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SUPERNERD101

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Everything posted by SUPERNERD101

  1. I did notice that, but that shouldn't be it; perhaps the MKS info window is giving a wrong number, then? Right now, I have a ship on the launchpad with 2 pioneer modules (both at 25% efficiency, 2.50% load), an integrated base (for storage), 1 inflatable workspace, and 1 Kerbal. The info window says I'm producing 1.08 supplies per day, but the one Kerbal is still consuming the same amount per day. Edit: It looks like that's it, decimal in the wrong place or something, perhaps? Running the same setup, I removed the Kerbal (it seems the greenhouses don't require a Kerbal to run if the Kerbal is removed with Ship Manifest), and it takes several days to produce 1 supply, despite the display stating production at 1.08 supplies per day.
  2. Sorry about the wall of text, I didn't intend for it to be so long... I did try with the cultivator as well (tested on the launchpad, if that matters), and according to the production tab, I was (at one point) making 3.24 supplies per day (according to the production tab of the info window), with one Kerbal on board (which I think uses 1.08 supplies per day?), and with plenty of electric charge. Also, since pioneer modules are directly mulch to supplies, without making organics in between, why were supplies still being consumed despite the numbers showing greater creation than consumption should've been? I was testing with 4 pioneer modules for 1 Kerbal. Edit: I also messed around with adding habitation, workspaces, etc. to maximise efficiency, my conclusions are based on the numbers presented from the production tab of the MKS info window thing. I've tried many configurations of modules and crew numbers.
  3. Well, I've found what I surmise to be a bug (or I'm just missing something)... I can't seem to make more supplies (using MKS) than is consumed; it's as if any supplies made are instantly consumed, as the supplies appear to be consumed at the same rate as without creating supplies. Without any Kerbals, supplies are generated, but with Kerbals, supplies are consumed; I am sure I am creating more supplies than are being consumed, as the production tab in that MKS info window shows production of supplies at a rate greater than I believe the consumption is (1.08 per Kerbal per day, by my estimate). However, I added a test converter module to a part of mine to see if it was actually to do with the supply generation, and that worked (although it just converted a little bit of electric charge to supplies, not using mulch or anything), so I'm not sure if it's a bug or I'm just doing something wrong. I have tried several configurations of MKS modules, which, as mentioned above, worked as long as no Kerbals were in the vessel.
  4. Well, it still works for me (just checked again to make sure I've done it since 1.0), so I'm not sure what to say.
  5. I find it very useful to test stuff, especially mods, that can only be tested in career mode.
  6. Bring up the debug menu (Alt+F12), make sure it's selected, then hold down alt for five(-ish) seconds; that'll let you add/remove science, funds, and rep (at the bottom of the Cheats tab, the one open by default).
  7. A 2-manKerbal pod early on would be nice; I actually made a copy of the Mk 1 pod and changed the config to fit 2 Kerbals.
  8. Not quite what you're looking for, but you can add a custom manufacturer in the "Manufacturers" tab; look at \GameData\Squad\Agencies\Agents.cfg for reference. Hope this helps!
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