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DStaal

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Everything posted by DStaal

  1. No problem. Then the question is why it works on my machine, instead of why it doesn't on his. (And thanks for the wiki - I'd already referred to it, but obviously something in my understanding was off.)
  2. On the service module: Yeah, I thought about having it non-passable, but I decided the utility of being able to pass through it was good, and it can be argued that there's supposed to be some space. Basically, I had the same thought, but decided that I wanted to be able to put in line with the rest of the parts and still pass through to the rear airlock. I've asked someone to take a look at it over in the CLS thread. Hopefully someone there will be able to help us debug a bit better.
  3. Could someone who knows this mod a bit better take a look at this config and tell us if there are issues? https://github.com/BobPalmer/Malemute/blob/DEVELOP/FOR_RELEASE/GameData/UmbraSpaceIndustries/Malemute/Mod_Compatablity/ConnectedLivingSpaces.cfg I'm having it work fine on my machine - I wrote it. We have another user who says it doesn't work for him, and that it needs a 'passable = true' on all the parts. (Which requires a bigger rewrite if so, by my understanding.)
  4. My understanding is the process for those configs works like this: Set overall part pass ability - default is to 'false', if you set 'passable' that changes that. Enable/restrict on particular nodes (or surface) in relation to the default. I'm trying to understand why that config works for me and doesn't work for you. (I use Ship Manifest as well, so that's not the issue.) I could re-write using 'passable', but it would need to be a longer, more complex, config. Question: How are you testing? Are you just looking at the description, or are you putting a ship together in the VAB/SPH and clicking on the CLS button to test? As another question: Does it work for you if you set 'passable' to false? It should, if I understand things right: The part would only be passable through the nodes specified. (Though it might list in the VAB description as impassable.)
  5. As has been said: Having a hab bonus on a greenhouse is the unusual one. I think as listed it's fine - but I wasn't sure until I ran the numbers. If we were to remove either, remove the hab, not the recycler - but then the recycler needs a buff to re-balance. The hab multiplier on the command hub was just an idea - and probably a bad one. On the recycler on the habitation parts - not equaling RoverDude's suggestions makes them underpowered in relation to the MK-V hab and the OKS Hab ring. (So, I agree with you not ibanix.) I'm not sure why these parts would be worse on a per-Kerbal basis than those. Remember that 'recycling' means more than just food: It can mean cleaning the CO2 out of the air, or filtering the water, or just being able to wash their clothes. Now, if we increase the number of Kerbals it can recycle for than we can keep the percentage down - again, think of being able to run a laundry for a group of people - you'll reduce the amount of clothes you'll need to keep things sanitary, but it doesn't mean you can clean the air. So, if the point is to keep the differentiation, allowing lower recycling on more Kerbals is better than just nerfing the part entirely and making the MK-V Hab a better choice. You'll still need the supplies, though you can run larger bases. On Wear and Tear: Yes, converters consume Machinery. I was a bit off on the ReplacementParts path (I really should know better than to type up stuff I'm not fully up on at 2:30 am...): Everything's going to need replacement parts, but that's in the background; it's a hidden resource. Engineers doing maintenance can convert MaterialKits to ReplacementParts. (They also refill Machinery and Uranium if needed.) That's a UKS mechanic, not a USI-LS one. (Machinery can be created via SpecilizedParts in the MK-V workshop.) I need to double-check all of this to be sure I've got it right, when I have a moment... (Some of this I 'know', in that I've read it, but then unless I'm having someone point something out I'll think about it wrong.) Ok, I think I'm caught up... If I have some time today I'll be reading RoverDude's notes on wear and on Kolaniazition bonuses. (BTW: Yes, livingSpace and workSpace are UKS only, not USI-LS.)
  6. Actually, the 'passable' line is no longer needed - it's basically legacy, and would basically override the more fine-grained config to allowing it everywhere, instead of to specific nodes. I've been using the config that's in the dev branch for a while. (I wrote the pull request - after testing in my game.)
  7. Sorry, yeah I do forget about the fact that the current Algae farm ore conversion uses mulch as well - the config reading of it makes the difference in consumption more apparent, so I don't think about it as much. (And I wasn't looking over things very close - as I mentioned, I was on my phone in my car, as I don't work at a desk.) For the greenhouse, the main reason I think it might be overpowered is that it's got the supply generation, the recycler (both of which are common on greenhouses) and habitation. The last of which makes sense realistically - but it's an outlier in USI. That said, running the numbers you've got about half the tonnage towards the recycler and half towards habitation, which should keep it balanced. (Again, I didn't have the ability to do that on a quick look over.) It might also be interesting to split the tonnage for the central hub between hab time and hab multiplier - it looks big and spacious enough for recreation facilities. But really, the end result should be about the same if we keep things balanced. Now, on all of this we've been focused on the habitation and supply mechanics of USI. My patches are towards the wear and repair mechanics of USI-LS, (as well as adding in EL and OSE Workshop support) and we still probably want to deal with workSpace and livingSpace, which is a hidden mechanic in USI that influences productivity. For parts with crew capacity, wear is something we can pretty much ignore - RoverDude's patches in USI-LS will cover the basics. (Unless we want to adjust.) But parts like the small greenhouse or the algae farm should probably have wear as well. The question is how many ReplacementParts they should have - RoverDude usually puts in 100 per seat and/or 500 per command chair, but there's really no guidance on parts without. In general a part wears out (uses ReplacementParts) at a rate of 0.000001 (per second) - I believe that's at 100% efficiency. (That is: Rated efficiency. Usually parts in USI operate at *over* 100% efficiency, as the get boosts from other parts and engineers/scientists, etc.) As it wears out (loses ReplacementParts) it's efficiency drops. My thought reading over what I just wrote is to give them 100 ReplacementParts each, as well as the modules to enable wear. Then of course we'd want a way to repair - that's not in USI-LS, but it is in UKS, IIRC. My patches clone the airlocks as 'workbenches'; small workshops that allow an engineer to do automatic repairs. The question is if we want other parts that do the same, or if we want to design better parts for that. (Or even just a distinct texture...) Note that these parts are fairly rare even in UKS - the only parts with the 'automatic repair' are the MK-V workshop and the orbital workshop. Also, to do repairs you want Machinery (which an engineer can convert into ReplacementParts, IIRC) - so we'll need to work out storage and amounts there as well. Again, under UKS some parts require a minimum level of Machinery to operate - if we're doing a full compatibility mod we'd probably want the Greenhouses, the Algae farm, and maybe the various recyclers to require that as well. LivingSpaces and workSpaces are something I'll need to do some research on - I think you need them to get Kolonization bonuses, and they also affect efficiency and habitation, I believe. But details elude me at the moment. (I know I've seen some someplace.)
  8. I can't respond in depth until I get off work (and my cell), but a couple of notes: I still see a mulch to fertilizer converter - that's a good way to run out of supplies accidentally. Let's not. Also, I think the large Greenhouse is possibly overpowered. I don't think my idea on the two - part factories would require a code change: conceptually it's no different than a MK-V Smelter.
  9. I agree with both of those ideas. The second idea is definitely possible using MM. (Not exactly 'or' - the USI-LS would be default, and then have a UKS patch that mods that.) Another idea is just to have a separate drill pack that isn't necessarily tied to either one of these. Then people can add drills if they want, and the algae farm is only really useful with drills.
  10. I wouldn't change how a purifier is implemented - at least, not on our level. (I can see an argument for changing it in USI-LS - basically excluding it from the recycler cap mechanic and have it applied afterwards, but that's not the level we're talking about.) I just think that thinking about it as a converter helps keep in mind that it's a very different animal than the normal recyclers - and has very different pluses and minuses.
  11. Which is exactly why I like it - Life support is so vital, that being unable to produce it can mean it's impossible to set up a colony at all. With the algae farm using ore and the normal gypsum route then you have two choices for getting to fertilizer instead of one, so you can hunt for whichever one you can find. (Although using something besides Ore, like minerals or something, might work as well.) Base USI has two ways to get Water, but only the one path to fertilizer, this gives another choice to player. I just find thinking of it as a recycler doesn't really convey what's going on very well - it sounds simple, but you've over-simplified, or simplified incorrectly. Things don't behave the way you'll expect: You'll still go through resources at a high rate, it's just that the resource is now Water instead of Supplies. (Despite them being implemented as a recycler.) And yes, I meant having both a normal recycler and a water purifier, so you can choose which to run - the normal if you don't have water, and the purifier if you do.
  12. A lot I should respond to, I'm going to start here: I'm not sure I agree - but then I don't think of the Water Purifier as a recycler anymore. (Despite it being implemented as one.) It's a converter - Water to Supplies. What would be interesting there I think would be a lower-efficiency water->supplies converter. (Basically lower the recycle percentage.) But it's just a thought. (Handled above.) I'd support that. Fully agreed - even under RoverDude's balance suggestions it'd get 14 months out of it. And the MK-V Hab gets it's full hab bonus despite also being a low-quality recycler, so I don't think that's a balance problem either. Makes realistic sense, but unfortunately makes it unbalanced with regards to the UKS mods. Perhaps a 'nature garden' version of one that doesn't supply food but has a hab multiplier + recycler would be an interesting part. (There aren't a lot of parts with large hab multipliers, but a in pack focusing on long-term bases like this a pure recreation area part makes some sense.) On the MK-3 modules: While building in the Garage form factor makes sense, I'd like to float an alternate idea (grab whatever parts you want, if any): Have two normal form-factor parts - a 'factory mechanicals' and a 'factory workshop'. The mechanicals would be a heavy and hot part that uses a lot of EC (and technically has the converter) - but doesn't have any crew capacity to give production. The factory workshop gives crew capacity and workspace, but doesn't produce anything on it's own - it needs the mechanicals to do conversions. So you have to ship up both, for the combined mass. (And large overall size.) I think making the mechanicals hot could balance against reducing the overall mass somewhat as well. (Heat always being awkward to deal with, vs. mass only being an issue during transport or construction.) It would also be a somewhat modular design: You can have different mechanicals that produce different things, and add them individually to a base as needed, or just add production as your population grows. I'm fully in favor of merging compatibility packs if someone wants to: I always viewed my patches as a temp-fix until something better was rolled into the mod, but if it's going to be an external support mod that works too. I did specifically look to put in support for USI mechanics that weren't covered by other patches, so mine should be clean to apply other places. One thing that hasn't been talked about in all of this is the 'LivingSpaces/Workspaces' concept that USI has. It's a hidden concept, and I'm not entirely sure how it works (I've got a 'FIXME' in the 'supporting UKS' wikipage for it), but it could be important to look at as well. As another side note; I'm working on a patch for USI-Core that could make adding support for USI resources easy - my current version is here, and I think would cover the KPBS use cases. I can explain more, if people want, on how to use it. (You basically add a USI Container module of the correct type, and put in some base values - the config I've posted computes the rest and patches it in.) And since @ibanix has posted while I'm writing this, I'll give my thoughts on that a moment: For the MK1+2, I presume you mean they'll have extra Kerbal Months but no multipliers? Agreed - that's ideal. Mulch-> fertilizer isn't really a thing under USI: You need both mulch and fertilizer to make supplies. I'd say the large greenhouse should have a medium efficiency recycler and do the normal greenhouse conversion. Fertilizer production should be elsewhere - it's more of an industrial process. And while greenhouses giving hab bonuses makes realistic sense, it makes them slightly unbalanced under USI. Either we should follow USI on that, or talk RoverDude into bringing that in. I actually kinda like the ore->fertilizer mechanic on the algae farm. I don't think it's unbalanced, and it's interesting to have alternate paths. (And it makes some sense that algae make fertilizer in a different way than we do.) We could still have something else to do the standard gypsum->fertilizer path. (Or a MK-V Extractor can fit fairly well on top of a KPBS parts - I've done that with other MK-V parts in the past.) Cupolas having hab bonus is right - the only stock part that gets one is the cupola after all. Kerbals like windows. Also: Again, I find thinking of a Water Purifier as an advanced recycler leads to bad choices - A water purifier expands your resource intake, a recycler reduces it. I'd actually argue for the Central Hub to have both a high-quality recycler (75-80%) and a water purifier.
  13. I believe you can place the tank on your ship in the editor, empty it, and then drag it into the KIS container. (Untested, but I know you can drag a part placed in the editor into a container.)
  14. I typically just create an alarm in KAC for every planet first thing when I start a game - and a new one each time one goes off. The you can look up the next window in Kerbal Alarm Clock.
  15. Honestly, if his main exposure to the EL parts hiding is the EL thread (and I believe it is) with your actively hostile response to him and his mod in this thread I can see it being a reasonable concern. Your integration docs don't say anything explicitly about mixing hab bonuses and recycle bonuses - it even implies that they can be mixed. It's nowhere on the wiki either (I wrote that page) - though KPBS's support of USI-LS pre-dates the wiki's page on the subject. I may add something to clarify the point, though at the moment I'm seriously considering adding a line saying 'Don't try to support USI-LS in your mod - RoverDude prefers all life support functions be handled by his own parts.', based on the tone of the last page or so of this thread. If someone else has put the time and effort into supporting your mod within theirs, it would probably be a good idea to approach any errors with the assumption of good intentions. They didn't have to put in the work, and I would not fault @Nils277 from removing all official support for USI at the moment.
  16. As another option for a solution: Take a look at the USI Exploration Pack's science crate. Kerbal-portable in size, and stores science.
  17. Take a look at MOLE and Habtech - they have some parts with a science system that might interest you. (Not quite what's described, but more than 'run experiment and get science'.) And of course @Calvin_Maclure you need to check out ScanSat, which makes most satellite analyses take time.
  18. In my example case, there already is a central UI for that, from USI-LS. What I want is more locality - something that says 'this ship needs attention now, or soon.' For that matter, the information is in the stock toolbar if I really need it. But I'd like to have the information at a glance, so it's easier to access. I don't really see the 'have to rotate the camera to see the part' as a problem you should be worrying about - that's the ship designer's problem in this case, making the light easy to see and use, if they want it for a specific ship. Really, why I'm asking for this is so that I'll have deal with less UI - just a light I can notice when I'm focused on the ship. Instead of having to pull up a UI dialog and read through it for the information I'm looking for.
  19. Just wanted to say: I've seen some intermittent instances of similar behavior on my own install. The wheels did work while 'deploying', and if I left it alone they suddenly decided to complete their deployment/retraction. In my case the ship in question has a lot of things operating near the wheels, one wheel attached via KIS, and multiple other large ships within physics range. I figured it was just an interaction with everything else, and was a temporary game-state problem instead of something more systematic.
  20. As a feature request, would it be possible to have a placeable (independent) light that is tied to the overall level of a particular resource in the ship? (Green: Full, Yellow: getting empty, Red: We're out.) I'd like to place lights on my ships to help me know when I'm going to run out of Supplies for USI-LS.
  21. Only for asteroids - if you want his surface drills you have to grab UKS which is a big lift for just drills.
  22. Xenon seems an odd choice - the reason it is a good propellant is because it doesn't react with stuff. (Meaning it stays a gas, among other things.) Water, Liquid Fuel, rare and exotic minerals makes more sense to me. Though you still need drills. A mod pack of just CRP drills sounds like a niche that needs to be filled.
  23. Ah, right: I had forgotten about Coolent. Could use water instead, to stay CRP.
  24. I do remember that all of the resources it used were CRP. And finding converters in Pathfinder can be interesting: you usually have pick the right part and then configure it. If I were at home I'd look it up for you.
  25. I know that Pathfinder has an ISRU for Glykerol, using RareMinerals and a couple of other inputs. Might be worth considering that. Of course, then you need something beyond stock to gather it. Which I am OK with.
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