N3N
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Posts posted by N3N
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1 hour ago, SuicidalInsanity said:
@N3N: Efficiency bonuses/debuffs from Engineers can be changed incredibly easy, it's simply a matter of changing the SpecialistBonusBase value in the parts'.cfgs from 0.05 to something else. I'm probably not going to change drill/converter base efficiency values since doing so would more or less render Engineers completely unnecessary, but I can include the changes as another SMX/extras optional MM patch.
Hey SuicidalInsanity,
That would be great!
I just want something like an optional MM patch for the converters (like the stock convert-o-trons), so that I can build a automated drill/convert base.
So just for the heat management would be nice.
(Other efficiency decreases, if you don't have Engineers, are ok.)
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Hey hraban,
Very good mod and great work!
For your Information:
QuoteI found a big problem with how CKAN installs this mod:
It downloads the right zip-file, but it then copies only a few files into the GameData folder, so that many parts and patches aren't shown in KSP.
I tested it on 3 other computers, all have the same issue.
I reported it here:
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I found a big problem with how CKAN installs this mod:
It downloads the right zip-file, but it then copies only a few files into the GameData folder, so that many parts and patches aren't shown in KSP.
I tested it on 3 other computers, all have the same issue.
What other information do you need to fix this?
(I can send you more Information, when I'm at my computer later on.)
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Hey,
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!
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Hey politas,
Thank you!
Sorry, I didn't have much time lately, otherwise I would have read more about CKAN functionality and would help you more with it.
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16 minutes ago, RoverDude said:
Just don't expect it to be free, or remotely as efficient as doing your own launches.
No, why should I?
It's more realistic to cost something, like for example LF+Ox+Mono for "virtual" launches.
Just more practical than ship it with many "real" manual launches.
And maybe you have to actual start every launch by yourself at a base and it consumes a procedural part of LF+Ox+Mono+Machinery/MK/SP and take some time to arrive at the space station.
So that it takes longer and cost more for it, if the space station is in a higher orbit and it works only in the same SOI.
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6 minutes ago, RoverDude said:
PL works only on the surface. And I've let my bases sit for years between visits (The only issue then is machinery wearing out if enabled).
Ok, thank you.
2 minutes ago, DStaal said:Nope. It gets processed in 6-hour batches - but it will do as many 6-hour batches as it needs to to cover the time you were away. So as long as you have enough space for each batch, you can stay away for as long as you want. (Which is where the 13-hour recommendation comes from: PL will only half-empty a container, and you need 6 hours of *empty* storage during the batch, because PL only fires once per batch. So 13 hours worth of storage means you'll have enough storage free to perform each batch, with a small margin just in case.)
Not yet. Planetary to space is part of whatever RoverDude's working on.
Ok, thank you
Planetary to space logistics is a very good idea, I hope it's coming soon.
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2 minutes ago, Terwin said:
There is no particular need to do so. Just remember to visit the bases in order when you return to a planet after an extended period(example form my game: Mun Automated Drills -> Mun support base -> Mun manufacturing base -> Mun Way-station)
Aside from using my way-station as a gas station, my biggest reason for visiting my bases on a regular bases come from a combination of research and colony rewards: if I do not stop by every 30-60 days the Labs will be full of science to return and stop researching, and while I am there, I might as well get the kolony rewards too.
Hey Terwin,
Thank you.
I thought I had to visit my bases every 13h or so, because of the resource transfers (something about that was written many pages ago).
Can you transfer resources via planetary logistics from a mun base to a mun space station?
Is it that what you mean by "Mun manufacturing base -> Mun Way-station"?
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For your info:
5 minutes ago, jamespicone said:I've accepted @buttercookie42's pull request against my repository, rebuilt the mod against KSP 1.2.2, did a basic works-on-my-machine test and put it on SpaceDock. I don't really know about CKAN; probably a good idea for somebody else to do that.
From here:
Can somebody please add this to CKAN?
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23 minutes ago, RoverDude said:
Background processing (i.e. running processes on unloaded vessels) is generally a really really bad idea, especially given the number of bases, converters, etc. you typically see in late game with colonization.
But there *is* a new logistics system in the works
Hey RoverDude,
OK, I believe you,
but it would be wonderful to not have to switch to every single base after X days/hours to update the planetary logistics.
Are there, somewhere more information about *this* new logistics system or a way to help you with it?
And is it somehow possible to interact via planetary logistics (or other) for a space station around Minmus with a base at Minmus?
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On 11.3.2017 at 9:15 AM, aquilux said:
So... It's been half a year... Is this officially dead, or is there somewhere more appropriate to be looking for things like this?
Same question, is there an answer?
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Hey,
I saw this mod "BackgroundProcessing" and thought something like this is maybe a great extension for the "Planetary Logistics" in MKS or for the USI-LS.
Is something like this planned for the future?
Or are there other future plans for the planetary logistics?
And is it somehow possible to interact via planetary logistics (or other) for a space station around Minmus with a base at Minmus?
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17 hours ago, buttercookie42 said:
In any case, for the time being the source is here and the compiled DLL here. As for CKAN, I'll wait a while for @jamespicone first...
Hey buttercookie42,
Great work!
Thank you!
Is there somewhere a list with compatible mods?
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1 minute ago, linuxgurugamer said:
I'll check in a few minutes
OK,
Thank you!
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Hey TheRagingIrishman,
Good work!
On 3.5.2017 at 0:27 AM, linuxgurugamer said:I'll get it up there this evening
It's still not visible on my CKAN, is this a bug?
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1 hour ago, SuicidalInsanity said:
I've looked into the heat production issue, and it looks like engineers are responsible - with a 5 star engie the 1.25m stack drill can be operated with the stated 100kw of cooling, without one it was overheating even with multiple large 1000kw TCS radiators; I got similar results with the stock radial drill as well - guess that 95% efficiency debuff from not having an engineer aboard effects heat curves as well as Ore yields.
Hey,
Is there a possibility to change this?
So that autonomous Drilling-Bases work without an Engineer?
Because at the moment I have big problems with the stock convert-o-trons overheating, even with many radiators.
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11 hours ago, voicey99 said:
The mod OSE Workshop configures the stock drills to be able to extract modded resources (this has been removed since the MKS drills are supposed to do that) and the MKS drills now can now produce plain rock for use with ART, and it is also now a byproduct output of all MKS raw material converters.
@maja Very nice, much base envy. Scattered Ranger modules look so much better than a block of Tundras.
Hey voicey99,
Thank you!
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13 hours ago, jdub3350 said:
@Russos get the latest version, 1.2.9-
https://github.com/Starwaster/ProceduralParts/releases/tag/v1.2.9
Hey,
For your Info: In CKAN there is still only the version 1.2.8.
Can somebody please fix this?
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1 hour ago, jdub3350 said:
@Russos get the latest version, 1.2.9-
https://github.com/Starwaster/ProceduralParts/releases/tag/v1.2.9
Hey,
For your Info: In CKAN there is still only the version 1.2.8.
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3 hours ago, RoverDude said:
Heads up, there is a new constellation pre-release up at:
https://github.com/BobPalmer/USI_Constellation/releases/tag/2017.05.03.00
Remember that this is a pre-release! You will have to update manually with the final constellation version once that is pushed. Lots of MKS/USI-LS changes along with some Karbonite balances, etc. (see the individual readmes for details). Ping us if you have any issues
Hey RoverDude,
Very nice update!!
I'm hoping it will come soon.
But can you please explain a little further, what this 2 lines in the MKS CHANGELOG.txt mean:
QuoteAdded rock production to various drills, as well as residual rock output to different converters (Thanks voicey99!)
Removed OSE's extra harvesters from stock drills when MKS is installed (Thanks Qyzard256!)
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5 minutes ago, HebaruSan said:
The mod author's last post in this thread was more than 3 years ago. Usually that means they're no longer updating it.
Sorry, I thought with the last posts, that it will be maybe updated in the future again.
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Hey,
Nice mod!
Which 1.2.2 compatible mods do use this or used it in older releases?
It would be nice, if the "Planetary Logistics" in MKS and USI-LS would use this.
And will the 1.2.2 compatible version be available on CKAN, too?
Sorry for my english, but it's only my third language.
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Hey,
Will it be updated to 1.2.2 soon?
And will it be available on CKAN, too?
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Hey Dunrana,
Nice mod!
Will it be available on CKAN, too?
[1.12.x] Asteroid Recycling Technologies
in KSP1 Mod Releases
Posted · Edited by N3N
Is there a MM patch to solve this problem with all the drills/Jaw/converters?Because I have this bug with the Jaw and with the stock "convert-o-tron 250".EDIT: Solved, like described in the bug report.