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tsaven

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Everything posted by tsaven

  1. That's disappointing. Kopernicus is unfortunately very broken in 1.4.4 and the author has said he won't be updating until after 1.4.5.
  2. Hey guys, I'm trying to find 1.4.3 as many of my mods aren't compatible with 1.4.4 yet. I bought the game through the KSP website/store, but they don't offer the prior minor versions for download. Just the major versions (1.4.4, 1.3.1). Where can I get 1.4.3? Thank you!
  3. I'm well aware of the dangers of asking about CKAN in this thread, but I asked this over there already. In CKAN, MKS is showing as not install-able for 1.4.4. I asked in the CKAN thread and they pointed out that MKS is listed as depending on Ground Construction Core, which hasn't been listed as being compatible with 1.4.4 yet. Is this an oversite, or is this intentional and will be updated when the modders have time?
  4. I'm sorry to dig up old news, but I'm using ScanSAT 18.4 on KSP 1.3.1 and I'm still having this problems with Silicates not showing up on ScanSAT for any planetary bodies. Do you recall if this bug was fixed before or after 18.4?
  5. Thanks for the information and clarification. I'll ask over in RD's MKS thread, usually he's pretty on top of compatibility for latest releases (given that he works for them).
  6. I'm not sure if this bug report belongs here or in the mod author's thread. But USI-MKS isn't showing as install-able for me on 1.4.4, even though it seems to say that it should be compatible with all versions of 1.4? All of RD's other mods show up at install-able for 1.4.4
  7. Guys, what's the formula for calculating expected output of a drill if you know the percentage of the resource you're on? I can find the converter outputs and how it figures in engineer/miner experience, but not how it factors in for resource saturation.
  8. Hmmm, that's a problem as It will have to be every resource. This whole facility I built to make SpecParts and other highly refined stuff. Is there no more elegant way to accomplish this? I'll try removing Kopernicus/OPM as a test. And maybe have to put my manufacturing facility on the Mun and just deal with the deeper gravity well. sigh Time to recall all my kerbals back to kerbin and then wait for all of the other mods to catch up. Curse you, Roverdude! (Kidding, this mod is awesome)
  9. Thanks. Will this hub also need to have storage for all of the different resources that need to be transferred around? I do have Kopernicus installed, as part of OPM. I hadn't thought that was related to the performance problems, as the massive hits to framerates only really kick in once I'm within 150m.
  10. I've got a manufacturing base on Minmus, it works well but my system tanks to ~6fps and is painful to use when I'm here even though the part counts are pretty low for each structure. Interestingly, it's much more . . . tolerable when I'm focused 150m away. This is my base: What would be needed to spread it out more, but help keep all the local logistics working with transferring the stuff around from the warehouse that's recieving it from my unmanned drilling stations, to my manufacturing facility, to the assembly plant with the launchpad?
  11. Well, it would be very useful to have it be able to store just Oxidizer for situations (like my current build) where I've got an SSTO with plenty of liquid fuel in the wings, but I'm very short on storage space for Oxidizer. I end up having to waste a ton of internal space with fuel tanks and carrying way more LF than I need.
  12. Is it intentional that plain "Oxidizer" isn't an option anymore for any of the Kolonization tanks? I thought it used to be, but I could be wrong. I'm still on KSP 1.3.1, USI core 0.5.0.0 and MKS 0.53.0.0.
  13. If you want to know where to start, look for the "Pioneer" modules in their different sizes. They're intended to be the starting centerpiece of a first colony, you'll need some other parts around it as well (Something for power, supplies, etc) but it will get you going. I really don't mean to sound like a jerk, because I've been in your situation before and totally empathize with how incredibly overwhelming this mod is to start off in. It's incredibly complicated. But if you're looking for the formula to quickly make a colony, and this entire mod is about exactly the opposite of that. This mod requires multiple (often dozens) of launches in order to create a fully self sustaining colony even just on the Mun. It is incredibly hard, there are hundreds of different ways to do it and they're all almost catastrophically expensive if you're playing in career. I had to start returning containers full of valuable resources like "Rare Metals" and "Exotic Minerals" to try and keep my budgets afloat, I'm trying to put together a permanent settlement on Laythe and it's cost me over 10 Million Specos so far. And it's not even halfway done!
  14. Well I read it as the poster was asking if USI-LS was going to have its core balance re-structured, which would have made my new configs redundant as they'd have to be balanced again. But as RD confirmed, the USI balance is pretty final.
  15. I haven't seen any word from RD that there's a major re-balance coming with either USI-LS or USI-MKS, although he's got a bunch of (very large) new parts coming for MKS. These new configs for USI-LS were generated using RD's balance guideline spreadsheet that I linked to in earlier posts.
  16. A Recyler and a Greenhouse do very different things, so you can't compare them on a direct mass basis. But if you think about it, a recycler is going to be mostly packed full of machinery, air filters and water purifiers and things like that, so it'll be dense and heavy. While a greenhouse is mostly empty space for growing plants in and converting mulch to supplies, so while it won't be as heavy it will take up a lot more space.
  17. BTW Nils, whenever you do a release with the updated USI balance, you might want to call out specifically in the patch notes that it's a pretty severe nerf for some situations. Players who've got a career save going using USI-LS should be cautioned as they might find a bunch of their kerbals suddenly unhappy as a result of the new calculations.
  18. I wonder if there's a way to maybe just make it consume electrical resources, and a LOT of them? I'm still so new to the coding aspect of this, but I wonder if there's an easy way to have it require 1,000ec/sec or something for the 4 seconds that the parts are moving. That would give a bit more challenge as you'd need some other stuff to expand it, but it's not nearly as much of a logistics challenge as bringing the thousands of mkits needed to expand the USI inflatable parts. Either way, fixing this bug might be a good newbie project, so perhaps I'll take a crack at it. I'm still very slowly learning the tricks of MM and the other aspects of coding for KSP. I get motivation and time in spurts as well, and I have to balance it against my motivation to pay attention to the things in my life that keep me employed. I think even he runs into this problem a little bit, from watching his how-to video on using the spreadsheet. He knows the cube of the part, and has to fiddle with the ratios and capabilities until the end result is the number he wants. It does require a good amount of back-and-forth, but I'm not sure there's a better way to do it. Given how complicated the spreadsheet can quickly get, I'm not sure there would be a way to reverse it back to source numbers because the same end result of mass/cube can be achieved by thousands of different combinations.
  19. Hey DStaal, I know we're digging up ancient history here and I don't seem to be able to devote solid time to mods (Work and other hobbies keep getting in the way), and I'm not sure how much effort you feel like putting into this now anyway with yet another big USI release on the horizon. I personally would vote for not requiring any resources to expand the KPBS parts. I think it's one thing that can differentiate KPBS parts from USI stock parts, and I personally like it. I view the KPBS expansions as more like the slide-outs on an RV, because even when contracted the parts are still very big and heavy. While the USI stock parts that require resources are generally tiny when collapsed when compared to their fully expanded size. The USI stock stuff is almost like an inflatable tent when compared to the already large and heavy KBPS parts.
  20. Hey guys, I'd posted about this before a few months ago and I finally got around to double-checking all of my calculations to make sure it all made sense. I've submitted Pull Requests to re-balance the KPBS parts for USI-LS. As it currently stands they are very over-powered (and over-heavy) when compared to everything else in the USInivers, my tweaks will bring them into line with RoverDude's balance guidelines (which are available here: https://docs.google.com/spreadsheets/d/1ZI_0InZjd1tfrNDj8RWq45W6cg1UDm6BAkn2jB18Tsk/edit?usp=sharing) I'm very open to suggestions, I made decisions on trade-offs based partially on what made sense to me, but also from discussions that I read in the KPBS/MKS thread. Some things (Such as balancing Kerbal Months Vs Mulitplier vs Supplies storage) are kinda fuzzy on intentions so I made my best guess, and I'm very open to debate on them. You're welcome to check out my Pull requests, or look at my spreadsheet of notes here: https://docs.google.com/spreadsheets/d/1vQYEpfq3YMRCbIYQUJdH_hyT2GsjzMR_nPrIBD7Seb0/edit?usp=sharing *Edit* @DStaal, if you're active these days this might impact you.
  21. Thanks for the input. Is the solution to this to add a massive stack of batteries to the receiving vessel?
  22. I usually use an Action Group for this. The "Home" value is the measurement of the most space/best ship they've ever had access to since they left Kerbin. It's basically how homesick they are. The "Hab" value is the measurement of what they currently have access to, think about how "cooped up" or "cabin fever" they're feeling. I haven't looked at the specific mechanics for this, but I think not having the hab ring full of Machinery might be what's causing it to only give a short hab bonus, and the 15 year reading might have been a glitch reading from when it was initially expanded before the hab mechanics had a chance to properly calculate. Send up some machinery and see what kind of difference it makes.
  23. That's weird, because watching it it definitely transfer much more than 10% ticks, looks like about 50%. Guess it's time for my kerbals to get out the KAS drill.
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