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PocketBrotector

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Everything posted by PocketBrotector

  1. I believe that the vessel's hab multiplier equals (1 + the sum of all parts' hab multipliers), before overall habitation time is calculated. I.e. multipliers are additive (and the vessel has an intrinsic multiplier of 1). So more multipliers are always a good thing, even if < 1. Same thing for KerbalMonths.
  2. I realize that this thread has been pretty quiet for a little while now, but these are still some of the best flags I've seen for KSP. Is there any chance of making the underlying artwork available? I'm guessing that they're vector files, so it would be neat to have more to play around with than the low-resolution rasters that KSP uses for flags.
  3. I'm shocked that no one had made one yet, so here you go:
  4. This actually is not true anymore. The support for USI-LS is brought up-to-date with version 1.0.0. The package from PockedBrotector is not needed anymore for USI-LS support. It adds, as originally intended, support for UKS. Also I still need to examine the latest KPBS update and change my UKS-KPBS configs to incorporate UKS functionality in the new/updated parts... right now it probably shouldn't be used yet, as a lot of the USI-LS functionality would be duplicative of the support added to KPBS itself, with unpredictable effect.
  5. I can answer this one - about 100k for all CTT nodes (plus the 18.5k for the stock tree). Here is a node list for reference (I transcribed this from the config, so errors are possible): I think that a lot of the more expensive (exotic-science-type nodes) are exclusive or nearly exclusive to KSPI. I have a lot of CTT mods installed, but not Interstellar, and it would "only" cost me about 40k - 45k to buy all of the CTT nodes in my game. It definitely improves the appeal of running science labs...
  6. I like the idea of starting out by using tiny rockets to get science, instead of wandering around KSC grinding out experiments at the mini-biomes. Some observations: All of the solid rockets have the same Isp curve (140 -> 165), contrary to their descriptions. Also they all seem to produce more thrust than required, to the point where it's possible to stack several of the same stage and keep total TWR well above 1. The aerospike is surprisingly good on paper compared to stock rocket engines, e.g. the Spark (slightly lower TWR, but much higher vacuum Isp). The structural adapter is .1 tons, which is actually very heavy in the context of these rockets - it's very much preferable to decouple it than to leave it attached. The gyroscope has the stats of the .625m reaction wheel, despite being smaller and cheaper. Grid fins are some of the most expensive items in the pack, at 500 funds each. The batteries are relatively expensive - they both cost 150 funds, even though the larger one is equivalent to the 80-fund stock battery, and the smaller one has one-fifth the capacity. I'm getting an odd mismatch between KER readouts and actual performance - for example, this has enough supposed dv that it should be able to make orbit easily, but it is barely capable of suborbital flight. Seems that the upper stage doesn't have the TWR that the readouts would indicate - is there some kind of hidden penalty to the aerospike that wouldn't be visible via KER? Or am I missing something else? Edit: I decided to try tweaking some of the values mentioned above. The most significant thing I did was improve the Isp curves of the solid rockets - I changed the upper-stage motor to be Hammer-like and the .625m motor to be Thumper-like. Even with improvements to the SRBs, I found the rockets had a hard time pushing a tiny payload (avionics package, tiniest battery, one experiment, and the .35m nosecone chute) to significant altitudes. I would have expected a two-stage .35m rocket to reach the upper atmosphere (18km), since that's what sounding rockets are for, but instead I needed to use the heavily buffed .625m stage to get that high - and at that point, I could make sub-orbital flights pretty easily by using those stages exclusively. (Even OTRAG-esque asparagus shenanigans weren't very satisfying.)
  7. Bummer, but thanks for confirming. I've logged it as a github issue with a link to your original report, so hopefully this gets some attention.
  8. This is the best version of StockFuelSwitch as far as I know, but it seems that IFS won't play nicely with resource-locking. Every time a fuel-switched tank is loaded in VAB or at launch, its resources are unlocked (even if flowState = false in the .craft file.)
  9. Was this issue ever addressed? I really like InterstellarFuelSwitch as I am using it for the latest variant of StockFuelSwitch, but my stock-fuel-switched tanks (and Mk4 tanks) won't/can't load their flowState correctly: even if I can open up a .craft file and see that flowState = false (therefore the resources should be locked), every time the craft is loaded (in VAB or at launch) the resources are unlocked. This issue doesn't affect FSfuelswitch tanks, or tanks without fuel switching - those "remember" their flowState just fine.
  10. @jofwu, those are all good questions - unfortunately I don't have any of the answers yet! Multipler recyclers should be "cumulative," but I don't really know more about the details other than that the total recycle rate is capped by the best recycler. I'm not sure if everything is working as intended - see my issue report here. Until that is addressed I'm reluctant to venture a guess about expected behavior. I haven't experimented with how EVA interacts with USI-LS, so I would just say - try it out and let us know what you learn . For question (3), I haven't tried this myself so I can't make any guarantees; but I think Jeb would last for five months. It's a good question about how the hab timer changes when kerbals are added or removed to a vessel, and so on, but I haven't considered it in detail yet. Your last question definitely sounds like a bug. I would put together some screenshots of the vessel, plus logs, save file, etc., so that RoverDude and company can investigate. You can post your follow-up either here or on Github.
  11. Expanded the wiki again with pages on habitation, FAQ, configuration, etc. If people are directed there it should now hopefully be able to answer most of their questions about how to use the mod.
  12. Real-world solar and cosmic radiation is attenuated by Earth's atmosphere and/or magnetosphere, right? It could be interesting to see that incorporated here - for example, Jool is presumably radioactive like Jupiter, but maybe Laythe has an active core while Vall is geologically dead, so Laythe would make a better choice for habitation despite being closer to the giant's radiation. Regardless, I look forward to seeing how the gameplay strategies emerge with this mod...
  13. Yes, it's included in the Extras folder when you download Kerbal Atomics: I can vouch that it works quite nicely for stock-balanced NTRs. The 1.25m engines are a bit better and more specialized than the LV-N, while the Liberator is end-game tech ideal for pushing around payloads too massive for stock propulsion to cope with.
  14. Thanks - would love to see this as a PR! Adding on to this - pull request #20 was recently incorporated, which added new UKS resources to the Karibou parts and tweaked the mass/volume of several of them. I think that should address most of the negative-cost issues (though this could use some double-checking, and I don't think I caught the DepletedUranium issue.) So if you do submit a PR, @Kitsune5010, please be sure to start from the latest code from the DEVELOP branch - I'd hate to see different people's contributions override each other
  15. ILM storage capacity increases x1000 when inflated, as they are meant to be used for bulk storage/logistics once on-site. The hab and ag modules include their full storage capacity even when deflated so that you can ship them out fully loaded.
  16. Neat - I looked at the notes earlier in the thread and it's pretty clever to use the MMU as a physics-based method to mitigate weight limitations on the surface and inertia limitations in orbit. This will give some additional utility to the existing KIS EVA propellant canisters, too. Looking forward to it.
  17. No problem, glad it's helpful. Thanks for pointing out that error. I believe that recyclers consume EC constantly, but converters should not consume EC unless they have all the necessary input resources - like how an ISRU converter shouldn't consume electricity when there's no Ore. Mulch is stored like any other resource. There's a little bit of Mulch storage in each of the inline canisters for Supplies, and there's a dedicated Mulch radial pack. (If you really need to store a whole lot of life support resources, UKS has an inflatable storage module that can store an enormous amount of Supplies, Fertilizer, and Mulch.) EVA kerbals don't have access to Supplies or EC, I believe - they instead get an "EVA timer" (six hours by default), and if that runs out they suffer the "EVAEffects" specified in the settings config (they turn into tourists by default). The Lab gets the recycler, the Hitchhiker Can gets habitat space, and the Cupola gets the habitat multiplier - those are all of the modifications to stock parts. The configs that I made should work fine with just USI-LS. Additional disclaimer here, though - I made them mostly for personal use, so while they are mostly balanced conservatively using the guidelines in LSModule.cfg, folks might disagree with a few of the judgment calls I made (e.g. including recyclers in certain command pods.) Each seat on a vessel effectively provides one kerbal-month (thirty kerbal-days) of habitation. The hitchhiker can (and other parts, if you're using UKS or additional configs) provide additional kerbal-months. Then hab multipliers (e.g. cupola) are applied. You'll need to rotate crews out periodically. Probably not a big issue for a station around Minmus, but you'll want a Duna base to have enough hab time to last between transfer windows, for example. This has changed, both nom-o-matics should be similar now. Check your version, may need to update Not really; I made a github issue requesting that it be made visible per-part in the VAB. You can check the per-vessel numbers in the life support window, either in the editor or in flight, to see your current status and an estimate or remaining time. That's it
  18. Quick question - did anything ever happen with Github issue #54, "Scaling the grabbable mass on location or experience"? It looks like an awesome proposed feature; it's never quite made sense to me that my kerbals can "lift" exactly the same amount of mass on Kerbin as on Minmus or in microgravity. I did a quick search of the forum posts from back when it was suggested and I didn't see any discussion, so I'm guessing it was coded but the pull request was never made.
  19. Consumption went up but now you have additional equipment to reduce it. See here for a worked example.
  20. Right now it is not visible in-game (though I have filed a Github issue to request this be added to the expanded mouseover in the VAB part selector, since it is a common question). The only recycler added to stock the science lab, which is 70% efficient for up to five kerbals. UKS adds a few more at varying efficiencies - the notable ones are the Pioneer Module at 75%, and the Kerbitat which consumes Water for an efficiency of 90%. (The mass of the Water consumed is considerably more than the Supplies/Fertilizer saved, so this is mostly useful if you can harvest Water from planets or asteroids.) I made a few configs to add USI-LS values to various mod and stock parts. Among other things, they add recyclers to parts that were (IMO) too heavy to be useful otherwise. The Mk1-2 pod is cool, for example, but I would never use it ever because the mass per crew capacity is too high - adding a recycler allowed me to balance that by increasing utility without changing the stock stats. All of the CRP resources are (I believe) standardized at 1 unit = 1 liter (stock fuel is 1 unit = 5 liters). Resource units can only ever be standardized across a single dimension, and standardizing by volume has the benefit (among others) of facilitating fuel-switching mechanics (see: kontainers).
  21. Yeah, we probably need a note somewhere that Supplies represent mostly water (and a little bit of air), not just snacks. This is seemingly everyone's first reaction to the new system.
  22. There's no reference in-game for hab multipliers right now. The only stock part with a hab multiplier is the cupola. UKS has several additional parts with multipliers, notably the Kerbitat. When a multiplier exists, it's usually equal to the part's mass. The next release of Stockalike Station Parts will support USI-LS. In the meantime, there is a separate patch you can use. The 3.75m cupola and 2.5m observation module both have hab multipliers.
  23. The new infographics, and all of the questions they provoked on the subreddit, has inspired me to make a tutorial/example. Most of the USI-LS documentation is currently on the UKS wiki. I wanted to make a relatively straightforward demonstration that incorporated all the USI-LS concepts but without using any UKS parts (to keep it simple for new users). So this new document is on the (otherwise empty) USI-LS wiki.
  24. Thanks, I didn't know about this feature. This is a big deal in making sure that everything's been applied correctly - very helpful in seeing the final result once ModuleManager is finished.
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