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BigJammy

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Everything posted by BigJammy

  1. Yeah! <3 I'm trying it right now and I think I found a small incosistence in the Algae Farm converter of the Aquaculture Module. Your comment in the .cfg says "Supports 1x 3.75m Greenhouse -> 12 kerbals", but in game it only produces half of what is needed to do it. I simply changed its conversionRate from 1 to 2.01 (like the 3.75m Greenhouse) and now it works flawlessly.
  2. I just had the chance to try your pre-update, and maybe I'm doing something wrong but I couldn't find this changes. The two TACLS.cfg files from 1.0 e 1.1 look exactly the same. Could you have uploaded the wrong one?
  3. KPBS Greenhouse weights 3 tons and produces enough food for 6 kerbals, while the Algae Farm weights 0.5 t and two of them are needed to have enough Fertilizer to run a Greenhouse at full load. The greenhouse it's not very massive, but it needs to be deployed (which increases its size) and crewed by 2 kerbals to be used. SSPXr has 2 greenhouses, one in the 2,5m size that weights 4.25 t and the other 3.5 m weights 6.375 t. Since they weight more I think it would be fair for them to produce more food and sustain more kerbals, something like 8 kerbals for the first one and 12 for the second. The Aquaculture is pretty massive, so I suppose it could produce enough fertilizer to feed the big greenhouse. For reference, these are the ratios from the KPBS Greenhouse and Algae Farm cfg: PlanetaryGreenhouse INPUT_RESOURCES ResourceName = CarbonDioxide Ratio = 0.001480128 ResourceName = Water Ratio = 0.000011188078 ResourceName = Fertilizer Ratio = 0.0000166 ResourceName = ElectricCharge Ratio = 0.58 OUTPUT_RESOURCES ResourceName = Food Ratio = 0.0001015625 ResourceName = Oxygen Ratio = 0.0017135376 -------------------------------------------------------------- Algae Farm INPUT_RESOURCES ResourceName = Waste Ratio = 0.0000045 ResourceName = Ore Ratio = 0.0001 ResourceName = ElectricCharge Ratio = 0.5 OUTPUT_RESOURCES ResourceName = Fertilizer Ratio = 0.000008301
  4. I think it would be great to get every mod to use the same resources with TAC-LS, either one of Minerals or Fertilizer is fine. Personally I prefer your approach with the Algae Farm converting Ore and Waste into Fertilizer, it's simple and makes possible to have completely self sufficient land bases (if you have a mining operation) while leaving orbital bases in need for periodical supplies. Just trowing there an idea for@JadeOfMaar: maybe the Aquaculture Module could work like the KPBS Algae Farm converting Waste and Ore into Fertilizer (if you go down this road)?
  5. Quick question/request for you and @Nils277 regarding your TAC-LS patches and greenhouses: this mod uses Minerals, while Planetary Base System uses Fertilizer. I looked the TAC-LS forum thread and there is no reference or guideline about neither of them. Could it be possible to coordinate between you two and use the same resource? For any player who wants to build big ships and colonize other worlds your mods and TAC are easily the best, it would be awesome to have full compatibility between all of them.
  6. Congrats on the release! This is seriously awesome!! Quick question: do you plan to add support to Kerbalism? The greenhouses don't work with it. EDIT: also gravity rings don't have the "firm ground" bonus, cupolas don't have the "panorama" bonus, and I suppose something should also have the "exercise" bonus.
  7. Uh, now I understand why the legs from a mod I have are rigid and make everything explode... I didn't know about this Alternative option (I know I'm being a little pedantic): what about a wide "Little Bigfoot" leg below adaptor that goes from one side to another? Technically it's only one leg, but I don't know if it's possible to have a leg with a wide contact "line" instead of a point.
  8. If possible I have a small request for a part, a Planetary Adaptor and two BigFoot Legs "all-in-one", like this but as a single part: I don't know if it's the same for others, but for me these are the most used parts in a base and having them in 1 single part instead of 3 would really help with parts count and low fps.
  9. I did a couple more tests and yes, it looks like having a larger stockpile of rocket parts would help. It seems like the building keeps going based on how many rocket parts I can have at most and then it pauses until I focus again the vessel, as if it finishes whatever amount of rocket parts can be stocked and then stops because the game is not producing parts while I'm not flying the vessel.
  10. I thought this was the case, but I was hoping there was a way to avoid it since it means I can't build things simultaneously on different bases. Guess I'll have to rethink my plans.
  11. Hi @taniwha! I'm having an issue with EPL and time warping, so I did a few tests and this is what happens: I start the Rocket Parts production form a workshop (I tried also with workshops from different mods, always same results). I start to build something and make sure I'm producing more Rocket Parts than I'm using. I go to the Tracking Station, warp a few days ahead and come back to the vessel. Rocket Parts are full, but my build looks like has been paused for most of the time. It looks like the Rocket Parts production isn't simulated when I'm not focussing the vessel, so the building process uses all Rocket Parts available and then pauses, until I focus back the vessel, the Rocket Parts production simulation "catches up" but the building process stays days behind. Is this an EPL issue or just how KSP simulates things in background? Is there a way to force the simulation while not focussing a vessel?
  12. I did a few more tests and I think you're right. This is what happens: I start the Rocket Parts production form a workshop (I tried with several workshops from different mods, always same results). I start to build something and make sure I'm producing more Rocket Parts than I'm using. I go to the Tracking Station, warp a few days ahead and come back to the vessel. Rocket Parts are full, but my build looks like has been paused for most of the time. It looks like the Rocket Parts production isn't simulated when I'm not focussing the vessel, so the building process uses all Rocket Parts available and then pauses, until I focus back the vessel, the Rocket Parts production simulation "catches up" but the building process stays days behind. I don't know if it's an EPL issue or just how KSP simulates things in background, I'll try to write on the EPL topic.
  13. Ehi @Nils277! First of all, your mod is amazing! I built a base on Mun with it and I love it! But now I'm having an little issue while trying to build things with Extraplanetary Launchpad. Basically if I'm not focusing the base while building something (for example if I'm warping while at the space center) your Workshop stops producing Rocket Parts. I've done some test and everything else seems to work fine, drills keep drilling and smelter keeps smelting, Metal Ore and Metal are always full, all Life Support related parts work as intended (I'm using TAC), but Rocket Parts disappear, pausing any EL building. Is this a known issue with your mod or EL? EDIT: I just noticed that the same thing happens if I warp at max speed even if I'm focussing the base.
  14. Resizable engines and heatshield? Is it christmas already?
  15. Same thing is happening to me. It's not gamebreaking but it's limiting my options when I want to use monoprop engines form Near Future Spacecraft.
  16. @DStaal Karibou Crates hold 2500 units while the smallest Kontainer holds 2000, and two crates are just a little bit bigger than one Kontainer while holding a lot more, which made them the preferable choice in my design. 4 Kontainers would have taken a lot of space.
  17. Options 2 and 3 are not possible because of the Scavenger function. You need control to enable/disable the warehouse module, that means putting a probe on the crates, but the Logistic Center will scavenge them and push the resources away. Option 1 would surely work, but I'm a sucker for efficiency, and that's also why I'm trying to keep an engineer with the drills even if it's kinda useless
  18. I hoped there was a more conventional way, but probably that's what I'll have to do.
  19. Hi guys! I'm trying to build a mining rig to support a MKS base using logistics, but a peculiar combination of functions is putting me in a really annoying situation. This is the rig: As you can see it has a Duna Logistic Center to push mined resources into Planetary Storage, a Ranger Habitation Module to let a poor kerbal live confortably, and 4 Karibou Cargo Crates with 8000 Material Kits to deploy the Habitation Module. The problem is: if I enable the Warehouse Module on the crates, part of their contents get pushed into Planetary Storage, and an EVA kerbal can't access it to deploy the Hab Module. If I don't enable the Warehouse the kerbal can't access the Material Kits to deploy the Hab Module. Anyway I do, I can't deploy the Hab. Is there a way to disable the Logistic Center until I need it?
  20. Uh, that's why is not working for me either. I have USI LifeSupport and USI Asteroid Recycling Technologies (plus their dependencies, USI Tools and USI Core). EDIT: did some test, removed USI mods and nothing changed, still not working, so it's probably CommunityResourcePack or Firespitter. I'll make some more tests later to try to find out what is conflicting.
  21. I downloaded another mod with IFS integration (Mk2 Expansion) and it's happening exactly the same thing, so I guess there's something wrong with IFS.
  22. I was using KSP 1.1 prerelease (x64 launcher) and the latest versions of the mods (IFS 1.19 and MRS 1.12.4). The window in my screenshot looks weird because is a mechjeb utility, not the right click menu. The right click menu gives me weird things, it shows the right weight, while the game uses the wrong one (screenshot). But I never used much the fuel switching, so for now I'll just remove that file and keep using the mod.
  23. Maybe I just found the reason: I deleted MRS_FuelSwitch.cfg from \ModRocketSys folder and the problem disappeared (together with IFS integration in your tanks). Is it possible that the game was somehow adding the mass from that .cfg to the tank? EDIT: same thing with Fuel Tank Plus, removed the IFS .cfg file and the weight problem vanished.
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