Baladain
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Have two 2.5s already, doesn't solve the EC storage issues of catch-up mechanics. Largest battery in there is only 10K, would still require about 6000 parts -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Any recommendations for batteries on large bases? My current base is drawing EC at 2873.6/sec, or 10M/hour. I have abundant production, but it will take 10000 of the largest USI batteries to provide enough storage to make it through a 6 hour catch-up (unless I'm doing the math wrong) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
reactor core life isn't part of USI, I believe it's added by Near Future electrical. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Loving the new updates so far. Today's query: The standard nuke reactors cap out at 100% load, but the Duna PDU exceeds that 100% limit. I've looked thorough the .cfg's for the 2.5 nuke and the PDU but can't seem to find an entry that defines that limit. am I looking in the wrong place, or just not recognizing the code line. This is partially for balance during base expansion, and partially because running a nuclear reactor beyond its load max should result in quite a big boom. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Baladain replied to ObiVanDamme's topic in KSP1 Mod Releases
When you make an item, it will show up in KIS storage. If you want the items you create to show up in a specific KIS container, right click that container, and click "Favor inventory" If you're still trying to find out why you can't make specific parts, you must have a KIS container large enough to hold that part. -
1.3 crashes to desktop during load, running 64 bit All mods with available updates are up to date per ksp-avc please help me identify the mod causing the crash. https://www.dropbox.com/s/0twyznkvp1220ns/2017-06-02_175352.zip?dl=0
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude The constellation download contains an outdated version of USI tools (as of about 20 minutes ago), just FYI -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Scratch everything... I'm going to do some experimentation tonight and see what happens. What are you referring to with the "applet" -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
I was probably not clear enough, it's during catch up that it happens, not just from a local switch and switch back. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
https://www.dropbox.com/s/2xqtpl7z7ln3hzc/persistent.sfs?dl=0 It's the minmus build that has the problem. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
I'm trying to identify a problem with my chemicals manufacturing chain. 4873 minerals are being turned into 974 chemicals per day, giving me a net chemicals gain of .01/second after base consumption is being taken into account. There are more than 90K minerals in planetary logistics. I have 26K worth of warehouse enabled minerals storage on base (over three kontainers) (should be enough for 5 days) Running in time warp, there is a slow and steady build up of chemicals, but every time I go back to my base from other actions, my chemical storage is back at 0. my mining base is gaining 7k chemicals/day and has 8k warehouse enabled storage. Does this make sense to anyone? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Is there any way to toggle off PDU functionality? I have two disconnect bases, each with their own reactors and they seem to fight back and forth over which should be active at any given time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Doesn't seem to have worked. Is it possible he generated with the tourist class at random? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Odd situation: I had a kerbal rescue mission, and when I rescued them, they were a tourist. They're now part of my space program, as a tourist. Is there any way to determine what they should have been? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
The initial point of the question was to get @RoverDude's opinion on whether or not it is currently play balanced properly. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
False. Recycling "recyclables" into metals/polymers/chemicals has a 40% loss built in -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Isn't broken/discarded unusable junk the basic definition of the recyclables resource? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
What new resource? Recyclables is already a thing in MKS. Everything that uses machinery produces it, and there's a recycling center that turns it bank into useful stuff. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude I understand that when you disassemble a part into material kits you lose mass in the process (50% return, I think?) because getting 100% recyclability of old parts into new is just silly. But wouldn't it make more sense to have the remaining mass turn into recyclables rather than simply vanishing? My apologies if this is a rehash. I think it may improve the value of recycling center as well. Spent several hours filling a 3.75 kontainer with kits from all the junk I left orbiting minmus, and my inner physicist kept screaming at me about conservation of mass. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
at what bonus level? So far my silicate chain is fine with just an ISM -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Thanks, I'll give it a shot this weekend. To me, a starting base for something like this would be duna pioneer, agriculture, one inflatable greenhouse and hab 1 small drill each configured for ore, gypsum (or dirt), a crusher for fertilizer, 2 scout power packs, probably three ISMs a small ISRU and 3-4 small radiator panels. Send up a 2.5 kis container with ball hubs, flex tubes and kas connectors and your "inflatables" including workshop That should be enough to keep your advanced crew alive until you can OSE/GC/EL larger modules in place. You'll need 9000 material kits on site just to deploy this, you'll need to do a lot of calculation to figure out how many more you'll need to build the rest on-site -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
The problem you're going to face is specialized parts. Building those requires you to produce silicon and refined exotics. Producing those requires rare metals, exotic minerals, and chemicals. Chemicals requires minerals. Out of that lot, only chemicals processing is available in a form factor smaller than 3.75 Then you need to keep in mind the life support requirements that are necessary to keep the kerbals alive to run the machinery so you can fabricate things at a reasonable rate. You're much better off sending up a minimal base that can mine gypsum and substrate (or dirt, if necessary) to perform agroponics, then ship out mat kits and spec parts along with an inflatable workshop to build out additional units onsite and produce the machinery to keep you running. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Looking for mathematical values for how the following affect mining/manufacturing. Can anyone help? Kerbal Rank, Colonization rating, Efficiency part mass I'd like to incorporate these into my efficiency calc if possible. Speaking of which: https://docs.google.com/spreadsheets/d/1VNjzKn8w9q7PJMy0fHE91Q_XF-xBQ0BxziR8lk-o-J0/edit?usp=sharing Fixed the refined exotics recipe and its corresponding error on the wiki. @Gilph According to my math you need 7 organics bays (assuming substrate), not 8. Double check me? This may be due to organics no longer being an input for the organic production recipe. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Depends on the radiator type. *snip* Jinja'd -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
I will be, but the wiki was a nice starting point.