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Everything posted by MatterBeam
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THE BARTDON PAPERS - "Cancel all previous directives."
MatterBeam replied to UnusualAttitude's topic in KSP1 Mission Reports
Entracing! -
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It would be logical for the Kerbals, indentured asteroid miners, to build something light, with the ability to build what it needs, than to send everything at once. Also, the Saturn Escape would mass 9 times more with chemical propellants. I also look forwards to Saturn's rings!
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Thank you. I had intended to do this muxh earlier, but I lacked the necessary mods. So I built them.
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[1.1.3] SimpleLife - Stock Life Support and Kerbal Recruitment
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
As promised! Colonizing Saturn - a Kerbal Epic -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
As promised! Colonizing Saturn - a Kerbal Epic -
[1.1.2] Year 2200 - A Nuclear Future v12
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
As promised! Colonizing Saturn - a Kerbal Epic -
Hi! Here, I will document the escape of a meager crew of ten Kerbals and their pieced-together spaceship from the chaos of the inner planets. They leave of the Saturn Escape, a small 470 ton craft made to bear the hopes of an entire species. Year 2200 Day 1 to Year 2200 Day 124 Year 2200 Day 134 to Year 2200 Day 139 Year 2200 Day 139 to Year 2200 Day 157 This is an RSS Extended playthrough, showcasing the three mods in my signature: SimpleConstruction, SimpleLife and Year220.
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Started a new RSS career! http://imgur.com/gallery/xPka0
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[1.1.2] Year 2200 - A Nuclear Future v12
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
I will work on it as soon. I'll look into replacing FissionOre and FissionFuel with MKS's Uraninite. Thanks. Is fixed in the latest version (v12). -
[1.1.3] SimpleLife - Stock Life Support and Kerbal Recruitment
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
Can I put the link back up? -
[1.1.3] SimpleLife - Stock Life Support and Kerbal Recruitment
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
I found and used the same license as you did. I think the above should fix and licensing issues. Thank you! I will be posting a playthrough soon with the three mods in my signature. -
[1.1.3] SimpleLife - Stock Life Support and Kerbal Recruitment
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
I hope you do! -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
MatterBeam replied to TriggerAu's topic in KSP1 Mod Releases
Finally! -
[1.1.3] SimpleLife - Stock Life Support and Kerbal Recruitment
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
Thanks! -
Hi. This mod aims to integrate simple life support and Kerbal recruitment mechanics into the stock game. Spacedock No extra parts Complete yet simple Life Support system Extend your gameplay by using Life to recruit Kerbals on other planets! Requires: Module Manager Community Resource Pack SimpleConstruction* Recommended: Alternate Resource Panel *: for the Water resource and InterstellarFuelSwitch. You may request an MM patch to remove this requirement. Warning!: Do not activate a Recycler on top of either a Regenerator or a Cultivator. Use the latter converters separately, otherwise you will lose efficiency. Changelog: v0.2: Updated to v1.1.3 of the game v0.1: Release Disclaimers: This mod contains @RoverDude's USI-LS USILifeSupport.dll and @michaelhester07's CivilianManagement.dll now managed by @GGumby. LICENSE: Configuration files are licensed under the GPL v3 license.
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Hi. I'm looking to create a special ModuleResourceConverter. Its efficiency increases with either: -The number of empty seats available in the part. or -The total number of Kerbals in the part. How can this be achieved? I'm testing this: UseSpecialistBonus = true SpecialistEfficiencyFactor = #$/CrewCapacity$ SpecialistBonusBase = 0.05 Specialty = Scientist EfficiencyBonus = 1
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@RoverDude In USI-LS, Kerbals consume Supplies and produce Mulch. How can I add another resource to the list of what is being produced?
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[1.1.2][CKAN] Civilian Populations Revived
MatterBeam replied to GGumby's topic in KSP1 Mod Releases
@PART[t1CivilizationGenerationShipQuartersLarge]:NEEDS[USILifeSupport] { !RESOURCE[Food] {} !RESOURCE[Water] {} !RESOURCE[Oxygen] {} !RESOURCE[Waste] {} !RESOURCE[WasteWater] {} !RESOURCE[CarbonDioxide] {} RESOURCE { name = Supplies amount = 300 maxAmount = 300 } RESOURCE { name = Mulch amount = 0 maxAmount = 500 } @MODULE[CivilianPopulationRegulator] { @RecipeInputs = Supplies,3,ElectricCharge,1.0 @RecipeOutputs = Mulch,2.5,True @foodResourceName = Supplies } } This answered a few questions regarding resources -
[1.1.2][CKAN] Civilian Populations Revived
MatterBeam replied to GGumby's topic in KSP1 Mod Releases
Hi. I am trying to add Civilian population's ability to generate and train kerbals to stock parts. I have two questions: MODULE { name = KerbalRecruiter civilianPopulationCost =1 populationName = CivilianPopulation } Can 'populationName' be any resource? { name = CivilianPopulationRegulator //needs,wastes, and need/waste table //warning: if vessel cannot store the waste it gets "wasted", ejected into space. RecipeInputs = Food,3.5,Water,2.2,Oxygen,45,ElectricCharge,1.0 RecipeOutputs = Waste,1.3,True,WasteWater,2.1,True,CarbonDioxide,42,True RequiredResources = CivilianPopulation,0 Efficiency = 4.62962962962963e-5 //1 kerbin day //civilian consumes the above resources and produces the above waste in this //much time... consumptionSpeed = 21600 foodResourceName = Food AlwaysActive = true populationResourceName = CivilianPopulation consumptionScalar = .05 populationDecayRate = 21600 //1day populationGrowthRate = 1944000 //3 months to grow a new kerbal reproductionRate = 20 civilianDock = false } What are the recipes for? How much a civilian consumes or how much is required to produce a kerbal? Can the recipes be replaced by other resources? Can foodResourceName be anything What is consumptionScalar for? Correct me if I'm wrong: -populationDecayRate is the loss of population if resource requirements are not met -populationGrowthRate is how many kerbals are produced if requirements are met What is reproductionRate? -
[1.1.2] Year 2200 - A Nuclear Future v12
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
v10: -Adjusted MWe consumption -Adjusted electric reactor output multipliers I debated whether to use the same resources when it comes to nuclear fuels as the rest, but I decided against it: -I'm using a simplified, unitary system where 1 FissionFuel = 1 year of operation. -All fission reactors are assumed to be breeder reactors, so any waste already has been 're-used'. It is more realistic than a lightweight, space-rated nuclear reprocessor that can be powered by solar panels. -
[1.1.2] Year 2200 - A Nuclear Future v12
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
I think you'd have to delete some folders and files to allow EPL to work in its original configuration, but you'd still have to rely on some Year2200 parts to handle producing FissionFuel/FusionFuel. I'll work on it. Yeah, I didn't go down the path of 'fusion is the future!' and make it completely trump fission. If you open the 'balance.cfg' file, you'll find the figures I used. I'll be working on all the compatibility patches as soon as I'm confident that there are no more bugs and mistakes in the mod. -
[1.1.2] Year 2200 - A Nuclear Future v12
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
v9: -Harmonized LqdHydrogen and Water with Community Resource Pack values -Replaced Metal with Metals -Added Community Resource Pack -Added an MM patch the prevents resource spam in the scanners. -Added Thermal Monitor. It is not very overpowered in the stock system. For smaller spaceships (1000-3000dV), nuclear reactors are the worst option as they mass quite a lot. For the largest spaceships (6000dV+), they are a better option than stock. I haven't changed anything that Kerbal Atomics needs or uses, so they are compatible. EPL is integrated in the form of SimpleConstruction, which allows you to use EPL but with stock parts. -
[1.1.2] Year 2200 - A Nuclear Future v12
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
Thank you. Will be fixed tomorrow morning. I like CRO but it makes resource scanning a hassle. There's dozens of resources for every planet, like Karborundum and such, which make it a challenge to find the resourve map you're looking for. I might make an MM patch so that I can use CRP but 'hide' all non-relevant resources.