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rasta013

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Everything posted by rasta013

  1. Personally, I like seeing these things thrown into the end-game CTT tree. There's definitely the subset of players who prefer to keep everything as close to reality as we can but there's also those of us who don't mind occasionally having a bit of willing suspension of disbelief in order to play the game differently. On occasion I use things like ESLD Jump Beacons or RoverDude's Alcubierre Warp Drive and I love using Angel125's Deep Space Exploration Vehicles. All of those mods dip well into the sci-fi arena and lest we not forget, things like EPL while plausible, are still in the arena of sci-fi as far as the real world is concerned. I say go for it. Put out what you like and reality be damned.
  2. Here's an ISRU file to start with although the input ratios may need to be tweaked a bit. Right now it's based off the MKS Uranite/Enriched Uranium conversion rate and adding water into the mix. //ISRU NSWR Converter @PART[iSRU] { MODULE { name = ModuleResourceConverter ConverterName = NuclearSaltWater StartActionName = Start Nuclear Saltwater StopActionName = Stop Nuclear Saltwater AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer //or scientist to make it a bit tougher EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Water Ratio = 0.99915 //Change according to balance FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Uranite Ratio = 0.00085 //Numbers based off MKS Enriched Uranium conversion rate } OUTPUT_RESOURCE { ResourceName = NuclearSaltWater Ratio = 1 DumpExcess = false } } }
  3. Nice little mod! You can add an album by using the IMG tags and you would put the last bit of the link created by Imgur when you select the Embed option for the album. The embed code looks like this and what you need to put between the IMG tags is in red bold italics: \\<blockquote class="imgur-embed-pub" lang="en" data-id="a/ZKRGt"><a href="//imgur.com/a/ZKRGt">View post on imgur.com</a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>\\
  4. This is normally done by creating a category cfg using MODCAT. Mods that use it have a folder called Category inside their structure and a file called Category.cfg. Here's how you would create your own file/category. It would follow the format of: MODCAT { folderName = ThunderAerospace normalPath = ThunderAerospace/UnselectedIcon selectedPath = ThunderAerospace/SelectedIcon title = Life Support <---- If you keep whatever you have installed with this category created for it you'd have to make this different } I don't know if you could insert TAC LS into the Life Support category you already have. You could try it by identifying what is creating it and then copy the cfg over to a Category folder you create within the TAC LS directory structure and replace the folderName with ThunderAerospace - I do not know if this will work or not. Hope this helps at least some!
  5. Nice job man and those RCS thrusters are really filling a nice niche. I too also cast a vote in there for the 3-way blocks and have one other suggestion. I know you're trying to give a standardized set of parts but would you consider giving variations on the atmosphere curves for the different RCS pieces? Having some being more or less efficient than others is nice and still allows the thrusters to fill their niche by offering the variety. For instance you could make people choose between slower/more precision with efficiency or faster/more power with less efficiency. Just an idea.. Keep up the good work!
  6. That would be it. I've got Orbital Science installed which explains the Minerals/Water having precision while the others do not. I will just split everything away from the M700 and create my own hi-def scanner to avoid any confusion with that configuration. At least you cleared up my confusion and I'll just go back to the drawing board to solve the rest of my issues. Thanks man!
  7. Yeah I've got the assignments attached to the M700 so that explains that. Is there any way past the nearest whole number set up or a way I can define an entirely different scanner? I'm not setting this up with MKS installed, just using the CRP defined resources. Also, why would I be getting whole numbers for only 3 of the 5 resources rather than all 5? The same definitions are applied to the M700 for all 5.
  8. So I've got a weird issue I just can't seem to get figured out. I'm working on building templates for Pathfinder using existing CRP/MKS defined resources. My scanners are all working. My surface scanners work. I can find and examine all the resource deposits without any issue. The weird thing: Ore, Minerals and Water will all show up with precision numbers e.g. 1.23% or 5.94% but MetallicOre, Uranite and Substrate I cannot get to show any sort of decimal places. They all round to whole numbers e.g. 4%, 5% including the variations within biomes. I've tried altering configs, scanner types etc but nothing I do gets any sort of decimal precision for those three resources. Any clues as to what can lead to this would be most appreciated. I'll happily post cfgs if needs be but I can tell you there's no difference between the assignments for Minerals/Water than for MetallicOre/Uranite/Substrate which is why I'm so confused over this issue. Thanks in advance for any help and also for the great mod. I cannot play without this installed...ever...at all.
  9. Don't forget that you can build this up with a generator of some sort and don't need it all at once. The Fusion Reactors from DSEV are meant for this but you can use any power source you want to get there.
  10. Plus there is normally no way to produce fertilizer, only mulch and supplies. Fertilizer serves as the optional resource to boost production but must be brought to the site and can't be made in situ.
  11. Angel, I'll take a look at it and see what I can do since I'm extremely familiar with the USI resource chains. May not be able to have anything out until this weekend though, extremely busy week for me...
  12. Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License That's what is listed in the license file on GitHub...
  13. Awesome! Been anxiously awaiting your LS interpretation so now I REALLY can't wait! As for the Ironworks I fully agree about sandbox - it works fine and really isn't an issue there and I was mostly looking at it from the career perspective. Do you know if it is possible to make things mode sensitive? As in, would there be a way to put the Ironworks out there that presents different configurations based on which mode you're in? I don't know if it's even possible much less how difficult it may be to pull off but was curious if that could be done. An alternative also might be to reconstruct the template and make the different pieces become available according to tech level. Kind of along the lines of Ironworks+Production opens at Advanced Metalworks, storage gets added with Meta-materials...something like that. Based off what I've accomplished toying around in templates so far I *think* this might work but I'm not sure. I'll goof around with this approach some and see what I can pull off.
  14. LMAO - ok gotta ask before I get to my main point...what's the Pigpen for? So...I was thinking about balancing and numbers last night when it occurred to me...the Ironworks is a supremely powerful structure all by itself... Consider: It's the default structure for the Hacienda and has storage built into it for Rocket Parts, Material Kits, Metallic Ore and Metals as well as being able to manufacture all the materials so you can... 1 - Drop a single Ponderosa and a Hacienda brought in a Buckboard 2 - Use the on-board Metallic Ore storage of the Ironworks to make some Rocket Parts 3 - Convert the Buckboard to Ore storage quite cheaply 3 - Mine and store both Metallic Ore and Ore to make Rocket parts and Material Kits with the Ironworks 4 - Spend 600 Rocket parts made on site to convert the Ponderosa to a Blacksmith 5 - Print the rest of your base This can all be done without bringing a single resource along with you. I noticed this last night in setting up a new test base where I brought just those two items in a Buckboard and realized that I didn't need the Rocket Parts or Material Kits I brought with me in Outbacks. All I had to do was spend a little bit extra time to mine and make the materials and presto! I was in business. Since I had found an AMAZINGLY good Ore Deposit (8.6% Ore, 6.4% Metallic Ore) all I had to do was drop my craft with 2 Drill-o-Matics and 2 MKS Radial Drills and nothing stopped me from building the rest of my base in extremely short order (less than 2 days!). As in complete base...one building for each template including storage buildings. My suggestion would be to consider eliminating the on-board storage for the Ironworks completely and move the production of Material Kits to the Clockworks. By doing this, it forces you to consider how you're going to build out your base by either using Ironworks+Clockworks (or Blacksmith) as well as the need to have storage accounted for through either Buckboards or Chuckwagons. Starting the base will still be pretty easy but at least it will require some thought beyond 3 pieces and some drills.
  15. And dead is not accurate anyway - it works fine since it was developed and released for 1.0.4...
  16. My main questions I have here after following this discussion of weights, rocket parts etc etc... 1) If you have issues with carrying the rocket parts with you, why not build them on site instead? This mod gives you the buildings you need in order to do that without having to carry a massive amount of parts... 2) If you have issues with weights of any of the structures, again, why not build them on site? Using the Workshop from the Ponderosa or the Clockworks from the Hacienda, you can build out your entire base by simply harvesting the materials you need and building everything there without having to carry very much at all. The costs to convert the buildings are fairly reasonable, especially as you start gaining experience with your engineers/scientists and the ability to switch functionality of any part you want is a HUGE advantage to have in the field and reasonably should cost a fair amount in order to utilize. I've been playing with this mod since before Angel added in the costs to swap the buildings and not once have I encountered an issue where I was looking at the costs and wondering why they were so high. This also applies to the weights of the structures since I no longer carry them with me and instead build on site.
  17. And the fact that Hitchhikers can't be reconfigured in the field to be whatever you want/need them to be...
  18. In theory you could convert all the material requirements over to Ore to match the stock system with an MM patch and it would work. That said, you'd lose a ton of the flavor the mod gives you because of the use of CRP. It would be kind of akin to converting MKS to using strictly Ore and while not as drastic as that would be, it's a good comparison.
  19. LMAO! You used the recycling icon. I was integrating that into my decal for the Recyclables material then changed it because I was betting that you had it in mind for something either greenhouse or material re-use related. Thank you so much for all the connector ports - that will make laying out bases SOOoooo much easier. I do a ton of work with labs and MM so are you specifically looking at having the pieces from Pathfinder that allow for the Rep/Funds conversion?
  20. Outstanding! I believe that since the NEEDS is working for the mod detection that it will also work for tech node assignment. I've got it included in the templates I'm writing and will test it out to see if it works as I expect. If not, it's not big deal anyway since the difference in nodes when this tech becomes available is not all that great and for stock the standard MK-V parts actually come earlier in the tree than the Hacienda anyway. It's only if CTT is installed that it becomes one node and one upgrade later but it would be cool if this works. Will let you know how it goes after completing these things and testing.
  21. That is perfect and yes that helps a ton and gives me direction. One last curiosity question regarding the NEEDS parameters - does this mean that you are supporting MM code within the template? If so, that means I've got even MORE flexibility to control exactly when it will appear. Reason I'm wondering is the MK-V modules from MKS appear considerably earlier in the tree if you're not running CTT but if you are, then it actually appears later than when the Ironworks normally would show up. Specifically, the MK-V modules show up under advConstruction (!) if you're not running CTT but if you are, then they show up under the CTT's shortTermHabitation. As such, if the MM code is working the same way as normal, I can add in the nodes to allow it show up at either place based on which mods are installed and that would simply be awesome. If not, it's not a big deal but since the NEEDS is typically an MM expression it made me wonder.
  22. No MKS is not a requirement - only KIS/KAS is required. While you don't have to have it, OSE Workshop will enhance your experience with the mod and so will Extraplanetary Launchpads. Technically, neither of them are requirements but templates for the Hacienda are based around both of those and the Blacksmith template for the Ponderosa is for OSE Workshop. Without those two mods the Hacienda is going to be there for nothing but looks and the Ponderosa will be functional only as the Geology Lab and Habitat. The MKS discussion going on right now involves me setting up a template that will allow the Hacienda to support the MKS production chain. Templates allow anyone to make the various pieces provide functionality to support other mods. - - - Updated - - - Angel, quick question - I noticed in the cfg files for the factory templates that the Clockworks has a requirement of scienceTech while the Ironworks/Fireworks require advMetalworks does this mean that we can set different levels of required tech for each of the templates? If so, this means I could restrict the new Smelting Furnace to the same level tech as the MK-V Smelter I'm looking to reproduce which would solve any kind of production nerfing I might have to consider for making it available earlier in the tree. - - - Updated - - - and another question... LOL I see the WBIEfficiencyMonitor along with harvestType - what exactly are these parameters affecting?
  23. Cool thanks! And yes, that will help jump start it. Essentially the intention is to duplicate the Rocket Parts production chain from the Fabricator using Metals/Chemicals/Polymers and probably a second template also for the Hacienda to allow production of those materials. Not sure about the second part though since the intention of the Fabrication Module is to push the production of off-world construction deeper into the tree than EL permits. Maybe make it less efficient than the MK-V gear since it would be obtained 1 tier earlier (which means 1 R&D Building upgrade earlier too). Not sure, I'll play around with it and see what I can come up with.
  24. Yes - very good detailed answer and for now I'll whip up an MM patch to convert at least for stock and see what I can do about something for MKS as well. It doesn't really bother me one way or the other and was more a curiosity thing about how it might work behind the scenes anyway. Edit: So I just started digging into the cfgs for the various workshop templates and noticed that you already have the choice between using either EL's MetalOre or MetallicOre from UKS for your conversion process to Metals. With this in mind, I'm going to look at doing either a new template or an MM patch for the Hacienda that handles the Rocket Part creation using the full UKS process as well as some storage templates for the various MKS rocket part creation assets. May take me a few days since I'm kinda busy this week but will forward it along to you if you want it once I've got it running.
  25. Didn't get as much chance to work on testing yesterday as I wanted but started getting into it pretty well today. A first question/suggestion that I see is regarding the Hacienda. EL has a number of ways that it can be setup to run with other mods. With MKS it has an extensive chain of parts construction that involves many levels of item construction in order to complete rockets. If you play with straight stock, you can add in a simple MM patch from ToxicFrog that converts the EL production chain from using MetalOre to running everything off the stock ISRU and Ore. So the question/suggestion I have - is there any way for you to detect whether these types of setups are installed by someone in order to match the Hacienda to that production chain? I ask because if you're using MKS and want to run Pathfinder along with it (a great combo I might add) then all of a sudden the entire production chain for MKS was eliminated because the Hacienda restores the original EL functionality. Now, all this said - a qualifier: It is up to the person running MKS to choose to install ToxicFrog's MM patch to convert the EL chain into the MKS chain fully. If you just install MKS and EL, you will have both production lines available, they're just exclusive to each mod's parts. You would be able to build rockets using the EL Workshop/Launchpad LONG before you'd ever get the Orbital Platform and Fabrication Module from MKS. So, I don't know whether you can detect these or not (it sounds complicated now that I write it out) but it's just a thought I had once I started getting the Hacienda setup since I'm currently running with MKS for advanced bases. Thoughts?
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