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WuphonsReach

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Everything posted by WuphonsReach

  1. Next thing to look at might be performance. If you have > 50 flights in progress, performance can tank if you have something typed in the search box. I think it's redoing the search & sort on every frame and is really slow at doing it (or is redrawing the UI too much).
  2. Well, I tried it out on the 0.625 and 1.25-short reactors. Even boosting to 100x the Enriched Uranium consumption per second didn't move the needle when the vessel was not in focus. Resource catch-up mechanics either require even higher EU/sec values, or none of the reactors actually consume Enriched Uranium when not in focus.
  3. The MRS "Hound" engine really needs some loving. At 5.0t and a VAC thrust of 600 kN, it's completely outclassed by the "Skipper". RE-I5 "Skipper" 568.75 kN ASL 650 kN VAC, 280-320 Isp, 3.0t At 2.5t to 2.8t, it would be okay for 600 kN of thrust. Although looking at everything else in my parts folder, possibly 4.5t and 1250 kN of Vac thrust would give it a very nice niche.
  4. I wonder if decreasing the EC per unit of Enriched Uranium by a factor of 10x would help with the catch-up mechanics actually consuming fuel in the smaller reactors. Naturally, the storage space in the various reactors would have to increase by a factor of 10 as well. (I have a 1.25m short reactor, running at 45% load, with 2y282d on the mission clock and still zero fuel used up.)
  5. Good choice on the contract groupings. With CTT, I tend to unlock RADAR, Multi-Spec and M700 Resource Scanner all around the same time and put all three on the first scanSAT probe. With SAR/NBS coming at a later point (I need to remember to put SAR and NBS on the second probe now). And the contracts seem to work properly for OPM (or at least, they have the possibility of being generated).
  6. How did you get a Mac with 32GB? Or are you using a desktop unit? ... Running on Linux 64bit KSP, I show an RSIZE of 10.3GB and a VSIZE of 19.1GB (out of 32GB RAM installed).
  7. What resolution is this? What's the resolution of the file that it replaces? Also, the download link does not work.
  8. Don't use [FOR] unless you are building a config to be distributed with that mod. Use [NEEDS] instead. (Using [FOR] will make MM think that RO is installed, even when it isn't.)
  9. Ah the sweet little pan and zoom camera. It's the main thing I want out of this mod. Good for putting on robotic rovers so I can look around instead of staring straight ahead.
  10. https://github.com/UmbraSpaceIndustries/MKS/wiki/Parts-(Konstruction)#pal-part-movers As long as the PAL mover part is within 12m of the thing you are moving, the kerbal on EVA can just pick the piece up and move it (assuming that you also have KIS and KAS installed). https://github.com/UmbraSpaceIndustries/MKS/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/Konstruction/KIS.cfg The PAL Magnet part is my preference as it allows the kerbal to move up to 10t while EVA'd. I don't remember if two of the PAL parts stack in their effect (so you can lift 20t) and kerbals can already lift 1t on EVA (total of 21?). So put two of the PAL magnets on a rover, park it at the job site, move things around with KIS/KAS.
  11. No issues with build 38 or 42 other then the insta-upgrade bug in KSP Linux 64bit 1.3.1. And build 42 fixed that. Still noodling on the rollout vs refurb calculation. It could be that I might need some "Max()" values on both the RO/Refurb. So for instance, if the maximum is supposed to be 100d, with the rollout value set to 50% but due to the mass it ends up as 75d rollout, that only leaves 25d for refurb. I'm also trying to gather data on exactly what it's doing to confirm that suspicion. ReconditioningFormula = min([M]*[O]*[E], [X])*abs([RE]-[S]) / ([LM]-[L]+1)
  12. It's a known bug since the 1.2 days with shrouds, the bug is in Squad's code. I turn of shrouds in the VAB/SPH where possible. It also affects stock engine shrouds. It's just more noticeable on the FTP shrouds because they end up really far out of place (I think due to the size).
  13. Build #42 fixed the instant-upgrade bug on Linux 64bit. @magico13
  14. I'll have to dig back through posts at the end of 2016 / start of 2017, but a lot of that is caused by contracts that are not written properly. For instance, there's a good way and a bad way to calculate the target body for your contract. Do it the bad way and CC will be constantly recalculating until it finds a contract. I've never had the issue with ResearchBodies contracts, but whichever contract pack that I use for ScanSAT and Bases & Stations have the issue. (I remember having to work through the issue when I was putting together Stock Antenna Balance contracts.) Edit 1: If you're digging through the post history, it's somewhere prior to page 150 where this is talked about it. I haven't found it yet, but I know it's discussed in this thread. Or maybe on the wiki... Edit 2: It's this post that distills some wisdom on how to properly pick a random target.
  15. I think what you're looking for is the ScrapYard addon It works with KCT + StageRecovery and encapsulates functionality that used to be in KCT with regards to faster build times for things that you have flown and recovered.
  16. Will give it a go later today or tomorrow. It seems like the roll-out vs refurbishment slider is backwards. If I set it to 50%, I get 25 days of roll-out and 25 days of refurbishment. But when I had it at 30%, I got longer roll-out and shorter refurbishment. I'm still checking my settings and assumptions...
  17. "git clone" (assuming you have setup git correctly) should make that a non-issue, however there are also things the git repo owner can do to adjust things. https://stackoverflow.com/questions/170961/whats-the-best-crlf-carriage-return-line-feed-handling-strategy-with-git https://help.github.com/articles/dealing-with-line-endings/
  18. Build #40 log: https://drive.google.com/open?id=1uABXWs8HOg1OlKOQYdZdRU6lmLAtZNKV Still instant-upgrade (tried the mission control building this time).
  19. I suspected the instant-upgrade might be the ResearchBodies addon that's causing the behavior, but I can make it happen in a game with only KCT installed along with the following two addons. MagiCore_1.3.0.zip KerbalConstructionTime_1.3.0.38.zip Pertinent section of the log file from vanilla 1.3.1 KSP with only the above two files installed in GameData: Full logs: https://drive.google.com/open?id=156t7t8kdWiwnaI5Wp0q8xQpcwYwZZa4g
  20. Thank you for making the RCS ports a separate download (micro parts => micro mass => moar delta-V). Those tiny RCS thrusters are exactly what I was looking for.
  21. Can you remind me again what the usual culprits are for getting in the way of upgrading KSC buildings happening over time? Everything else in KCT and Scrapyard (and Stage Recovery) seems to be working fine -- except that building upgrades (VAB, SPH, R&D, TS, etc.) are happening instantly instead of taking time. I'm sure it's a mod conflict, but I haven't tracked it down yet.
  22. That's not meant as a slight against you at all. Welding works very well and is a wonderful tool. These days I mostly use it to create structural pieces (because I have no 3D design skills), then modify the resulting file to fine tune things like cost, storage capacity, mass.
  23. Suggestion, the short and long launch clamps should feed more then 2 EC/s to the craft. Maybe have them feed 10 EC/s. (I've ModuleManager'd a clone part for both of those in my game that kicks it up to 10 EC/s to go with some energy-heavy relay antennas. I kept running out of power while waiting for Kerbin to line up under a polar orbit contract.)
  24. Tanks (e.g. batteries, simple mono-prop or LF/Ox tanks) work fine. However, if all you want is a bigger battery, welding is not the complete answer. Sometimes, it's better to take an existing part and clone it with Module Manager and add the resources that you want. Examples: Here is an 8k battery made out of a pair of 1k batteries and a fuel tank. The resulting part config file was edited to give me what I wanted. This, on the other hand, is an example of taking an existing part, cloning it, then adding resources / cost / mass. It is all done using Module Manager. Things with fuel switchers / texture switchers do not work well with welding.
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