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N3N

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Everything posted by N3N

  1. Yes, I have the same opinion on that. I understand your concern, that's why I now use the DLL name "KolonyTools". But many other mods use "MKS" and the MM handbook don't say, if it has to be a direct "subdirectory name under GameData". And I saw, that "Karbonite" is defined in the included files, that's why I used it. Thanks for your help, I'm just learning about MM.
  2. Hey JadeOfMaar, That's a possibility, but only if there are bigger/more efficient Karbonite drills. And the MM handbook says: Who says that's the final plan? JadeOfMaar says something else. And the MM handbook don't say it have to be a direct "subdirectory name under GameData". And I would like to hear RoverDudes opinion first.
  3. Hey DStaal, Sorry, but I don't think that's the only possibility. Because in the MM handbook it's described as: Many other functioning (and older) mods use "MKS" and I tested it and it worked. But I'm Ok with it, so I will use the DLL-Name: "KolonyTools" from now on.
  4. Hey voicey99, That with Karborundum may be right. But that with the standalone mod, could be made, that if MKS is installed than the Karbonite drills will not be loaded, better performance and less parts. Yes, that was my thought, too. So I did it like this. :NEEDS[MKS&Karbonite]
  5. Yeah!! I'm always willing to help! And with this great mod it's a pleasure. To the patch, I tested it and it works fine. I'm doing now the manual drills and balancing. Then I will put the Karborundum mode into a separate file. (Maybe one day we will have only one type of MKS drills, instead of the Karbonite/Karborundum drills...)
  6. Hey voicey99, Do you mean, it will be integrated into MKS?? o_O (It's my very first MM patch... ) And here is the MM handbook: https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook
  7. Hey voicey99, I'm testing it right now. For now only the automated drills (manual drills need "UseSpecialistBonus", next version) and Karborundum was only for a quick testing, will be removed (or optional, if many want it). Yes, Karbonite is in the CRP, but the right modules to harvest it need to be added to the part config via MM. (like Karborundum is added to the Karbonite drills) I made the "NEEDS" syntax, like it is described in the MM handbook and there stands "&" for "AND". And I have the mod names for MKS and Karbonite from other functioning MM patches in other mods. Balancing will be in the next version.
  8. Hey voicey99, That's right, good, that I wrote only two decimals after the comma. I will try to remember it. And for the MM patch, here is my first try at it (yet untested): //Adds the possibility to harvest Karbonite and Karborundum with the automated MKS drills. @PART[MKS_Drill_03A]:NEEDS[MKS&Karbonite] { MODULE { name = ModuleResourceHarvester_USI HarvesterType = 0 Efficiency = 6 ResourceName = Karbonite ConverterName = Karbonite StartActionName = Start Karbonite Drill StopActionName = Stop Karbonite Drill INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 60 } ImpactTransform = ImpactTransform ImpactRange = 15 AutoShutdown = true UseSpecialistBonus = false EfficiencyBonus = 1 GeneratesHeat = true TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleResourceHarvester_USI HarvesterType = 0 Efficiency = 6 ResourceName = Karborundum ConverterName = Karborundum StartActionName = Start Karborundum Drill StopActionName = Stop Karborundum Drill INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 60 } ImpactTransform = ImpactTransform ImpactRange = 15 AutoShutdown = true UseSpecialistBonus = false EfficiencyBonus = 1 GeneratesHeat = true TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } } @PART[MKS_Drill_02A]:NEEDS[MKS&Karbonite] { MODULE { name = ModuleResourceHarvester_USI HarvesterType = 0 Efficiency = 2 ResourceName = Karbonite ConverterName = Karbonite StartActionName = Start Karbonite Drill StopActionName = Stop Karbonite Drill INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 20 } ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = false EfficiencyBonus = 1 GeneratesHeat = true TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleResourceHarvester_USI HarvesterType = 0 Efficiency = 2 ResourceName = Karborundum ConverterName = Karborundum StartActionName = Start Karborundum Drill StopActionName = Stop Karborundum Drill INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 20 } ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = false EfficiencyBonus = 1 GeneratesHeat = true TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } } @PART[MKS_Drill_01A]:NEEDS[MKS&Karbonite] { MODULE { name = ModuleResourceHarvester_USI HarvesterType = 0 Efficiency = 1 ResourceName = Karbonite ConverterName = Karbonite StartActionName = Start Karbonite Drill StopActionName = Stop Karbonite Drill INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } ImpactTransform = ImpactTransform ImpactRange = 7 AutoShutdown = true UseSpecialistBonus = false EfficiencyBonus = 1 GeneratesHeat = true TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleResourceHarvester_USI HarvesterType = 0 Efficiency = 1 ResourceName = Karborundum ConverterName = Karborundum StartActionName = Start Karborundum Drill StopActionName = Stop Karborundum Drill INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } ImpactTransform = ImpactTransform ImpactRange = 7 AutoShutdown = true UseSpecialistBonus = false EfficiencyBonus = 1 GeneratesHeat = true TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } } Here you can download the File: MM-Patch_Karbonite-MKS-Drills.cfg
  9. Hey voicey99, Yes, but I think it's logical, that the MKS drills can harvest Karbonite, too. Why should they only mine all other resources, but not Karbonite? But I'm open to ideas and suggestions. And that with the dot instead of a comma is not common in Europe and many other countries: https://en.wikipedia.org/wiki/Decimal_mark#/media/File:DecimalSeparator.svg
  10. Hey, maybe someone can help me, please: I'm trying to make a MM patch to add "Karbonite drilling" to the "MKS Automated Industrial Strip Miner", because I think the normal(/smaller) Karbonite drills are to small/inefficient for a big base. My idea was to build an automated drilling base on Minmus, that converts Karbonite to LF+Ox and Monopropellant, for refueling and to fuel the finished DIY-Kits via "Planetary Logistics". (I tried it with an automated Ore base first, because the "MKS Automated Industrial Strip Miner" can harvest Ore efficient (it has 600% base efficiency), but the stock ISRU (even with the suggested fix) makes some problems, without Engineers. ) At the moment: "BSX-200 Karbonite Distiller" needs for Monopropellant: 5 Karbonite/s "BSP-250 Karbonite Converter" needs for LF+Ox: 10 Karbonite/s "DRT-40 Radial Karbonite Drills" (it has 100% base efficiency) needed at Minmus (at best 8,54% Karbonite) for 5 Karbonite/s: ~58,55 "DRT-40 Radial Karbonite Drills" (it has 100% base efficiency) needed at Minmus (at best 8,54% Karbonite) for 10 Karbonite/s: ~117,10 Total for 15 Karbonite/s: ~175,65 "DRT-40 Radial Karbonite Drills" My idea: Add the "Karbonite drilling" to the "MKS Automated Industrial Strip Miner", like with the other resources, so that it has 600% base efficiency: "MKS Automated Industrial Strip Miners" needed at Minmus (at best 8,54% Karbonite) for 5 Karbonite/s: ~9,76 "MKS Automated Industrial Strip Miners" needed at Minmus (at best 8,54% Karbonite) for 10 Karbonite/s: ~19,52 Total for 15 Karbonite/s: ~29,28 "MKS Automated Industrial Strip Miners" That's much more doable! I will try to post my first attempt later on, maybe someone has a good idea or a better suggestion. I'm new to making MM patches, it's my first attempt. Sorry for my english, it's only my third language.
  11. Hey, maybe somebody have a little bit of time to help Gordon Fecyk to put his new mod on CKAN:
  12. Hey Eskandare, No Problem! Real Life goes first! Thanks for your work! And just write it, if there is a way to help you!
  13. Hey Eskandare, No Problem! Real Life goes first! Thanks for your work! And just write it, if there is a way to help you!
  14. Hey Gordon Fecyk, Very nice work!! For CKAN you can ask here: They are very nice people, that are very good at helping!
  15. Is it this one: https://spacedock.info/mod/316/Atomic Age Are you using it with KSP 1.2.2?
  16. Hey Eskandare, Nice work! Will there be an new update for KSP 1.2.2 or is it just fine to update the firespitter plugin and nothing new for 1.2.2?
  17. Hey Eskandare, Nice work! Is there an estimation when it will be updated or a way to help you with it?
  18. Hey sh1pman, Good idea and from where did you get this "Lightbulb"-Engine?
  19. Hey, maybe I can get here a answer for this: Is there a way to make a more efficient/bigger Karbonite Drill? Or even better, do let the (Automated) Industrial Strip Miner drill for Karbonite/Karborundum! Please!
  20. Hey bigcalm, Nice one, but what is with this pink (?) color?
  21. Hey hraban, OK, but should still be fixed by now:
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