Gilph
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@PocketBrotector, would it be a good idea to redo the OP and add the various doc locations and links, especially when there will be "official" repositories?
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Yes, that looks really good. I was going to add the information regarding profession support and efficiency in a standard bulleted fashion (similar to @Kaa253 post above, but with parts). For example, in the above, do engineers do more than just auto maintenance? Do they affect load and efficiency? Are they required to be in the part, or can they be resident anywhere in connected parts? Are they even needed for the part to perform conversions, or can that function run unattended? So, something like (for example...might be wrong): Unattended Mode: Yes, conversions only Profession?: Engineer Auto Maintenance Load increase Efficiency multiplier increase Residence: Part only Efficiency Part? No Efficiency Recipient? Yes - [Workshop] Ranger inflatable Workshop I think that the hard stats should be in a separate section from the functional descriptions. As they get affected by rebalancing efforts, it's nice to have them isolated to keep the updates easier. Unfortunately, I am not up to speed on the stats yet or the math behind it. Am working on it.
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I deleted my folder completely when I installed 0.5.8. Will try it again when I get back on. Edit1: Good news: no error spam after I deleted the folder and reinstalled. But, the heisenbug was still there Edit2: Spoke too soon...got the error spam about 15 minutes into the session. It started when I switched to a small unmanned sat with a relay. No life support at all: ERROR Operation is not valid due to the current state of the object IN ModuleLifeSupport
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Hi, Sorry, but 0.5.8 still had the spam and caused the heisenbug in my base for the first time. This is in my modded career save.
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I'd like to volunteer...ping me if I can help with anything. One comment I'd like to make is that in a few places, I see that people are cutting and pasting the in game descriptions from the parts. While they tend to have a certain style, they are not always real descriptive and repeating it in other places doesn't really add value. I was thinking about trying to make a part template that will contain all reference information, like it's exact functionality, whether it needs a profession, whether if consumes, distributes, or both, etc. Let me know if there is any way I can help, thanks
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Hi, I have the same issue, although it has not really impacted anything yet. I had Kerbals on my Kerbin space station, and I sent a small ship to return them back. As I hit physics range, I see the "refuses to work/back to work" message. I also see it at some random times, but usually when I enter physics range with another vessel or base. Am in the process of making a sandbox save with USI only (maybe KJR and KAC also) and will see if I can reproduce.
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Hi..sorry to ask again, but I need some clarification on the whole greenhouse agroponics question again. Tried making a base just with beginner parts like Ranger. Learned quite a lot but it was a total fail. So, going back to simplify and concentrate on just habitat and LS supplies. I am still very confused on what is depreciated and what is the new method for growing food. As stated in the changelog:"By convention, Efficiency Part converters are shown in brackets so you can quickly identify which efficiency converters support which modules. For example, the [Greenhouse] converter on the expandable AgModule supports any larger converter that has a [Greenhouse] tag." When I look at all of the greenhouse part configs, they are defined as resource converters with a tag = Agroponics. So, does this mean that the efficiency parts with the [Greenhouse] definition do not affect these greenhouse parts because they have different tags. So, maybe the older greenhouses are depreciated. I then looked at all of the Ranger, Duna, and Tundra agro parts. The tags are no longer in the individual modules, there is a long string of them in the Model definition, including the tag "greenhouse" (lower case g). The Agroponics module is a resource converter, but does not have a tag anymore. The efficiency module (like the example in the changelog) has an eTag = Greenhouse (upper case G), but there is not a single converter with a [Greenhouse] tag. So, if I want to use the smaller Ranger-type devices, what is the new preferred use? Do I configure as agroponics (assuming I do not wish to cultivate)? Do I have 2 agro parts; one for agroponics and a second one as an efficiency multiplier for the first (even though i don't see the link)? If I eventually land a Duna or Tundra agro module, was the Ranger designed to be converted from agroponics to efficiency to boost the bigger agro module somehow? TIA for any advice you can give.
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Hi, I am a MKS user. Running the Narrow band, I see all of the USI resources and the percentages look fine (not just ore, as you previously mentioned). But if I select kerbnet access from the narrow band menu, it says "Kerbnet is Offline" and wants me to run an orbital survey, which was already completed. If I click your Kerbnet Network icon, it comes up. If I try and click through the resources, it shows ore, then I get the offline message again. Is this part of the bug you mentioned?
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Gilph replied to Nils277's topic in KSP1 Mod Releases
I can post pics when I get home, but there are landing legs that have wheels on them. They get placed on various adapters and Meerkats. The great part is that the mount points are aligned perfectly. So, you can drive new extensions to the base and dock with docking ports and everything is perfectly aligned. Then, when you are close to being done, just retract the wheels to lie the base flat on the surface. It's one of the best things about KPBS...no cranes, no alignment issues, etc. Here is a small base. note the wheels on the landing legs. One of the arms has a HAL that serves as the control if I need to drive it anywhere. The battery array in the upper right was landed separately and docked with the main base -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Gilph replied to Nils277's topic in KSP1 Mod Releases
Thanks for the SEP support, been looking forward to trying it out. -
How would you improve Career Mode?
Gilph replied to Lightzy's topic in KSP1 Suggestions & Development Discussion
Career mode does need help, but there are many, many mods that change the contracts, tech tree, and game modes. There are a lot of great ideas already out there. We should evaluate them first. -
1.3 - What will it have?
Gilph replied to KAL 9000's topic in KSP1 Suggestions & Development Discussion
I think I may be the only person who doesn't care about part revamps and visuals. I could really care less. I think life support as an option is a good choice, but I would rather see it as a framework similar to TACLS that the current life support systems can interface with. Consumption rates can be standardized, and mods like snacks and USI can just calculate based on whatever they wish (e.g. 1 snack=.x oxy+ .y food; 1 supplies= =.x oxy+ .y food etc.) I would look for more and better functionality to the base game. Orbit calculations, trajectories, physics, all the things that everybody relies on. As physics computing is continuously improving, whether in Unity, PhysX, or other solutions, they should be aggressively implemented. The planets can still use a lot of attention. I happen to think the Kerbin atmospherics are horrible. And, it's time for 32 bit to go away (no flaming please, I know many will hate this). The 90's are over, time to let go. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Gilph replied to Nils277's topic in KSP1 Mod Releases
Yep...but until now, I thought the (semi) part was no water on Mun and usually water on Minmus. It's great I can have KPBS self sustaining bases on both moons, just rather unexpected. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Gilph replied to Nils277's topic in KSP1 Mod Releases
I am have the weirdest 1.2 experience. In my KPBS/TACLS career save, I found water in the Mun (and Minmus). So, the wiki that describes TAC LS from a self sustaining POV can include Mun in the same way as Minmus if you also find water on Mun. In my all USI career save, there is no water on Minmus, but there is on Mun. That will be hard. -
I just finished my move. It really depends on the mods you have and where the missing parts belong. I had to delete several of my craft to get it to run, once I moved all the Kerbals back to Kerbin. I moved my crafts from old to new and loaded them in VAB to see which ones would not load due to missing parts, which helped a little.
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Hi, Wanted to ask a terminology question. I believe I understand the difference between converter, recycling and efficiency parts. I know that documentation is on the way to help in figuring out things. I am have some issues with the difference between the "Life Support" button and the "Recycler" button, and the efficiency parts function. I made a Kerbin Space Station with Tundra parts: 1 Pioneer Module 1 Expandable Habitat 2.75 as Habitat 1 Expandable Habitat 2.75 as Greenhouse 2 Nom o Matic 25000 1 RT-5000 Recycling Module 1 MPL-LG-2 1 Kerbitat as Recycler Ok...issues and questions Pioneer - There is a start recycler button. If I start it, no lowering of supplies in LS Status, so it looks like it is not recycling. Expandable Habitat 2.75 as Greenhouse - It states it's an efficiency part, but to what? the Nom o Matics? Enabling this shows no difference in LS Status. RT-5000 and MPL-LG-2 - The button says "Start Life Support". Should it really say "Start Recycler"? Is there any difference in the terms? Starting it lowers supplies per day. Kerbitat - It does have a Start Recycler button, and it does lower supplies consumption. That looks normal to me. TIA for your help. Edit: For item 1, Loaded the exact same craft file onto launchpad five times, using 1-5 kerbals. Supplies were reduced correctly when I started Pioneer recycling. Went back to the one in orbit, turned everything off and just tried to enable Pioneer recycling and nothing happened. Seems like this one is blarged somehow. Not sure why yet.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Gilph replied to IgorZ's topic in KSP1 Mod Releases
Hi, have a noob question. Using KIS for the first time in 1.2. Wanted to put a relay on an existing space station in a save I migrated from V1,1.x. They are less than 1T, but the smallest relay is 302L in volume, and the RA-2 is almost 1000L. The Kerbal inventory for my engineer can only hold a max of 300L, so I cant hold any relays in inventory. Is there a way to get this done? Thanks -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Gilph replied to JPLRepo's topic in KSP1 Mod Releases
I have same issue. No differences in my logs than what has been posted here. Edit1: Removed TACLS from CKAN. Deleted Gamedata TA folder. Downloaded release version from Github. Copied only REPOSoftTech and ThunderAerospace folders because I had latest versions of bundled mods. Problem seems to be fixed. -
Thanks very much
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Hi, In the tutorial, I noted there is not a specific section for the math. While there are references in the different sections, it may be a good thing to have some sort of concentrated math overview, with charts and examples, to be used as a reference. When you see something like this, and you try to go through the individual sections, you may get lost early because these numbers are not understood. Having a math section before the life support section may be helpful. Then, when you read through the manufacturing and resupply sections, you get a feel for the things you want to concentrate on. Thanks
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Hi, one more thing... In the tutorial, under Efficiency Parts - General Concepts, there are links to the different sections. When you press Greenhouse, you get the Smelter page.
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HI, I really enjoyed your tutorial. This tutorial is very focused towards bases. I am a new MKS user and I am starting with space stations only. It's a different kind of design and layout. Recyclers should play a more important role and mechanics play a lesser role because everything needs to be supplied from somewhere else. If you would like, I can try and see if I can develop something for stations, or are you also developing? FYI, first attempt at Kerbin space station. Had to ditch the hab ring due to way too much power needed: Thanks
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super-heavy lift rocket with stock parts?
Gilph replied to deepspacecreeper's topic in KSP1 The Spacecraft Exchange
Lifters are easy to find with a basic search, especially on Kerbakx. Supernova, listed above, is a fine option. I use Kestrel (3 versions), because adding or subtracting fuel tanks in the center will solve 100% of my lifting needs. Only potential issue is if you are in career mode and have not unlocked the heavier parts. -
Gravity Assist from Kerbin to Duna to Dres
Gilph replied to KerbalKid's topic in KSP1 Gameplay Questions and Tutorials
There are somewhat advanced tools to do this. TOT and flyby finder are some examples, but depending on you overall knowledge of orbital mechanics, they can be difficult to learn. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Gilph replied to nightingale's topic in KSP1 Mod Releases
Hi, 1. Received scan contracts. Started the scan mun for resources with the m700 2. Sent scanner to mun, notice contract view on right. Topmost one shows no progress, which is correct 3. Started scan. Opened map to adjust proper orbit. You see that it has scanned a part, but the contract status shows no progress (topmost contract) 4. Immediately change to KSC. Contract shows no progress 5. Immediately change to Mission Control to look at contract status, shows it to be 28% completed Please let me know if you need anything else Thanks- 5,206 replies