MarcAFK
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
MarcAFK replied to ObiVanDamme's topic in KSP1 Mod Releases
Well that fixed it, I can see in the log all the parts being modified, and the workshop definitely works now. Now I just need to sort through my 1.5 mb log and fix the 100 other errors. -
Thank you so much, works great now.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
MarcAFK replied to ObiVanDamme's topic in KSP1 Mod Releases
Excellent. Edit: My log is being spammed with :"[ERR 15:39:08.696] Cannot find a PartModule of typename 'OseModuleRecipe'" One for every part, there may be an error with the module manager config: I seem to have broken the workshop, perhaps it was one of my MM patches. My KIS was out of date, I'll try the newest version. Edit: That fixed it. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
MarcAFK replied to ObiVanDamme's topic in KSP1 Mod Releases
I wasn't entirely sure which mod added the scrapping because I have so many Installed, I had to double check. I previously had my pioneer module making machinery from recyclables, but it makes far more sense using your workshop. I have a question, does the workshop produce filled or empty parts? Extraplanetary launchpads will only fill up fuel tanks, life support, etc if your base has enough in storage, otherwise you could use the workshop to produce fuel supplies etc which is somewhat wrong. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
MarcAFK replied to ObiVanDamme's topic in KSP1 Mod Releases
I just opened my game that has only mks, the fire spitter dll, community resource definitions, and usi tools installed. An EVA engineer can disassemble parts into scrap as long as it has no child parts, if it's at the end of a node or radially attached it's good to scrap. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
MarcAFK replied to ObiVanDamme's topic in KSP1 Mod Releases
I've added in recycling using module manager, since the workshop requires MKS, and MKS has part recycling into recyclables so I've turned the workshop into a recyclables to machinery shop in order to allow upkeep of MKS modules by scrapping and reusing obsolete parts, also theres a machinery to rocketparts shop to allow construction of new parts. @PART[OSE_Workshop_OKS]:FINAL { MODULE { name = ModuleResourceConverter ConverterName = Scrap shop StartActionName = Start scrapping StopActionName = Stop scrapping INPUT_RESOURCE { ResourceName = Recyclables Ratio = 1 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } OUTPUT_RESOURCE { ResourceName = Machinery Ratio = 0.5 DumpExcess = False } } MODULE { name = ModuleResourceConverter ConverterName = Parts Workshop StartActionName = Start making Parts StopActionName = Stop making parts INPUT_RESOURCE { ResourceName = Machinery Ratio = 1 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } OUTPUT_RESOURCE { ResourceName = RocketParts Ratio = 1 DumpExcess = False } } RESOURCE { name = Recyclables amount = 0 maxAmount = 1000 isTweakable = True } RESOURCE { name = Machinery amount = 0 maxAmount = 1000 isTweakable = True } RESOURCE { name = RocketParts amount = 0 maxAmount = 1000 isTweakable = True } } Change [OSE_Workshop_OKS] to [OSE_Workshop] for the ground version. Keep in mind that MKS gives you half as many recyclables as a part costs in rocket parts, so using this you'll only get 25% back. -
[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
Er, well personally I altered the karborundum tanks into 15 meter diameter 2 million liter hydrogen tanks, they're still damn light though. Less than 160 tons, the same tank modified for LFO at stock storage density holds 250,000 LFO, which weighs 1250 tons. -
[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
I did a lot of math on this earlier, I believe it's rovers intention to use an 11% dry mass like stock tanks. Liquid hydrogen storage is terribly bad compared to highly stable liquid fuel, and even to liquid oxygen, a full hydrogen tank weighs almost nothing compared to a similar sized fuel tank, and it's dry weight is only slightly lower. I believe the space shuttles combined hydrogen/ oxygen tank had a dry mass of close to 25%(for the hydrogen portion) before significant lightening later in the program. You are right though, at the moment the dry mass is over 50% but I managed to get enough dV to haul 2000 tons from duna with only 12 large tanks. Even after they are fixed you will still need a high volume of tanks because they're so light. -
You're not a dwarf fortress player by any chance? That or the term is pretty common with roguelikes as you're supposed to accept the inevitable permanent death of your characters.
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If you use KIS you can cram snack sized supply containers into a kerbals pockets, actually it's kind if a cheaty way of getting around the 30 part limit, but docking multiple ships together gets around that anyway.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
MarcAFK replied to sirkut's topic in KSP1 Mod Releases
I've Had a problem with infernal robotics spawning an increasing number of toolbar icons every time I enter the VAB, is this a known bug? I can't see any problem in my log and am wondering if perhaps the version I installed with ckan was out of date or broken. I'll update this with screen shots and more information when I can get my PC working again.(broken charger). -
Looking at the configs, the Pioneer has storage for organics only, perhaps there's a module manager config I missed which adds mulch when USI life support is loaded? However, the resource spread is interesting, In my opinion you should be restricted from adding any mulch or depleted uranium when you launch a vessel, however you would still be able to add it to a Kontainer unless that was also disallowed. It would be nice for balance, but what about the missed opportunities for creating a lunar transuranic waste dump or an orbital sewage treatment plant? BTW, what's wrong with the USI life support greenhouse? You get 100 mulch storage real cheap, and available much earlier in the tech tree than the poineer modules are.
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The food they get is pretty close to US army MREs these days, all kinds of wet or dry food, some or most are rehydrated, but there's a lot of pretty normal stuff which would be terrible if they dehydrated it. You can't add water to beef jerky and get a steak The main restriction on space food is it needs to not create crumbs which can screw up the station
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[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
Thank you so much, I could never work out how to fix nodes except through Trial and error. -
I was wondering about this and am glad it works this way, I didn't want to be able to supply my duna base by merely building a Food canister in exchange for rocket parts. I'm wondering if there is a setting that allows restricted rocket construction, and if there isn't, I have a feature request It would be nice to have a configuration on the Launchpad part that limits the maximum size of construction available to that Launchpad, either by total mass or by total required rocket parts, the latter would probably be easier and more logical. This would allow a progression of different tiers of launchpads in the tech tree, which would be great for career mode, I figure the orbital dock would have an unrestricted size. I'm wondering if I could find an alternative way of doing this, perhaps using Kerbal constructs to spawn parts. EDIT: I've thought of a hacky way to enact a mass limit, I'll disable all storage of rocket parts except inside the launch pad itself, then create a resource converter module inside the Launchpad which converts machinery from MKS into rocket parts.
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Keep in mind that a kerbal eats 1 unit a Kerbal day, which means a meal every 6 hours. So they're eating 4 kg's of food a day. However keep in mind supplies also includes water, water or C02 filters, and packaging. I recall that for every kilo of food sent to the ISS 150 grams of it is packaging.
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[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
I believe this fix is in a coming update, going from what I saw on github. -
[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
I'm very confised, as I just made a 250,000 ton ship and get 20m/s of dv with 8,500,000 of fuel, slightly more than yours is displaying on the UI. @Horus: What you want is throttle controlled avionics, which from what I hear is essential for making a good V-TOL. -
[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
Hi, that would be me. For anything larger than a 1000 ton starmover I had planned on using modular construction, after all most of the weight is full fuel tanks and Kontainers. I'm surprised you have any dV on that behemoth, my far smaller starmover barely managed 2,000 dV with 6 jumbo hydrogen tanks and 3 full Kontainers of metal ore. I figured that fusion drives would be needed for anything significantly bigger, as your starclipper shows. Just how much DV does starhauler have when full? -
Small issue, Displayed life support time remaining is incorrect if running on earth time, the counter still assumes 6 hour days.
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[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
I recently tested the new Kontainers by launching a 3.75 full of Uranium, it was far easier than orbiting that starmover, despite the Kontainer alone weighing a few hundred tons more than the empty starmover, the higher density makes it more controllable, but the weight can crush anything directly under the Kontainer so struts are a must to distribute the weight. I also tested modded RCS blocks, even power as low as 16 was easily able to make this rocket controllable, a little too controllable actually, with a mere 16 of these thrusters this 5000 ton rocket was capable of performing a loop, the thrust vectoring of the 9 mammoth's at the base probably helped considerably though. I was attaching over a hundred standard RCS thruster blocks to my starmover launches without it being capable of recovering from a fatal pitch when mechjeb got a little aggressive, but to be fair 16 of these modded blocks would be worth 256 regular thrusters. -
I have a suggestion for the icons for standard round cross sections which might allow you to easily differentiate the tabs for different sizes. Could you add a number to the icon, inside for size 2,3 or 4 or below the icon for size 1 or smaller? You might need to just keep 3 different sized icons for the Standard 1.25, 2.5, and 3.75 then have either a large icon with a number in the middle or a small icon with a number under it for everything else.
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[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
Those values are massive, the last version of FTT didn't even have breaking force or torque on any parts so I modded them to force between 50-400 and haven't had problems with any parts breaking except for the ASAS module which doesn't surprise me considering the effort it was putting into controlling my stupidly huge ship. Could your problem be part clipping? I have had parts spontaneously spring apart from each other on loading the Launchpad because they were clipping. -
[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
While this ship does work and I will try using it for it's intended purpose, it has 300 parts and consequently causes terrible lag during launch, and occasional lag while maneuvering, but it was a pretty good test of the capabilities of the starmover parts. Its possible the empty mass of the LH2 tanks will be reduced in the future to be more inline with stock fuel tanks, but at least I've proven the parts work well straight out of the box, of note is that the ASAS modules were essential for keeping it stable during launch, they use so much power a reactor is needed (they only use about 4% of it though) and good reinforcement is needed around the ASAS modules to keep the ship from wobbling when they're operating. An interesting thing I discovered is that there's a massive difference in density between a full LH2 tank and a standard fuel tank, so any heavy starmover will always need a pretty big volume of tanks to have any DV, even considering the efficiency of the nuclear engines, and Kontainers can get damn heavy so it's best to design a simple efficient rocket for moving the heavy ones like ore or metal, a single Kontainer at a time attached to a robotic ship with a single engine and barely enough dv. They survive re-entry and can be lithobraked though -
[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
It wasn't launched full, all containers and fuel tanks were empty except for mono propellant, 10 tons of Uranium for the reactor (no containers hold enriched uranium so refuelling would be difficult) and about 50 tons of fuel which was intended for reaching duna, but was actually needed for circularising due to the problem with the last booster stage. Starmover parts are heavy, those radial ASAS modules weigh 30 tons each, engines and the reactor 20 tons each, most structural parts are over a ton, and finally empty hydrogen tanks themself are 30 tons empty, holding only 46 tons of fuel. Im shocked that I managed so much dV without the modified tanks. With my modded parts the whole thing would be significantly lighter, though I did make Kontainers heavier depending on the payload, a base weight of 2.5 tons, double the weight if the cargo weighs 50-100 tons, and for ore and metal I believe I made them weigh 10-15 tons empty which is about 5% the cargo weight.