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theJesuit

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Everything posted by theJesuit

  1. What is it about EPL that isn't enough? Are you looking for some thing a little more complex, or looking for the instant build mechanic of KSC's design and launch? Peace.
  2. The KAS corridors could be an option, but otherwise use Konstruction! by RoverDude: Peace.
  3. Perhaps something similar to theKerbal Konstructs addon that is an O'Neill cylinder? You can scale up KK statics fairly well, and I think adjust height they are visible at. Perhaps a question could be can you mod a KK Ring world above the star. Can you place statics on the star at all? Peace.
  4. Yes. In the settings .cfg there are five or so options. Turn off the ones you wish. You may find there are unintended consequences with science transmission but I'm not sure! Actually I think that when RemoteTech installed kerbalism disables its own comm system. Peace.
  5. Agreed... that's what I use KEI for but funds is never too much of an issue. Given that I use a modded tree anyway, i have thought about move the parts in the tech tree... another way might be to nerf the science collected at the KSC removing the OCD need to collect ALL the science. I also mod the values to Kerbalism standard of non transmittance goo, sample and Sci jr as well chnage to one experiment per biome. One desire i have sometimes is that KEI would be to gain all science from on or around Kerbin. That may be too overpowered though.
  6. Personally I use my own modded tech tree (that I must get around to releasing... still testing it ) but with a similar progression to the very good HPTechTree together with KEI. I nerf science to 50% because it saves on lower tech grind and beginning of a save and continues to give a challenge to get things done in the mid tree. Peace.
  7. Thanks once again @linuxgurugamer. Your tenacity at allowing elder mods to remain relevant is very much appreciated. Peace.
  8. @swjr-swis I think the deal with IFILS (for its simplicity) that the LifeSupport resource is supposed to contain ALL gases liquids and solids?. It is a catchall resource where mass was considered based on the wiki referenced in the OP, but not necessarily volume when it was developed. I could be mistaken. @linuxgurugamer Why not make the non-closed loop like such: LifeSupport -> OrganicSlurry at 1 -> 1 ratio ( then use same density and mass as combined CO2 liquid and solid waste, .assumes no loss for energy spent from kerbal, or else a ratio of 1 -> .98 as a magical number for heat waste) Then to convert back using greenhouse, OrganicSlurry -> Life Support + Sludge at 1 -> .9 + .1 (Sludge uses same density, but it is only able to be used if collected) End of tech tree devices: OrganicSlurry + Sludge -> Life Support at .1 +.9 -> 1 (equating to .1 -> .1 to close the loop) same device could use Ore as well to convert? Then adjust the ratios as your research suggests and add EC
  9. Ahh. As you were. Request please. Three up... Peace.
  10. The increments for adding or subtracting prograde/ reterograde increments, etc are mapped to the numpad on your keyboard, adding/subtracting time by the same increments is 3 and 1. You can hold down the numpad keys to run through the increments quickly. This could be a stopgap for you! Peace.
  11. You are correct. We'll done for noticing! Peace.
  12. Hoorah @linuxgurugamer! I like this - and some thoughts below. I wouldn't be too worried about hiding the Waste resource, really with the added complexity you are suggesting, I think it would be more transparent and simple if it was in the 'open', with storage being an option then. USI-LS does have the two resources but every time I look at it (with the additional of the USI-Tools), it does seem like a rather complicated system and doesn't use the amounts of 1 Unit per Kerbal per Day which is simplicity and is the basis of LS! Any generation of Waste beyond the limited storage would still then be dumped - any waste generated on EVA is dumped, basically what the system is now. I like the idea that the Greenhouses aren't 100% efficient though, with your suggestion of 1 Waste + EC = .5~.9 LifeSupport with the additional Waste dumped. Have you considered the ability to use Ore to to generate Life Support to create the closed loop - again at a low efficiency, like 1 Waste + 1 Ore + EC = 1 LS? This would be the job of the advanced recycler, which means that rather than wait for the tech tree, some ISRU needs to be used for long term missions. If you keep on your train of thought though, could you also make it toggle and changeable in a cfg setting? Or is it easier for you to hardcode in the amount and resources generated? Then, if someone wanted to extend this mod, and tie into an extension of EPL and GC with different Ores and such (asking for a friend? ) it would then be possible. Again I know USI does this, but not necessarily in a basic stock-alike sense that IFILS uses. Thanks for building on this great mod. Peace.
  13. Hi @SQUAD, When 1.4 is released, I wonder if it is possible to add in a module resource generator that is based on a per kerbal pressence. Currently the resource converter and harvester module will operate regardless of a kerbal being present and require being started. Kerbals then adjust the rate based on trait and skill level. What I would like to see added is ModuleKerbalResourceGenerator that a generates a resource determined by cfg based on a kerbal present (or two with two kerbals or more) (with or without other resource inputs), with an option of it being 'always on' rather than being started through the right click menu in flight. It could then be left to modders to use. I can see lots of modding possibilities utilising - Life Support hooks, colony growth hooks, etc. Thanks and Peace, and thanks for 1.3.1!
  14. Thanks @Streetwind I have given this a go with ModuleResourceConverter and by manipulating kerbal traits to utilise with it. I created a LifeWaste resource, added a LifeWasteGenerator trait to kerbals and created a Converter to pods. They did indeed start manually. Ideally it would generate a resource regardless of experience level of each kerbal, would scale for only the number of kerbals currently in the part (like 1 of 3) and stop when a kerbal leaves a part or the ship. At the moment I can't get it to work like that and the Stock Modules I don't think are capable of achieving it. I am happy to be wrong if someone can point me in the right direction! Stopping and starting manually isn't ideal I don't think. So any hints or configs that people would know of? Peace.
  15. Hi all, Whilst I really like IFILS for its total simplicity, I would like to add in a possible 'extension' mechanic for it. What I am looking for is a plugin that has the ability to generate a resource (or multiple resources) specified by a cfg file. The amount and name of the resource(s) would be generated per kerbal in a craft, would begin at launch. Kind of a IFILS in reverse I guess but without the ability to kill any kerbal as excess resources would be dumped overboard. Simple life support mods such as CLLS or IFILS could then be extended by modders. I don't think it would need a GUI - it would be something that just sat in the background doing its thing. Another way of thinking about it would be to consider kerbals being little RTGs, producing a different resource to electricity (hopefully specifiable). Would anyone please be able to create this for me , or point me in the right direction to a mod that already does this? I've tried fudging this using the ModuleResourceConverter/Harvester/ Generator but can't get it to work in a meaningful way. Thanks, and thanks @linuxgurugamer and thanks @-MM- for ensuring that the simple LS mods are awesome! Peace.
  16. Intriguing, and interesting that you are spending the time working on Internals too Could it be from your picture that the 'seats' are being resized but not the kerbals themselves? Peace.
  17. 1. No. Part failures just happen. There is a mechanic that allows to improve the quality of a part with funds and some extra mass at the time of construction (right click menu in the VAB) 2. Don't see why not. Their may already be a patch included with Kerbalism. 3. Kerbalism reverts to remote tech if installed and uses that instead. Peace.
  18. As far as I can I think it is a combination of a profile cfg and the settings as the profile deals with the habitablity which includes radiation. Space weather setting only deals with the CMEs. All the life support stuff is definitely in the profile. Peace.
  19. Hi @nascarlaser1 A further option would be to created a new profile for Kerbalism which is where I have put my attention in recent times (I also like the radiation mechanic). The Simplified profile is linked in my form sig. Are you going to have a crack at a creating a plugin? What elements would you include in Life Support mod? Peace?
  20. @nascarlaser1 you can also try this mod here which is a firm favourite of mine. But I also am looking to create a LS mod with both between the the simplicity of the 1 unit per day, but also with a more varied approach to generating that life support at the end of the day! Looking into this, I'm wondering whether using CLLS or IFILS, for the life support could then be supplemented somehow with adding ModuleGenerator with a rate tied to the number of kerbals alive in the part that generates the 'waste' resource such as LifeResidue or something. The IFI or CLLS 'greenhouses' would then need EC plus the LifeResidue to be converted back. Peace.
  21. Thanks for picking this up @linuxgurugamer. I'd love to be able to add some functionality to the mod, by using Resources such as Ores or O2, Nutrients and Parts as well as EC to generate the LifeSupport resources which is supposed to also included scrubbers? Anyway, would it be possible to add in the waste product of the LifeSupport as it would seem this is only lost overboard after consumption. This has always been my favourite LS mod. You're a gem. Peace.
  22. Not sure... possibly just keep Caps Lock on? Peace.
  23. This is another mod to add to the awesomeness list. Thanks @Icecovery! Peace.
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