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entropy--

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Everything posted by entropy--

  1. Ah, I see. Agreed, cheaply leveraging a 30000s Isp in the 1st near future tech tier would be overpowered from any gameplay perspective Thanks for taking the time to type up all the replies!
  2. Indeed, I did get the feeling that there is balanced tiering (mostly). I will post my take on a "Near Future" tech "boundary" across the tree once I get back to my desktop. It's basically a vertical line across the tech tree, except the electrical propulsion part. Here my confusion started with the VASIMR: in real life, it's getting ready to fly, but it's unlocked quite to the right of the tree, after some techs that are much more remote (e.g., compact, ship-capable fusion reactors - we don't even know how to build energy-profitable earth-locked fusion reactors). Also, I might be wrong (still new to KSPI-E), but my feeling is that the VASIMR gets super-awesome only once you get really powerful reactors, so you can feed it zounds of power. Before that, it's good, but not overpowered, so it could be unlocked earlier without balance issues.
  3. Got it; with that in mind, fusion makes sense from a progression / science cost perspective. And I guess with a tweak in the plasma / electrical propulsion branch, that part would be solved. Then, to make sense of those tiers I was talking about, all that is missing is to visually align CTT techs slightly differently (without changing cost or parents or parts on the tech tree nodes). I'll make a patch like that for myself, and then perhaps propose it to the CTT folks
  4. @FreeThinker: I just installed KSPI-E: It's wonderful. Congrats on the amazing depth and gameplay awesomeness! I am wondering however, if the unlocking of the parts on the tech tree might be slightly off. For example: Fusion reactors, which are tremendously powerful (and don't exist at all in real life yet), are on the same tier with mid-range electrical engines, which have been lab-tested in real life. The VASMIR engine, which again has been lab-tested in real life, is on the same tech with a magnetic nozzle that feeds of charged particles apparently has order-of-magnitude better performance. This both feels a bit odd, and makes for very cookie-cutter gameplay choices. Is there any plan to update where parts sit on the tech tree? If I contribute a proposal, can we talk about it? I came to look at this wanting to create four tech tree config "tiers" for how far out KSPI-E (and some of the other mods I use) extend parts into the "future", as related to current tech: Up to Near Future: stuff that currently works in labs or is close to (e.g., electric engines, basic nuclear reactors) Medium Future: stuff that has papers talking about how to build it (e.g., gas-core nuclear reactors, maybe fusion) Far Future: stuff that probably works, but we don't know how to build (e.g., antimatter stuff, the more advanced fusion stuff). Maybe Zone: Things like warp drives, singularity generators, etc.
  5. Ok, The recyclers work now, but I still can't switch modules on the Nom-O-Matics. Or is the entire Recycler -> Agroponics -> Habitation thing deprecated?
  6. Same here, I just have USI Live support and USI Core/Tools installed. The parts already in place actually recycle, but any new ones have 0% recycling. The Nom-O-Matics have no modules at all, and no USI-related errors in the log.
  7. I might give this a go later ... for now I have used a huge stack of dedicated LH2 tanks to get more or less the same performance as the previous stock tanks in cryogenic mode, save for the lower temperature resistance of the LH2 tanks (still have to test to see if the ship holds up in an aerobreaking scenario).
  8. So the only way to carry around LH2 without boiloff is in the dedicated tanks?
  9. I assumed that's what the "Cryogenic" switch that showed up was for. I think it reduces the volume of the tank (presumably, since now space is taken by cryogenic equipment). Not sure if it does anything to the mass ratios. I would be fine even slightly poorer mass ratios than the dedicated tanks, since the reason I am using stock tanks is the maximum temperature (1200 degrees for dedicated tanks vs 2000+ for the stock tanks) - yes I need to do aerobreaking and reentry with my hydrogen untouched
  10. I can't seem to get stock tanks to not boil off. I have CryoEngines, NearFuturePropoulsion and KerbalAtomics installed as well as ModularFuelTanks, and I switched my (stock) tanks to be LH2 only "Cryogenic" tanks, but then once I am on the launchpad, even with ample Ec reserves (and production) in place, the LH2 boils off, and no power is used. Any ideas? If I use a dedicated LH2 tank, there is no boiloff.
  11. A couple of issues after the last update (https://github.com/BobPalmer/MKS-LITE/releases/tag/0.3.2.0): It looks like the Hab module has no more resource converters anymore. I can reproduce this on a new ship, and also with a fresh install. The actual part .cfg file also seems to lack any type of resource converter modules. In fact, other than the agricultural module, nobody seems to have a converter that deals with actual life support http://imgur.com/7RTACg7. I also didn't see any modules related to that in USI-LS. Replacement parts appeared across several of the MKS-Lite parts. I thought these were only part of the full MKS chains? Can't figure out a way to build rocket parts. The workshop makes material kits, and the smelter makes other stuff now.
  12. Hello there! Brilliant mod! Any chance for a large mk2 cargo bay that opens up on both sides (like the QuizTech service bay?) I tried welding more service bays, and fiddling with the part cfg file, but I can't get the welded part to open up more then one "section". Is there a way to do this without modelling an entire new part?
  13. [quote name='entropy--']Played around with it a little. Are the numbers for supplies / second correct when using USI LS? It looked like all sizes of houses / agriculture modules consumed / produced the same 3 / 3.55 supplies per second (including the really huge ones). Let me know if you want to see any screenshots. Also, are the masses of the dome bases correct? The ones with grass seem to have lower mass than similarly sized empty ones. Sorry for all the detailed questions, I just want to built a very big city on Duna, and whatever initial domed base I start with will serve as a template for all the rest, so making a mistake will mean I need to undo everything.[/QUOTE] After some testing, it looks like that ratios of stuff consumed / produced by the hydroponics modules is very much out of whack with USI LS ... Even an 8 person house will burn through tens of thousands of supplies in an hour, while the poor cultivator / composer module ends up creating something like 30 supplies per day, with inputs plentifully available. It also lists that it is under "0.05%" load for some reason. Any idea how to make this work properly? I've built an awesome half-USI half-CivPop colony unit, but it just starves in hours ...
  14. Played around with it a little. Are the numbers for supplies / second correct when using USI LS? It looked like all sizes of houses / agriculture modules consumed / produced the same 3 / 3.55 supplies per second (including the really huge ones). Let me know if you want to see any screenshots. Also, are the masses of the dome bases correct? The ones with grass seem to have lower mass than similarly sized empty ones. Sorry for all the detailed questions, I just want to built a very big city on Duna, and whatever initial domed base I start with will serve as a template for all the rest, so making a mistake will mean I need to undo everything.
  15. I had USI LS before (no TAC LS), and was not seeing the tie in. But, trying it out in a clean KSP install that only USI stuff + Civpop made it work. I guess I'll go through addons and remove whatever is conflicting in my main install. Thanks Admac!
  16. rabidninjawombat, I love your population mod, it's what I was looking forward to for a long time! I have a question on mixing resource / life support systems. I am basically trying to build a "current tech" Duna colony, based around the Civilian Population domes and habitats, since it makes things look like a real colony, rather than just a landed spaceship. Due to roleplay reasons, I want to do things in the "current tech" mind set, so I am excluding a few tech types from the get go: * No magical in-situ construction of very large things (e.g., fly out a small extra-planetary launchpad, then poof, you have 3 giant domes with population 200 next to it). * No mining lasers and tiny part that magically takes care of all industrial needs (shoot lasers at ground, have tiny industrial nano-factory create 10000 rocket parts used to build an entire dome). So I tried combining the parts from your mod (for domes and habitation) with MKS parts (for industry). But I could not find a way to convert the Civilian Population mod to use the supplies / water system used in MKS, as opposed to Oxygen / Water / Food used in Civilian Population. The other way around also seems tricky, namely making MKS industrial chains work with the Community Resources resources. Any ideas on how to get a common resource / life support system for my base, or should I stick to all-out MKS or all-out Civilian Population, and not combine them?
  17. I am trying to create a script that rotates an "Infernal Robotics" part. I can get the list of action, but calling the move action does not work: http://imgur.com/JCsOQvd Any ideas?
  18. I am trying to set up a self-sufficient colony using mks and extraplanetary launchpads, but I can't even get the test craft to work (new ship, no other parts, just the test craft that comes with the extraplanetary launchpads package). When I "launch" my ship and right-click the launchpad from the test craft, I only get the "Close" and "Rename" options. To install the mod, I downloaded the latest release, and then copied the Game Data and Ships over to my Kerbal install. Any idea what's going on? I understand there should be a build menu upon right-clicking the launchpad! Kind regards, entropy--
  19. Hello, I am trying to set up a self-sufficient colony using mks and extraplanetary launchpads, but I can't even get the test craft to work. When I right-click the launchpad from the test craft, I only get the "Close" and "Rename" options. To install the mod, I downloaded the latest release, and then copied the Game Data and Ships over to my Kerbal install. Kind regards, entropy--
  20. What would be a good way to debug what's going on? Are there any in-game logs I can enable, or a console-based method to figure out what's braking my krane?
  21. Hello, I built a krane [0] to move my kolony equipment around, and the problem I am having is that, after building it, the next time I load it, it fails to load properly [1], [2], and, in addition, once this happens I can no longer load any other ships. A 4-line "Auto-Saved Ship.craft" file [3] is created in my "saves/.../Ships/VAB" directory, and, once deleted, I can load other ships and fly them, but the situation repeats its self is I load the krane ship. I have re-built the ship multiple times, with minor variations, and sometimes I can "fly" it right after I build it (I *almost* managed to use the krane to move a piece of kolony equipment once!); other times I can not fly it at all (the map centers around the sun, and all controls, including the escape menu, are gone). Loading never works again before I delete the above-mentioned file, and I can never fly it once loaded (see [2]). I am using several addons [5], but the only extra parts used on the ship are some smkoke industries moving parts. I would appreciate it if someone could help, my Duna kolonization program is totally suck! [0] http://pastebin.com/K2wQPj9x [1] http://imgur.com/77WaXKb [2] http://imgur.com/R3FORIN [3] http://pastebin.com/j189tgJu [5] http://pastebin.com/Lhes7DCZ Kind regards, entropy--
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