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rasta013

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Everything posted by rasta013

  1. FANTASTIC!!! I'll be sure to start pounding away on this immediately.
  2. I'll do that and see how it helps. That last suggestion about the lights and dropping them first has paid off well since then so we'll see. If you can figure out a way to avoid the bolting I think it would be a fantastic development. I was thinking about this today and had the idea that you might look at EPL and how Taniwha is doing his launch pad for some possible ways to accomplish it. I can land that pretty much anywhere without landing legs and have never had a problem with it. Don't know what kind of magic he's doing to pull that off but whatever it is it certainly works.
  3. Thanks man! This has added so much to my game play it makes me feel good to know I've helped in some small way. I just love the idea of the hacienda - that's gonna be AWESOME! Update: MuMOO-1 suffered a catastrophic attack of the kraken and lost a drilling rig, 2 crew modules and 2 storage modules and is still under attack... I can't figure out how the base is under acceleration when it's mounted to the surface. Settling on even slightly uneven ground is proving to be extremely challenging. Every base I've constructed on uneven ground has had some sort of kraken attack, usually small although this one was catastrophic. I had brought in a second drilling rig and when I left the scene the base was perfectly fine as can be seen in the previous MuMOO-1 screenshot. The kraken attack happened as I was arriving with the second drilling rig and came within range of the outpost. Once I landed I EVA'd and hooked up the second rig and made repairs figuring I'd setup the other two pieces again. This screenshot is the result of that attempt. When I tried to accelerate time to print some new pieces I got that message and it continues now. Whenever I switch scenes to that base it tries to bounce and has even knocked over the crewed reactor module because it bucks so hard. I have to actually switch to another target using the map just to leave the scene because it won't let me jump back to the space center or tracking station from the main view. No matter what I do, I can't get that base to ?stop moving? LMAO Just as a note - I don't think this has anything to do with Pathfinder. I believe it's just the result of innate KSP physics problems with things even slightly clipping into the ground. I've seen similar types of effects when simply building things using KIS/KAS or EL. On a brighter note I have a better base at Minmus now anyway that has not experienced a single problem at all...
  4. I know you can limit resources to broad location, specifically : Crustal, Oceanic, Atmospheric or Interplanetary as well as being able to determine what bodies they actually appear on and abundance/dispersal parameters. But to my knowledge they cannot be limited to biome the same way science experiments can. Someone please correct me if I'm wrong about this but I've never seen a way to do it. That said, the existence of biome parameters in place in the game leads me to believe that you could potentially code this in a plug-in to accomplish what you want. Not being a coder myself I'm not sure on that though, just seems kind of sensible...
  5. Yeah...everything is working great now! Welcome to MuMOO-1 (Munar Mining Operations Outpost). I brought only one saddle, a Ponderosa, two connector ports and some material kits. Everything else on the Pathfinder base was printed and installed on site. Man I love this mod...thanks again Angel for such fine work.
  6. Just an FYI update... Obi released the new OSE today and so far everything looks to be back to normal. No NREs so far, RCS ports on the Conestoga have stopped firing in the editor and the templates seem to be functioning okay. This was just a first pass of quick testing will dig into it and see if anything crops up along the way. Just wanted to let you know.
  7. I've personally used this on career mode since it came out knowing full well what could be done with it. Fact is, unless you're trying to break the game's flow by utilizing the exploits then it fits in amazingly well. I've honestly never used it to recover parts although on a couple of occasions I admit to printing something I haven't researched yet. Point is, if you use it as an enhancement to your career and don't go trying to use the exploits it makes an amazing addition.
  8. What he said... The regular KSP wheels will work. You may just have to fiddle with the offset and rotation tool to get 'em exactly where you want.
  9. AH HA! I see where you going with this now and and getting the recycling action more accurate is a good idea. The only thing I could see causing any issue is balancing it all against each other. It needs to be able to make the Elektron/Carbon Extractor balance properly against the CO2 needs of the Greenhouse and the same applies for the Purifier/Sabatier for Water. Then, once you get that balance done is there going to be a need to have two processes to obtain Oxygen and Water? Don't get me wrong, I like the flexibility to decide how to setup the system (like being someplace water is readily available and using Elektron over the Extractor). But, it would be easier on you if you developed a streamlined process so you only have to balance the needs of input/output against each other. In other words, a single process each to get Oxygen/Water/Food is far simpler to setup no matter how you do it. ...But it would be neat to have that flexibility INDECISION!
  10. Ahhh! Very nice indeed. Love the new shape and texture on that. Starts to make the outpost look a little more varied and that's always a good thing.
  11. I've just started using this as I prefer the idea over the Alcubierre magic drives that just seem way to easy to use. That said, I've also restarted in sandbox as well and have been considering how to get to the extremely difficult to obtain Karborundum and have another idea. Using ModuleResourceConverter, karbonite and a quick little MM patch you can add the conversion of whatever you want in Karborundum. Here's an example of what you can do and I personally utilize the Karbonite 2.5m converter: @PART[KA_Converter_250_01] { MODULE { name = ModuleResourceConverter ConverterName = Karborundum StartActionName = Start ISRU [Karborundum] StopActionName = Stop ISRU [Karborundum] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.1 SpecialistBonusBase = 0.05 Specialty = Scientist EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Karbonite Ratio = .5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = LH2 Ratio = 70.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 300 } OUTPUT_RESOURCE { ResourceName = Karborundum Ratio = .001 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } This gives a conversion rate of ~3.6 Karborundum/hour but will use an immense amount of karbonite, LH2, power and time to generate significant quantities. It's also slow enough and demanding enough of input resources that you'll likely be using it at a base location instead of toting it around with you. I produce my LH2 from Ore using the ISRU already and adding in this little bit makes it nearly impossible to give a portable implementation of this conversion process. This is just one example of how you could setup a conversion process to make it easier to obtain but still requiring you to setup an infrastructure to support it. Obviously, this is meant to add in elements for a sandbox game and would make a career far to easy to exploit but it is something to use.
  12. The main reason that TAC does what it does with the reactions is to control resource inputs and waste output. Since most people don't play with H2 much less CH4 storage containers there is nowhere for it to go except into waste if you're trying to retain realism. Additionally, since there isn't anywhere to store the H2 inputs for the Bosch reaction it makes it necessary to simplify the reaction. The sabatier/carbon extractor already produces waste as a byproduct anyway but does so in a way to keep the TAC system from being overwhelmed by waste output since you have nothing else to do with it. While realism is nice, unless you're specifically trying to gear this mod towards being an RO specific mod I'd stay away from the super detailed reaction chains to gain usability over realism. Making TAC complicated to use and close the loops is one thing, to get to realism levels for reaction chains is something else entirely.
  13. *drool* That's looking great man! I'm just itching to get it added, up and running...
  14. Personally I use Nertea's Near Future Construction and Stockalike Station Parts. These add a solid selection of habs, structural elements, girders, adapters and docking ports. You get the side benefit from NF Construction of having pieces that are highly adaptable to craft uses as well. This is a solid implementation that looks great and is very flexible without devouring a lot resources. If you already run other NF mods or Cryogenic Engines from Nertea then these will mesh right in with that entire setup. For some other options... Porkjet's Habitat for a smaller selection of parts that are inflatable but provide the needs of station construction fairly well Lack's Lackluster Labs (Space Boxes!) is a very large implementation of parts equally useful for stations and craft...it's a beast but a lot of fun FusTek Station Parts continued by sumghai - it's a WIP you could help test...it has some amazing looking parts all geared towards station building just remember it's still in devlopment Hope this helps!
  15. Finally got a real chance to play with the various parts in this mod. AMAZING JOB Randazzo! I think you may have actually finally filled in the last few holes of my extensively modded engine setup to cover all thrust ranges as well as allowed me to reduce part count by eliminating other pieces that just became redundant. Thanks for the add-on and work!
  16. You've got outlaw kerbals living secretly in the next crater over from you that now have a nice collection of Outbacks...
  17. You would definitely want to cut the rewards back for a more frequent time frame. Scaling the interval also seems a good way to push the use of the mod further along by motivating people to run the longer term missions for higher payoffs. And definitely, within about 5 years I think all but the most hardcore science/funding nerfed games should have missions going to other planets by then. I know my general time frame is usually 1 probe launched toward either Duna or Eve within the first 12-18 months, a second usually launched by the time I get to the end of that and by year 3 I'm starting to look outwards for anything I do. If you're able to give flexible scaling then you could do like years 0-2 quarterly, years 3-5, semi-annually, years 5+ annually or some other scaled interval along those types of lines.
  18. I see where you're going with this now and that could be interesting. I wonder if there's anything hiding behind the tourist logic that could get a tourist to become permanent...
  19. Yeah that was weird...happened for DSEV too hence the reason I thought it was done already.
  20. Niko - If you're interested in pursuing a well designed and heavily oriented colonist mod, take a look at Civilian Population. This handles colonization and tourism far better than small base implementation mods do as it's meant to provide an arena to develop full fledged colonies of literally hundreds of kerbals.
  21. Yeah not a bad idea either. I actually could envision a way to balance the rewards out nicely by a combination of the on-going mission rewards + time period rewards. This would allow smaller increments to assist all along the way of your program enhancing what you earn from contracts without giving you a bankroll that gets used up while at the same time rewarding long term mission goals with bigger rewards for a nice boost without going over the top. Almost a combination of the two ideas basically. The public rewards you immediately while you're in mission doing things and keeping them entertained. The bureaucrats on the other hand are wanting you the get your stuff done and look at total progress - satellites, stations, total # of missions, total research outputs etc. Kind of like most space programs are treated right now with regular reviews and awarded budgets. You could even tie both together by having a well entertained public push your bureaucrat reward higher through "public pressure" type bonuses or a bored public create penalties by not "speaking out" to defend you against the penny pinchers. Depending on how far you're willing to go to push this mod as well as how far KSP will allow you to push it, this could turn into a very fun career enhancement.
  22. Like the idea but I would suggest revisiting the time frame for your rewards. Those of use who play with LS mods tend to have to micromanage time/missions and I know that frequently in my career games the first 3 years passes VERY VERY slowly. It's not until I get a full infrastructure up, preferably with closed LS systems, that I start looking at doing any kind of long range mission planning. Even then, once I start doing them, I still can't take my eye off regular mission planning and rerunning local stuff for my infrastructure. All this leads to me taking a very long time to finish a full kerbal year. As such, unless the rewards for the year are stupendously large (like million$) then it's not paying off for me at all. This type of issue is compounded if I've got extremely nerfed science/funding settings for that career. Personally, I'd say you look at doing quarterly rewards. Monthly seems way to often and too easy to exploit. Every six months might work if the rewards are balanced out against the total income earned over that time as well as the rep/# of missions. Just my input but when you start looking at the average kerbal career, it's very rare I see extremely long timelines where yearly funding would make me want to run this mod.
  23. Nice - and quick too! I was betting it was going to be related to that little feature too. It was something Obi really needed to add in and good that he did but it doesn't surprise it's behind the NREs. I'll get the update and put it through the paces.
  24. Another update - no more errors found and other than the weird NREs appearing everything appears to be functional. I've got a base up and running on test game right now and all is well. A little bit of goofiness here and there but nothing actually breaking. Blacksmith is working fine as is drilling and the geo-lab so the functionality appears okay. The only issue that required any fiddling was getting the Blacksmith to recognize the larger inventory space but that's been an internal issue with OSE for sometime even when it's on it own. Switching to KSC and back to the base solves it and the larger workbench space is recognized just fine. Want me to relay this info over to the OSE thread or do you want to poke around on Pathfinder and see if anything comes to light?
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