPartVolume = 3000.0 Animate = false } RESOURCE { name = RocketParts amount = 300 maxAmount = 300 isTweakable = true } } KIS storage for science lab bays @PART[TaurusScienceBay]:FOR[KIS] { !MODULE[ModuleAnimateGeneric,bayDoors] {} MODULE { name = ModuleKISInventory maxVolume = 5000 externalAccess = true internalAccess = true slotsX = 12 slotsY = 8 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } Other balancing for the science lab can be improve science storage and reduce researchtime, improve research time with stock feelings MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 1500 dataTransmissionBoost = 1.75 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = .15 ContextBonus = .35 homeworldMultiplier = .15 RESOURCE_PROCESS { name = ElectricCharge amount = 12.5 } } MODULE { name = ModuleScienceConverter scientistBonus = 0.3 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 1500 //How much science can we store before having to transmit? powerRequirement = 6 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } Regards Luca
  23. I have the same issue, with USI tools 5.1 the engine don't work, other than that i get always exceptions on startup and during the game from USITools-Pulsedrive NullReferenceException: Object reference not set to an instance of an object at USITools.USI_PulseDrive.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) NullReferenceException: Object reference not set to an instance of an object at USITools.USI_PulseDrive.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) That happens in modded and unmodded install linux X64 For now i have reverted to usitools 4.2 but i can reinstall 5.1 if you need a complete log Regards Luca
  24. Organics need to be converted in Supplies and that happens only in Habitat, 1 Habitat Convert Organics into supplies for 2 kerbals
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