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N3N

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Posts posted by N3N

  1. On 6.2.2017 at 4:04 PM, rspeed said:

    Coping my response from github to here, for anyone else experiencing the issue:

    This is a bug in KSP. Editing the Jaw's cfg file as described on that page fixed the issue for me.

     

    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.

  2. 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! :wink:

     

    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.)

     

  3. Hey hraban,

    Very good mod and great work! :wink:

     

     

     

    For your Information:

    Quote

    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.

    I reported it here:

     

  4. 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.

  5. 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. :wink:

    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 :wink:

    Planetary to space logistics is a very good idea, I hope it's coming soon. :wink:

  6. 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"?

  7. 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 :wink:

    Hey RoverDude,

     

    OK, I believe you, :wink:

    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?

     

  8. 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. :(

  9. 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!

  10. 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.  :wink:

     

    But can you please explain a little further, what this 2 lines in the MKS CHANGELOG.txt mean:

    Quote

    Added 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!)

     

  11. Hey,

    Nice mod! :wink:

     

    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. :wink:

     

    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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