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LatiMacciato

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Everything posted by LatiMacciato

  1. Hi there, I know you are playing with loads of mods (meaning your adopted mods) and therefore have little time. I hope this question is no bugger nor an issue. Is there any chance that Gitlab can also be used as source for KSP-AVC version files or does this need tinkering in the source? regards!
  2. is this a question? Indeed it works, even in 1.6.1 .. unsure if a recompile will appear or happen soon before any KSP main updates. *slurps coffee*
  3. There you go: PR #187 I hope this works out. changes: add general standard SoilRecycler to selected parts (rate = 1 snacks/seat/day, centrifuges using DeployedCrewCapacity) 50% boost for both greenhouses (10 snacks per day/double rate of stock lab) sspx-greenhouse-375-1: 30% boost EC usage and Snacks output in both modules (SoilRecycler, SnackProcessor) EDIT: I have no idea why the Travis CI failed, maybe it has nothing to do with the script I proposed. I'm new to that Travis CI.
  4. @Nertea I hope you don't mind I ask. Since the latest snacks-release the numbers changed, would you mind I propose a new cfg file for the recycler modules? I'm currently working on finding the right values for my recycler-configs (check my sig) so I thaught why not asking here.
  5. no worries, sounds good and ty for response EDIT: SoilRecycler rates update!! new finetuned standard rates for parts that use SoilRecycler modules 2 Snacks/Soil per seat per day (at 100% efficiency set) Readme.md corrections grab the latest versions HERE | gitlab-repo | Feedback is always welcome! EDIT2 (another bug-report): I guess the math is basically incorrectly. Test conditions: 1 Snacks per meal, 1 meal per day 100% recycler & production efficiency ~4 Soil and 0 Snacks in the vessel Results using ARP (alternate resource panel): 0 Kerbals --> ~4 days 1 Sci Kerbals --> ~6 days 2 Sci Kerbals --> ~8 days This might just be another bug, in any case it breaks the recycler functionality! Also I notice a couple of these: I just assume the recycler-efficiency is not applying correctly at some place, regardless of setting the recycler efficiency at 10, 50 and 100% it always applies the same rate of conversation of Soil to Snacks. The above errors appear when I start a vessel at the launchpad. I guess I might just patch the conversation rate for now with snacks-recyclers instead modifying the RecyclerCapacity until there is a patch out. I hope this post is somehow helpful since I know it's abit cluttered.
  6. Some things that came through my mind: Is there any documentation about the new SnackConverter part modules or are they basicialy SnacksProcessor (for snack production) and SnacksRecycler (for soil recycling)? Is it a bug, that Soil beeing converted even if Snacks is full and AutoShutdown is set to true? I'm going to update my recyclers repo when I tested the new numbers. other than that, awesome update!
  7. yeah, most people see Snacks as a "drive-by" LS mod and I wanted an option to have Snacks and it's recycler-features going along with other mods (even USI-LS). It's true having multiple LS mods installed is a headache summoner, thatfor I use only Snacks myself (it's the easiest to handle for me pesonally) If there is any interference with parts, please let me know.
  8. I'd like to add that I guess it cannot harm to mention the stuff I wrote (check out my signature links) because having more recyclers is not a shame!
  9. KeridianDynamics .. another mod that is built upon EL
  10. ok, well KJR Continued is not KJR/L from @Lisias. These are sort of different forks but works both equally. For me personally KJR/L is working better but might not cause a solution for the lift of your vessels. I also use KD and it's large square launchpad connected via KAS 2.0 resource fuel transfer connection Hose-70 (yellow one in docked mode), after all parts connected I apply the ground tether from MKS and my base is nailed down and there's no floating stuff anymore. I also apply or re-tggle the ground tether after I exchange parts. Hope this helps.
  11. @LastStarDust mind I ask: Do you use WorldStabilizer? As far as my memory goes WS lifts all vessels/parts from ground and gently sets them back down. What helps me with my vessels is uninstalling WS and using only @Lisias's fork of KerbalJointReinforcement (KJR/L) that nails everything together like a charm, even to the ground. Also MKS' feature of attaching a ground tether is a very useful tool (doesn't count for the survey stake). Regards, hope this helped.
  12. I abandoned WS when I used @Lisias's KJR fork, then I tried the ferram4 ("official" continued version supported from CKAN) and now I still don't need it while hopping on KJR/L version again. I noticed the continued KJR from CKAN is sort of not that benchmarked but KJR/L (from @Lisias) works like a charm still. Before hopping on KSP 1.6 I did try WS without having a stable release for it so my mod hopping sort of makes sense I hope.
  13. @TanDeeJay try keeeping ./TriggerTech/KerbalAlarmClock/Plugin/Data/Data/settings.cfg. I believe the rest is saves in the savegame file. OT: Happy New Year everyone!
  14. @Nils277 mind I ask, shouldn't the mod support - parts (e.g. KIS parts) have this tag? PART:NEEDS[KIS] { // stuff } .. instead KIS parts only have PART { // stuff } EDIT: I noticed (after looking through the cfg files) only these are lacking of ":NEEDS[KIS]" KKAOSS_KIS_FuelTank (FuelTank_g.cfg) KKAOSS_KIS_FuelTank_small (FuelTank_small_g.cfg)
  15. Why not try it after making a backup of your KSP? It works flawless as far I seen on KSP 1.6.
  16. I have tested both fork's on KSP 1.6 both work as a charm there .. I can now have vessels with 150 parts again, thanks to everyone who puts effort, time and nerves into KJR. I just assume it's a hell of a work!
  17. greatfully tested in 1.6 .. as far I seen .. works flawless, unless the usual bugs like completed orbital resource transfers borking the orbital logistics window and causing NRE's (easy fix edit the savefile and remove completed transfers or all transfers). All in all I saw only performance improvements in stock adding up to everything else while using about 130 mods.
  18. maybe something forgotten to edit before upload, unless there's something weird going on. (editing this temp fixes it I assume)
  19. That's fair enough. Yes, the wildcard search is not required nor mandatory under the current circumstances. Since every maintainer should take care of their parts (functionality-wise and mesh-wise) it's perfectly ok you tag the EL parts only. I'm glad I could help out and agree with the current policy of EL. Let's hope KSP 1.6 is not causing too much of an issue, I haven't had much time to see it yet. As for KSP 1.5.1 (which I'm at now) things doing good, including KIS/KAS. Oh I just had another idea for the pollution, a filter part that filters the converter's output. I like collecting and recycling resources. Otherwise If at some point KSP has a climate system (or some mod adds this) then this pollution resources could interact with it.
  20. First of all CONGRATS! (loved the landing hehe) Since I wrote the patch for optional support for non-tagged parts I love the update and how the tags are now sorted in a useful manner, also I love the new parts. Can't wait to see them in action! I'm also aware that modders/maintainers need to add cck-el tags to their parts that are designed to use EL or should the tags be EL only? One more question: will we be able to cover at least partially the pollution of remelting/smelting the mats? Oh and maybe playing with KSP's part collision system is a partial solution for the drop rocket issue at the end of your video. Maybe KJR is in the way or has some issues inbetween there too but that is all guessing. It's yet amazing to see how your functions add up to KSP and other mods that making use of EL. Great Stuff!!
  21. Hiyas! Mind I ask, what you guys think about adding Power Couplers and Power Distributors (modules from MKS) to some Lynx parts? My suggestion would be: Lynx_Bumper - Power Coupler (range 250) Lynx_FrontPiece - Power Coupler (range 250) Lynx_FuelCell_Roof (potentially cheaty) - Power Coupler (range 250) Lynx_Cockpit & Lynx_CockpitTruck - Power Coupler (range 500) and Distributor (range 500) An updated KerbetrotterLtd/FelineUtilityRover/Patches/MKS.cfg according to the list above could be: this way some parts can be saved due to the nature of the idea of having rovers and disconnected vehicles/bases/etc. standalone config: --- Also another idea came through my mind, what about adding USI_InertialDampener to all Lynx_* parts? A standalone config suggestion might look like:
  22. Hi! I just want to let you know that http://ksp.spacetux.net/avc/IntegratedStackDecouplers points to a 0.1.3.3 release while the latest is 0.1.3.2 AVC offers me a download button (pointing to github) on loading screen. Regards!
  23. Ahh okies! I noticed some NRE's when trying to connect it to the hose connection. I assume this is what you meant with the bug and I might just use the old KAS connection until then. This also makes sense that people might have not updated their mods that uses such connection for some parts so I'm glad there is still the legacy parts in there TY! @IgorZ
  24. If I would intend to create a KAS-2.0-version (I'd basicially copy the part without overwriting it) of the KD-RecyclerSite which currently uses PipeSize1/old KAS style connection like this: What needs to be changed or done to get this KAS-2.0-ready and which connection would be most recommend? currently my cfg looks like:
  25. @Lisias's release/fork works like a charm aswell .. finally I can build 150 part vessels (or stations) if I wish to
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