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tsaven

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Everything posted by tsaven

  1. Right, but I can't use Local Logistics to move it around. I'll have to get my lander close enough to plug it in with a KIS connector, and risk the Kraken. Both Planetary and Local warehousing is on on the kontainer. It's possible I'm running into a bug? As I mentioned I'm still running 1.2.2 and 0.5.16 (I think)
  2. Well I just landed a vessel with nine Industrial Refineries, and to make the mass manageable I only filled one of them with Machinery on launch. I've landed a Kontainer full of machinery 50m away, but when I do "Perform Maintainence" via an EVA all it does is move that 2,000 machinery around from one refinery to the next, it never pulls from the Kontainer right next to it with 16,000 machinery in it. Am I doing something wrong?
  3. Is Machinery intentionally not transferable via Local Logistics, or have I run into a bug on my old 1.2.2 version?
  4. Just so I'm clear in my understanding, I stick Technicians into vessels with Refineries and Assembly Plants, Miners into anything that's drilling, and Quartermasters into anything with a Planetary Logistics capability, correct?
  5. JESUS JUMPING JOHSEPHET THIS IS A THING NOW!? Dang and I'm still using 1.2.2 though. More reason to get around to upgrading soon . . .
  6. Apologies for such a simple question, but regarding the converters for the Industrial Refinery and Assembly plants: They're listed as having three bays, and then rated outputs (~21 per hour). Is that output per bay, or for the entire module with all three bays doing the same thing?
  7. Interesting, I hadn't thought to try it outside of CKAN. Guess I'll give that a go, thanks.
  8. I think the Konstruction forklift part acts as a KAS multiplier. A Kerbal driving the a cart with a forklift can move 5 ton parts.
  9. Sorry for a dumb question, but NFProps = NFPropulsion? Wouldn't that have its own release package?
  10. 1: Running all the habitation on that big ship requires something like 500 EC/second. 2: I'm running NFT Propulsion and Electrics mod, which overwrites the USI reactors simple programming with a more complicated and fuel-hungry system.
  11. I think each seat gives a Kerbal 1 month, but I could be wrong. Either way, there's various parts that give multipliers to hab time. And many parts can be configured to either give additional hab time, or multiply the existing hab time of the ship. Remember that these multipliers are additive, so just by spamming on a bunch of Cupolas and 2.5m cans you can get to 50 years pretty easily if you keep the crew size small. This is my current long-term ship, and if I only have 6 crew on board it has 41 years of hab time: If I reduced the crew a little more, or spammed on a couple more cupolas I could get to 50 years without too many problems. But I'd run out of supplies and fuel for the reactors LONG before that.
  12. You can get 50 years of hab time, but it requires building an extremely large ship. In reality, this function is meant for landed outposts and bases where you expect to have Kerbals permanently living and can land and connect multiple sections together. You'd probably not be able to build a practical ship large enough to give 50 years of hab time and still have the ship be able to do anything useful.
  13. It's not if you keep them in a hab for 50 years, but if you put them in a hab that has 50 years of hab time.
  14. Is there an easy/simple way to get rid of the rings around Jool? I appreciate the thought, but I've got OPM installed which gives all the ringy goodness I could want.
  15. If I'm reading this correctly, .0.5.24 is the version I should be running if I'm still using KSP 1.2.2, correct? Haven't upgraded yet due to a bunch of other mods still not being up to date...
  16. Cool, I might have a crack at that balance pass myself if you wouldn't mind. Being fUnemployed will give me some time to dig into that again. That was another complaint I had about TAC-LS, that the consumption rates of supplies were so incredibly low that supplying multi-year missions still wasn't hard. There was barely a reason to actually use recyclers, when you could just slap on another half-ton of food/water/o2 and call it good for a decade. I think some aspects of TAC offer a deeper challenge, such as all the different possible converter/recycler types, but USI offers a vastly broader experience. And really, the Hab mechanics of USI are what sold me on it. In my mind I was always mentally envisioning the little guys having to have enough room on a big ship to run around, but now there was a game mechanic to require it.
  17. In many years past RD did build his mods for TAC-LS, but eventually decided he could do a better life support mod himself. And as a general rule I think he's right. While I prefer the separate resources of TAC-LS, USI-LS having the Habitation and Homesickness mechanics makes it an all together more fun and challenging mod. And because RD has complete control over all of his mods, they integrate with each other fantastically and are incredibly well balanced. If you want to use TAC-LS with MKS, no one is stopping you from writing a bunch of ModuleManager configs to integrate it. RD is very good about taking pull requests through GitHub.
  18. Thanks man, glad to see you're still active around here. I'll have to dig back into the threads to see how the KPBS/MKS/USI-LS compatibility project turned out. As a general rule, you don't. Use it with USI-LS. (I prefer TAC-LS as well, but the seamless integration of MKS and USI-LS makes such a compelling package that I switched over)
  19. I would personally vote for no age limit, as I'm one of those (rare?) players who uses USI-LS as well as the OPM planet pack which has 100+ year journey times. On the balance of fun vs annoying, I feel an age limit to the kerbals is more annoying than anything. There's enough gameplay challenges introduced by keeping them alive for such extended periods of time. Another question, I had mentioned it in the MKS thread but I think it makes more sense in this one: Balance guide? A year or so ago I know there had been talk of publishing balance guides for making other mods compatible with USI-LS. Did this ever get released?
  20. I've been away from KSP and USI for about 8 months, and I'm only just getting back into it. A while ago, RoverDude had mentioned that he had a balance guide that he was planning on making available for other modders to help keep their stuff reasonably balanced with this mod, as well as USI-LS. Does anyone know if he ever published that, or made it available on a case-by-case basis?
  21. *Edit* From what I can tell, this is an SVE issue. I swapped out the SVE Scatterer configs for the stock Scatterer configs, and it fixed the problem (although it's not nearly as pretty). I just installed SVE on 1.2.2, and I'm not getting any water texture on Kerbin (although the water still exists, tested this by crashing into it). When I look at the Scatterer menu, I can see a few weird things. It's saying "Has oceans = False" and says it's using a Laythe config? Gamedata folder as requested: Output.log: https://www.dropbox.com/s/cdazckeou2m9od9/output_log.txt?dl=0 Also saw something else strange. When I zoom all the way out, it seems like there's so much shading that I can't see the ground. You can just barely make out the mountains due west of KSC in this screenshot, just left of center. And looking at the EVE config (Alt+0), it says there's no configs loaded. Hope you guys can point me in the right direction for what's wrong.
  22. Yeah, it's got the correct ratio. I'm confuzzled. :\ There a way of tracking down mulch producers? For this ship I've solved it by tossing on a couple of the tiny greenhouses, that combined with the inline at least allows the ship to keep up with Mulch production. Still frustrating though, and I imagine without getting a plain ship mod to RD this won't get sorted.
  23. It's a pretty long list, unfortunately. But no, I'm not using Kerbalism. Is there any kind of debug options that can show the actual factors acting on a single converter, or is the only option removing mods one by one to see what happens? Mod list:
  24. Well I play with MKS so I have plenty of other tank options, but I really like the tanks in the Octo-girders because . . . well they just look so cool . . .
  25. Ah, darn. Thanks for the info. I prefer using Xenon because the Octo-girders have Xenon storage tanks as one of their options, and the insane ISP is nice. Currently I've got 48 of the Jewel-4s powering a long-duration research ship that's intended to visit every Joolian body in a single mission, and probably Sarnus at some point too. 26,000 dV should be enough to get me into and out of low orbit of every body, and get back home. Damn thing costs 1.1mil specos just to fuel though...
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