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theJesuit

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Everything posted by theJesuit

  1. @Xd the great I believe you want kerbal konstructs for what you describe. For everything! But there is a little learning curve Otherwise it may be easier to have tanks that have psuedo mining or slow generation of LFO by copying in the RTG cfg file to a tank cfg file and change the generation resource to LFO. Just have these nearby and use a mod like EVA Transfer and have your kerbals walk it over. I'm sure that there is another mod called simple logistics or something that may all do this without even having to attach the craft. Hope this helps! Peace.
  2. Added Issue 60 to Github (and my keyboard seems to revert to the UK for some reasons.... Grrr windows with no hash). Thanks! Peace.
  3. @PiezPiedPy turns out that adding back in the ModuleScienceLab also adds the stock lab Converter buttons which even though they say they are happy to extract data aren't part of kerbalism's Module Laboratory data collection service. And so the data disappears to the ether. So... would it be possible to have kerbalism laboratory module or a new one be able to reset goo and material bays please. Should I be adding an issue on Github? Peace.
  4. Another for KER. It tells me where I am, where I am going and helps me get there.
  5. Thanks! That helps and I finally get! And now I won't have to chase my tail over the atmosphere stuff. Phew! My plans for Simplex science will be some reduce the transmit time significantly, make it so the scientists can't restore the materials bay and goo, only at the Lab 'sterile environment and all that'. I would like reapply a nerf of the 'science mining' such as the stock module or else create a large Mit science experiment available in the Lab, but probably one that is only for surface, low, high orbit. I'll update Simplex upon the next Kerbalism release! Peace.
  6. @PiezPiedPy, Just to clarify as I don't have a lot of time to spend on KSP at the moment, with the new signal transmission mechanics, if I wanted to increase the speed of transmission back to Kerbin I'm assuming that for each of the antenna, I would just increase packetSize in each of the antennae (through an MM patch)? Or would I need to do things to the packetInterval and packetResourceCost as well? Also, I seem to have an issue with HUGE amount of WasteAtmosphere being generated with my Simplex profile (still in BETA). The rates are all the same, but I don't have Ratio added in the rules. I'm assuming this was added in Kerbalism 1.6.0 but is this now needed to balance rates for these processes that include it within the default profile? Thanks for your help and ongoing development! Peace.
  7. Chances are that @Thrimmwon't pick this message up unless you use his moniker like I have. In saying is he was working on a large update (awesomness with opening and shutting 'airlock' doors to be able to walk straight into the domes on EVA), but I think he may have given away modding due to enjoyment/ time it takes and issues around the recent EULA. Still, support Thrimm tough by checking out his great youTube channel https://www.youtube.com/channel/UC0azVlk0TJL4oNlsZHQCzAA To answer you question This mod does work with 1.4.3 as far as I have used it - I like the dome plate especially Peace.
  8. Ah so in 1.6.1 [beta] in prerelease? Is just an adjustment or a setting to play with? (I'm at work currently). EDIT- Gordon Dry answered in the post above. Awesome!
  9. Thanks - is that in the more recent Jenkins builds?
  10. Hi all, esp @N70, is there anyway to reduce the amount of time science takes to transmit? I can see it is based on the amount of data in the kerbalism hardrives, but how is that data size calculated? Is it based of the amount if science collected by the indivual experiments (ie on minmus higher than kerbin orbit) or the Mits. Peace
  11. Hi @DMagic. I have a request please that is similar to Science Relay. Would you be please willing to craft a modlet that converts non transmissble science to transmitable using the MPL? The idea is that material bays and goo require eye and finger proding analysis. Not just looking at them through a camera or something. So like Kerbalism's idea of reducing transmission on these experiments to 0 - the MPL can be used to convert an experiment with 0 transmission to 100 transmission when crewed hy scientists. Kerbalism does do something similar but complicates the Stockalike feel that this would bring. Then you could transmit back to kerbin for the full amount. If this is how Science Relay works then my apologies. I started using it this morning for about 30 mins. Also I know this or something similiar was in the original implementation for the MPL but that functionality was removed in 1.0 of favour of unlimited science. Peace. (And thanks for Kerbnet Controller and EVA Transfer! I've been using them for a long while now!) EDIT - May I please add in Surface Samples to this request as as well.
  12. Another thought: If the point of limiting transmission to require an MPL - and scientists, then the transferring of the science data to the Science Box for quick return to Kerbin makes no sense either as whatever data is If the data is not transferable, can it still be transmitted? I think I see why kerbalism may have removed the Science Box completely! Not sure if this is a set too far. Peace.
  13. That's awesome! Thank you. I normally play with science = 50% and with KEI to reduce early early grind and I like the research buff and cap nerf. I am wondering whether there is a way to only allow the lab to process goo and materials bay science as well. It would make the Lab even less overpowered. I've never used the MPL for science generation before due to my playstyle (rarely use it at all, but now I've got this idea, I feel like it s time!) The other thought I had was making the use of the MPL's transmission bonus, but I see that it has been removed. I wonder if it still works? If so, then the Goo and Material's Bay have say a 1% transmission (stock 35ish%), and the MPL could boost this by a factor of 100 for full transmission. You COULD send 100 goos to a biome and click through them all as you would need to return to the MPL anyway to 'clean' them. But once returned to the Lab you then get the full transmission rate. Any other thoughts anyone? Peace.
  14. Hi all, I've been contemplating how to make the MPL (lab) more useful/ less overpowered. I'm developing a CC contract so that contracts for scientists in a lab would give you science over a certain amount of time (landed/ low orbit/ high orbit). But I also play with restructured values for how science is collected - 100% per run. The small experiments are fully transmissible and repeatable. The goo and science jr are not transmissable at all and will go back to requiring the Lab with a scientist to be reset. I've adjusted these values in the lab's ModuleScienceConverter: scienceMultiplier = 1 (from 5) so that the round will mean it becomes a value close to the actual science and for transmission back. But is there a better way? Any help would be appreciated please! Peace.
  15. No worries. Kerbalism kind of half does its own version of the stock part upgrade module but they each have their weaknesses and strengths. I'm just pleased that kerbalism is constantly being worked on and improved! Not sure whether or how to integrate the humidity concept with Simplex as I don't separate out water and food. I'm think of rearranging it as missed particulates (water and crumbs) basically with humidity regulator being a vacuum filter which in turn makes adds it back to OrganicSlurry. Peace.
  16. @Gordon Dry This could probably be done with the PartUpgrade Module which would affect only new parts in a save after the requisite tech is unlocked. Peace.
  17. I'd like to know as well! But just a thought.... have you tried it with the latest Kopernicus and other dependencies? Peace.
  18. Not sure, but a mod that also lowers the level of the KSC buildings would be great in sandbox, restricting size of rockets or level of the tech tree available! What I normally do in your situation is use the Science Mode with as save that either starts with massive science amounts, or else use the ALt-F12 menu to increase science points to unlock where I am up to. Peace.
  19. Update to version 1.2 includes some minor updates as listed in the OP. Peace.
  20. Thanks @Dark Lion but there is no way to contact the author...
  21. Does anyone know the author? The download off spacedock is broken for this new mod but has no link back to Forum. I have contacted the SpaceDock support but wondered if anyone was on board, or knows a similar mod that does the same thing! https://spacedock.info/mod/1868/RE[AL]ARRANGE
  22. Hi - good question. Yes, with Simplex the fairings are available much sooner I think. The 1.25m fairing is in General Construction (the node that looks like the launch clamp). Then skipping the advanced construction node, the 2.5m fairing is in specialised construction (the node with four blocks and arrows). The 3.75m is available in composites (the node with the three layered panels). However, now that you are pointing it out I have realised that my logic with tank sizes means that I put the 5m fairing for Making History in Composites too to match the 5m tanks. So I expect when I update this (probably now sooner rather than later ) I'll move it. This won't be game breaking if anyone has it installed, just moving one part earlier in the tree. Peace.
  23. Unfortunately, Decal Stickers are transparent (and require Firespitter) from the inside, and had colliders! So, still looking.
  24. @hypervelocity An off world base that I can drive into using Kerbal Tubes as an airlock or, if I'm desparate, manipulating decoupler shrouds. The decoupler shrouds don't seem to have colliders so it would work but visually feels wrong to drive through the wall. Hence the thought to use textured decal parts to pretend So the base would be inside a scaled up Planetary Dome space. Basically gunning massively for visual effects here The curved pieces are the walls under the dome against the ground. I could use just lots of square pieces But I'm also hoping to keep part count down and loo better than a hodge podge. Peace.
  25. Hi all, Does anyone know of curved structural panels that perhaps are in quarter circle segments? Also perhaps a square structure panel with a round hole? I have thought of using the decal stickers with metal textured flag but i'd prefer a good solid piece of 'metal' rather than a holographic image. Peace.
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