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jd284
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Hmm, the demolition charge (USI_ModuleDemolition) would also destroy the parent part which wouldn't be good. So I think I would leave it as USI_ModuleRecycleablePart which requires an engineer, and without engineers people would need to use an actual demolition charge. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
If I want to make a PR to stop being able to disassemble asteroids into MaterialKits, what would be best? Remove the option entirely? But then what to do with depleted asteroids? Change it to 0% MaterialKits and rename it to "Destroy asteroid"? Change the converted resource to Dirt? Rock? Not sure if that would cause issues with other mods that use this resource. Dirt might be good since it will disappear right away (not allowed in orbit). Or maybe make it convert to something silly like 0 ElectricCharge? I think personally I'd prefer 2 or 3. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Would it be outrageous to request higher values of MaxCoolant in the PDUs? The current values are fine when running at 100% or even 150%, but Bill has my Duna PDU running at 243% load. There's not enough coolant to remove the heat though, regardless of how many radiators or TCS I add to the vessel. Something like twice or three times the current values would be nice. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
I had the same reaction. I think the confusion comes from the fact that the TCS doesn't radiate the heat (which is its "max cooling") but simply pumps it into the planet (which is its "core heat xfer"). Because of that, can it remove up to 3000kW heat when landed, but only radiate 12kW in space? I'm not sure if it can actually do 3000kW or if that really depends on the temperature of the body it's landed on. I have a Duna PDU landed at the Moon running at 240% load so it should generate about 480 kW heat, and the TCS is at 56% load. But then again the TCS load seems fairly indifferent to the PDU load, so maybe that's just 56% of the 12kW radiative cooling? Either way it's a very confusing part and a lot more powerful than you think. I've never needed more than one. Well the TCS is not doing radiative cooling, it's a heat pump that uses the planet as a giant heat sink. So its cooling capability is limited only by heat conduction within the planet. -
Three ways to save him: equip your rescue craft with The Klaw and grab his pod attach his pod with KIS to a rescue craft attach a docking port to his craft with KIS
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Not OPM, but found more, one each on Deimos and Phobos. No tech unlock either, just like on Moon. Guess this only "works" for stock planets/moons. Or I'm doing it wrong somehow...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Sounds like one of them, probably your target port, is mounted the wrong way. If you can read "this side towards ship", it won't work. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
I'm fairly sure that's caused by KerbalEngineer when you have the Rendezvous window open. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Aw dammit. LOL. (Well at least in the current save I won't be needing that anymore.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
No, like I said the 3.75m Colonization module has that function too. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
You could also make an MM patch to define new professions. Just use Kolonists.cfg as a template. And I find the academy is not just bland, but entirely redundant, since the same function is also present in the 3.75m Colonization module. Granted, the Academy has ~40% less mass, but it also becomes useless very quickly. (Unlike before where it was also a very powerful lab.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
For this function, it doesn't need logistics capability but the USI_ModuleRecycleBin module. Generally you'll only find that on USI kontainers, ISMs and Karibou storage parts. (For some reason, the new round flat containers are missing this function.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Regarding this, note that the PDUs at least (not sure about the nukes) can run at >100% effiency and so a Tundra could run dry in 50 - 100 days depending on load. At least my Duna PDU is running at 165% base load and peaking to 245% after an EC transfer. This is with 4 star engineers, so with 5 star it'd probably have even more load. Though the heat management is already slightly problematic... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
PL works fine for them. But remember you need a warehouse with enabled PL. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Dirt always has the same planetwide average concentrations. So the Ranger sifter can extract all resources with a planetwide average over 1%. The location of the sifter is as irrelevant as is where the dirt came from. The industrial sifter has no such limitation in comparison. (Also note that it's prohibited to transport dirt off planet, the Dirt Police will confiscate it when you try to reach orbit. Something about spreading space germs.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
No, you still need a drill to dig up the dirt. The shovel is there for shoveling it into the sifter once it's extracted. The Duna pioneer module is not a logistics module. You need a logistics module for PL. This can be the Duna logistics module, or the combined Tundra pioneer + logistics module. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
There's still a strong incentive to connect bases: otherwise you need an engineer and/or scientist (or the equivalent kolonists) on every disconnected base piece for the profession bonuses. This is really the major obstacle to making my Moon base disconnected, I just don't have enough highly trained people yet. Flex-O-Tubes to the rescue, except for the drilling rigs that need to be on a separate biome with their own engineer too. For those I usually "fix" it by spamming drills. Another mitigation could be the old mechanics of more people increasing efficiency as a stop-gap until you can train enough crew highly enough, but I don't think that's coming back. So it'd be nice if we could get profession bonuses on disconnected bases as well instead. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Both things come from Ground Construction, or other mods it depends on. Really, I think making Ground Construction a hard dependency was... a bad move. It could work maybe if GC was on its own, but it also depends on another bunch of mods that shouldn't really be needed for it. It would be worth trying to disentangle this, I don't really want to have reconfigurable tanks messing with everything just so I can play MKS. And why is it a hard dependency anyway? I deleted it and everything seems to be working well, better in fact. Sounds like it shouldn't be more than a recommended mod. I understand Roverdude likes it a lot more than EL, but that's not a good reason to force everybody else to move. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Is it possible to stop the construction menu from cluttering up the part info window for every single part with crew capacity? It'd be nice if it was only on the Pioneer. -
I don't see any mods which could interfere with converters. Maybe you can check the MM cache (GameData/ModuleManager.ConfigCache), open that in a text editor and search for USILS_Greenhouse_Inline, then for ConverterName = Agroponics below, and then the Ratio for Mulch. It should be "Ratio = 0.00120000", which is 4.32/hr. If it has the right value, I'm at a loss. Then something must be producing excess Mulch on your base... You could try taking some of your kerbals on EVA at least 150 m away from the base. Then check how many need to be gone to fix the mulch generation... Not sure what that would prove, but it might give some clues.
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There may be some other mod changing the conversion rates, perhaps. That's really the only idea I have, most other obvious hypotheses are not supported by the data you presented. Are you using Kerbalism maybe? Or any other mod that messes with stock converters? Perhaps a list of your mods would be helpful.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
I deal with this by managing the amount of machinery that's in the cultivation part, this way you can directly select the desired load. Although if it has two converters, you'll be throttling both of them (which is why I generally dedicate a separate ranger greenhouse to agroponics, because that's self-regulated by available mulch). -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Alright, the first version with just words is done, feel free to have a look. Let me know if you find any mistakes (or correct them), or if you can think of an important maneuver that's missing, or even any important info about the drive itself. https://github.com/jd284/WarpDrive/wiki I'll be generating some screenshots and maybe diagrams to visualize what I so far tried to explain with words.- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
For now I just cloned the repository and added a wiki to my copy. You can check the progress at https://github.com/jd284/WarpDrive/wiki At the moment it's just words but I'll be adding some pictures to explain the concepts eventually. Then when it's reasonably complete we can merge it into Roverdude's repo with a pull request, or just manually copy the page content.- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
jd284 replied to RoverDude's topic in KSP1 Mod Releases
Um videos aren't really my thing, I'm sure other people could do those better. So it would just be words from me...- 1,694 replies
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