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DStaal

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Everything posted by DStaal

  1. That depends on the radiators. The stock fixed-panel radiators only cool the part they are attached to (and any parts attached to it). The stock extendable radiators can cool down the entire vessel. Non-stock radiators may follow either one of those behaviors, depending on the radiator.
  2. Out of curiosity: Has anyone tried this with the 1.2.9 beta? Does it work?
  3. I know from watching the CRP thread that it should be possible to make an atmospheric resource that you can harvest that's only on Eve using just stock. I've never really done much with resources myself, however. I'd suggest going to that thread and asking for help - those would be the people who know how to do what you're trying. (Oh, and I realized I have a slight error in my MM patch above: The first character on the first line should be '+' not '@'. The above edits the part, corrected it would duplicate it and edit the duplicate.)
  4. I'd actually disagree with this characterization of stock. Squad did go for KISS - the only purpose for an ISRU in stock is to create fuel, so you have one resource that can create any fuel. However... They were more subtle than that. Note that adding MetalOre doesn't mean you need to have a plugin: Squad put in a resource *system*, not just a resource. If you want a new resource to support your mod, all it takes is a config file describing the resource. So they kept the base game simple by limiting the scope, but allowed you to build arbitrary complexity on top of it. (Now, I will note one thing in relation to your Kerbalism profile: One of the most in-demand ores for fuel is *water*. You can split it into hydrogen and oxygen, which is about the ideal chemical fuel mixture, or you can use that hydrogen in atomic rockets as it's about the ideal propellant there. Or, remix it into H2O2 or something and make it a monopropellant. And of course you can drink it, or split it and use the oxygen for air, etc. So if 'Ore' is some hydrate of some sort, or at least something that can be broken down into such, it could well be used for fuel, water, air, and even as a large part of the food production chain.)
  5. I'm sure you don't have the rights to include Squad art in the repository. I'm also sure you don't need to. This file - placed pretty much *anywhere* inside GameData - should exactly replicate your air intake: @PART[airScoop] { @name = airScoopExV @title = XV-G51 Radial Air Intake @description = An explodium intake duct that can be mounted at the sides of a fuselage. Warranty does not cover engine flame-outs or any objects, inanimate or otherwise, sucked in by the intake. Optimized for subsonic flight. @tags ^= :oxygen:explodium: @MODULE[ModuleResourceIntake] { @resourceName = ExpVapour @checkForOxygen = false } } (I'll admit I've not tested it, and the regex replacement I'm using to modify the tags is something I haven't used before.) Note that it doesn't include any references to anything you haven't actually changed - which includes the Squad art. It just uses the original values for those. With a bit of work, you can even do things like apply your own textures to Squad models, and ship only your own textures. Here's the reference to the syntax for this: https://github.com/sarbian/ModuleManager/wiki/Module Manager Syntax
  6. The latest beta (over in the dev thread) can do waypoints. I'd expect it to be in the official release when 1.3 comes out.
  7. I was suggesting my mod because it adds Metallic Ore storage containers in the KPBS size. If you need metal ore, I suggest you look at Keridian Dynamics. (Metal Ore is basically an EL resource, so you need to look for parts that specifically augment EL.
  8. They're only visible if you have a Life Support mod that uses the resources they hold. I'm guessing he runs TAC-LS. (Or my KPBS to MKS pack - which re-purposes them into Kontaniers.)
  9. A pic of the ship often helps diagnose these - but in this case I can tell you that 'Metal Ore' is not the same thing as 'Metallic Ore', and they require different drills, containers, and processors. What are you actually trying to do? This sounds like a situation where my KPBStoMKS pack might help...
  10. I like it. I'm not sure how I'll use it - but I like it.
  11. Yep. RoverDude wrote the stock resource system that way on purpose. That's how CRP works: There's a file with all the resources defined, and some specific files with where those resources are found.
  12. You should be able to write MM patches that just contain the changes from the original parts - I believe that's how Eve Optimized Engines works. And I know it's possible to define whether a particular resource exists in an atmosphere, and it's concentrations. Ask around on the CRP thread and I'm sure you'll be able to get some help in writing an intake that only works on Eve.
  13. While Karbonite is a good solution to this specific problem, it shouldn't be supremely difficult to define a different resource that would logically be found in Eve's atmosphere and create engines for it.
  14. Which is basically what the post I linked to in the second post in this thread says. Just be aware that MechJeb is *not* accurate enough on it's own to do what the OP was requesting.
  15. As someone who works with the MKS-equivalent - scrapping the entire vessel is very useful. A common pattern for me is to detach a lander stage from a landed base/rover, and scrap it entirely as one vessel. I'm doing this even in a location where I can easily move around an EL scrap harvester. The EL equivalent is nice, but harder to accomplish as you have to move the parts to be scrapped to the EL scrap site, and have an EL workshop. I would definitely make sure the EL version is more powerful however.
  16. I would disagree. The production chain in particular isn't useless - it's still valuable for Ground Construction, and for EL if you have that. (And I believe mechanical wear might still be a thing...) And Logistics, Power Distribution, Konstruction, and things like Inertial Dampening are all very useful in any game. I think a lot of the answer to that question depends on how big a 'percentage' you think various functions of the mod are. Yes, it's designed to compliment an LS mod, but there's a lot more there as well.
  17. That's worth quite a bit, actually. It means the Central Hub isn't going to need massive amounts of more space. I'm liking the idea of adding PL to the Garage Adapter. Probably both ways. (Which IIRC means push-only if it's not crewed - good for that remote settlement idea.) I wouldn't mind a dedicated push-only part in the container form-factor, but we need a model. We've repurposed basically all of the unused life support ones, and even duped the SEP one, so we'd have to re-dupe one (possible) or come up with a stand-alone model ourselves...
  18. Other options for rovers are Feline Utility Rovers, the Buffalo, and the Puma. Each has some different strengths - Feline Utility Rovers has some nice parts you can use to make *articulated* rovers, the Buffalo's configuration can be switched around between a wide variety of options (including in the field), and the Puma supports stock parts quite well.
  19. That's possible. We could dupe the part, strip out the other functions, and just give it a hab bonus. If we wanted.
  20. Because I thought of it, it amused me, and I want it documented for later: Instead of 'bays' the Central Hub will have 'Offices' that you can switch. If you want the habitation bonuses (since, if things are switchable that's switchable...) you'll need to convert one to a break room.
  21. 1.2.9 is a pre-release version, i.e. a Beta. No mods will officially work with it - though some, especially parts mods, might work in practice. Most mod makers don't work on updates until it's officially released, as there could still be changes made in the version that would break a mod between now and when it is released. I'd recommend playing with the latest release version, 1.2.2.
  22. USI Kolonization Systems and Kerbal Planetary Base Systems are actually very different things. The former is a construction chain, logistics, and gameplay mod that happens to include parts. The latter is a parts mod for surface bases. (Honestly, your mod list doesn't look that long...)
  23. Ok, to start with: I'm calling Stage 2 done. It's not getting a release yet because it depends on the changes we pushed upstream, but there's a 'release candidate' up now that should have everything. (Note that I *know* it will throw errors unless you fix Rock's definition in CRP. I'm not sure it won't throw more errors on things missing from KPBS.) Note that it's on a special 'Release-Setup' branch - that's a branch for a RC. If there's something *broken* in the RC fixes can go into that branch, but otherwise it should be left alone. I remember that comment from RoverDude. I'm not entirely sure I agree with the idea as the only way to do PL - even a relatively small office can have a decent mailroom - but I do get the point. And putting it on the garage then makes sense. (Though 'the garage' actually is built out of several pieces - and the only one with crew capacity is the Garage Adapter, which is probably the smallest.) The chart on page 1 is a bit out of date, as it was created before the whole 1.2 redesign - though my current thoughts are based on the same thought process: Drills Same three drills from the chart. Unmanned versions? Ore Processor Switchable Metals, Fertilizer, Chemicals, Refined Exotics, Silicon. Also Dirt input. Phase 1 manufacturing Two parts, balanced as if they are one, switchable Outputs: Polymers, MaterialKits, Organics? Also handles Recyclables as input. Phase 2 manufacturing Two parts, balanced as if they are one, switchable Outputs: SpecializedParts, Machinery, ColonySupplies Uranium Enrichment requires a specialized facility. Refined Exotics could be pushed up to Phase 1 as well, depending on how we want to push things. If we put Organics in Phase 1, then it's being produced via a different path than MKS's Organics - but that’s possible, and the term is loose enough to cover it. Organics has two paths, as does Fertilizer, so we should keep that in mind. Number of bays and such is open, of course. We could consolidate drills some if we wanted, but exactly how to split that is a question. (My other thought on the split - if we wanted unmanned - would be to have two manned drills, based on the Ore and Water drills, and use the MetalOre drill as an unmanned drill - but I'd want to limit what it could mine then, somewhat.)
  24. Personally, I think the deciding factor on IVA's should be whether you want Kabattos to rave over your IVAs or mention that they're coming soon. On other mod support: Do you play with CLS? If not I can help write configs for it.
  25. Yep. I use them all the time. They usually get me within a couple of kilometers of my desired orbit. Close enough for a space station, not for a com-sat.
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