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Everything posted by dboi88
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Hi @Enceos We've only got this page for now https://github.com/BobPalmer/MKS/wiki/Functions%3A-Med-Bay-%26-Colony-Supplies . Basically they are automatically accumulated, by all modules. You can use the pioneer module to check for colony rewards (make sure you have storage for them or they will be lost). You can make colony supplies using organics and is quite difficult.To use them you need a Colonisation module, when you run the colonisation module it makes your hab and home timers tick in reverse and uses colony supplies, this only works on Crew members that have not already expired. Expired crew members can be 'resuscitated' with the med bay again using colony supplies and stops working once they've been 'resuscitated'. But you probably already knew all that, if you are looking for more specifics about the amounts used/generated ect. i don't think anyone has sat down and worked that out yet. Hopefully when RD's finished balancing and releases the master spreadsheets we'll be able to fill in that sort of info.
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I'd class that as an issue. I'm trying to make these as abundantly clear as i can so i'll try and make this clearer. I'm going to try some arrows making it clear it is one way and ad a 5th slide confirming the 'rules' that 'Scavenging' will always follow.
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I'm putting together some examples for the different uses and requirements for logistics, can anyone see any issues with these?
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Ok, the first two places to start then would be this tutorial. and have a look through this documentation, and have a look at how the part modules work in each part type, so take a look at the configs for engines, rcs, reaction wheels and you'll see how different part modules are added to make a part do different things. http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation and give me a shout when you're either ready to start or get stuck
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@gyros81 Hi, welcome to the forums. No need justify why you want to make a part. Some may call it OP some may call it cheating, but in my book KSP is a game that should be played exactly as the player wants. That's what makes it so fun. If you want this part you SHOULD make it and you shouldn't listen to anyone telling you not to. Not that anyone has but there are plenty out there that would. I assume you've not got this working yet? I say this because when I made some parts with rcs thrusters myself, I needed to add the transform directions for the RCS jets in Unity before you perform the final export of the model. Therefore i think there's a pretty fundamental problem you've got, in that KSP will have no idea in which direction it is able to apply the forces from the RCS module in. So will apply none because the model you've chosen will not have these. Secondly that module you've written in the part config is all wrong. I can see where you were going though, it makes logical sense at least but it won't work. So you are going to need to learn a few new skills to complete this little project, but don't worry, you are going to be more than capable of getting this working, and i'm going to give you all the help you need to ensure you do! Someone did this for me a few years ago and it's time i did the same for some one else. First of all your going to have to make a choice, use a different model, it would need to be one that already is an RCS block(you CANNOT add these RCS transforms to an existing *.mu model you would need the mod authors original files to do that) and will need the number of thrusters you want. So really for your idea you'd want the full 5 axis which does limit you a lot in terms of parts to pick from, but we could easily reskin one so it didn't look the same. Or learn to make a new part from scratch and add that to KSP. This is what i am going to strongly suggest you do. It will open up so many doors for you in regards to modding and it is going to be really simply, I promise. We'd start of really simple and just make a square block that works in game as your new Impulse Control System, then if you wanted move onto making a model that is aesthetically pleasing. This would literally take no more than an hour on your first go, a bit longer if we have to talk back and forth. But once you've done this once you'll have all the tools you need to make any part you want. Second your going to learn how part modules and the part config files work in general. Again it's really simple once explained and there are loads of documents to refer to for specifics when you need them. Bonus you can do all of this with free software. However, if that doesn't interest you I have some parts that i made that i think you might like and i can share them with you if you wanted. I made some parts to reduce part count in regards to RCS and control systems myself before we got 64x when part count was EVERY thing. I made lots of parts but there are two parts in particular i think you'd be interested in. A small thin mono tank with 4 built in 5 way RCS ports and one slightly larger mono tank with built built in probe core, batteries, reaction wheels and again 4 5 way rcs blocks, i made 4 sizes of each. So in my rockets i put the bigger one in the middle with the same sized fuel tanks on either side and then the smaller ones at the end. This reduces part count from 20 parts for the full control system down to only 3 and it gives you a perfectly balanced control system with loads of propellant storage. I also spent loads of time balancing these parts against the stock parts so all the weights, volumes, thrust power, reaction wheel strength ect. are all = to the original 20 parts. So from this design To this design
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
To expand a little further to what others have confirmed, which is that this is not a replacement for IR. This mod adds 'magnets' to parts and enables you to move those magnets around in relation to the attachment node(of which there is only one). So there is only ever one attachment node, and it's at the bottom of the crane. There is no attachment node at the magnet end and this is why fundamentally this mod can't replace IR because there is no way of EVER attaching anything to the end. The part being picked up is only ever being 'attracted' to the magnet, never attached to it. The whole mechanic that roverdue has introduced here is all about temporarily picking things up and moving them around for construction purposes. He had a specific purpose he intended it to fill and that was never as a replacement to IR. Any mod that wants to move an attachment node around, which is a completely fundamental element of any hinge in ksp, would essentially have to rewrite IR. So it's unlikely that this will ever happen unless someone has a strong desire to do so. Which i can't see happening with IR around.- 1,473 replies
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Cheers, i've made it clear that it is still Alpha and also linked your profile and asked that all feedback comes your way. I hope that is ok.
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@paul23 Hi, i've updated the wiki to include your new patch. See here https://github.com/BobPalmer/MKS/wiki/Mod-Support Does MKS still come with a config for TAC? will the user need to delete that before installing your pack? It'd be great if you could add any download and installation instructions to page if any are required. Or let me know and i'll update it for you. Thanks again!
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That's not a typo, i'm just British
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Yes lol that is a typo, i'm sure there'll be a few more. I'll keep track of any reported and fix them all when i update it with all the charts and graphs once the numbers have settled and all been worked out.
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Just drop the asset file anywhere in gamedata https://github.com/dboi88/USI-MKS-KSPedia/tree/master/MKS KSPedia/AssetBundles RD's pulled the repo and it should be added to the next release.
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KSPedia entry is complete 46 Screens 138 Pages long 210 Images 7840 Words
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Cheers I've only got 3 pages left guys! should have it wrapped up today. I've spent over 200 hours on this over the past 3 weeks, I can't wait to get back to playing KSP lol
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@notthebobo I've been taking a look over the changes you've made to the overall structure on the wiki. I really like what you've done. I'm looking forward to tucking into creating some of those new pages you've outlined. Not sure if you noticed the post in the USI LS thread about the recylers, see this page here i added the info. https://github.com/BobPalmer/USI-LS/wiki/Mission-Planner-Example:-Supplies they are basically a necessity with the nom-o-matics. I'd also wrote off the USI LS parts without much thought because of the low productions but they're supposed to be for life support purposes rather than production purposes which is what i'm used to because i'm always making bases and colonies with production lines ect. So with one RT-5000 and one Nom-O-Matic 25000-I you could make enough supplies for 12 kerbals.
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@Zhetaan I'd posit that @RoverDude would have included a check there if a negative value would have made bad things happen. I'd go with it if i was you.
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Looks like it does accept negative values. Not sure if this would cause issues elsewhere though.
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Hi, Kerbals don't need supplies while on the home planet so they will never expire. I think it's anything under 20km?
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If anyone get's chance before I do this new page could do with an additional section with an example calculation for how much supplies and fertilizer will be needed for x number of days mission length. https://github.com/BobPalmer/USI-LS/wiki/Mission-Planner-Example:-Supplies Cheers Yes it really has
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Done https://github.com/BobPalmer/USI-LS/wiki/Mission-Planner-Example:-Supplies
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Mod for dead/missing Kerbals in career?
dboi88 replied to beelzerob's topic in KSP1 Mods Discussions
I'm not aware of any mods. Have you investigated whether the Kerbal Respawn system itself is limited to 100 hours? It may be that it's only the limit of the slider. If you go into your save file you should be able to find the setting. Try putting 600 hours instead of 100 and see if that works. -
@Rabada that info is really useful. Thanks for sharing. Would you mind if I stole this for the Wiki and KSPedia?
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Ok so the KSPedia entry is coming along nicely, i had only planed on doing around 8-10 pages when i first started and the count now stands at 48! 42 of those are now done and only need proofreading/minor formatting so should be complete this weekend. Are any of you amazing people willing to take on the role as a proof reader?
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I've had a go at the recyclers, I've just removed old parts, added new and updated the figures. I've left them represented as they were. I've also added two parts pages with images. I think we should amend the home page to the same style as the MKS wiki with an overview of all the pages if anyone wants a go at that? Will need the information moving out into their own pages.
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I've updated the wiki to make that clear. Cheers
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Thanks @DStaal they look great. @notthebobo that page look nice and clean. I'm happy with it.