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ethambutol

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  1. I have been away from KSP for so long... Time to reconstruct the mod bank...
  2. Whaaa?! All four mods are completely seperate. If you don't install USI or EL, it will just be KBPS using TAC-LS. Because that is the combo I use. Just to ask, HOW MANY people install multiple LS mods together?
  3. Okay, because this is verging on TL;DR from the last few pages, so I'm just going to ask and confirm: With the current version of TACLS, you do not get the advertised input/out and even with an engineer, you get an improvement but still not 100% of the advertised input/output. Am I right? Because the values (+/-) are not tallying with the theoretic values my combined TACLS+KPBS spreadsheet are saying, ie, I am getting much less than I expect. All values in the spreadsheet were directly ripped out of the .cfg files and they match. Things tallied until the latest TACLS update where the specialist bonus thingy was tweak. -More edits- Commented out all the specialist lines gives the stated values. My 2 cents: Without specialist you should get 100% of the stated value. Add specialists, get your bonus.
  4. @Nils277 @DavefromNZ I believe your problem lies in the MFT config in PBI/ModSupport/Configs/MFT/[longbloodyname].cfg file. In the file, the volume for that part is specified to be 1000, thus your 450/550 values. If MFT is not installed, it defaults to the container cfg (90/110) in the more intutitive place. This applies to *all* the containers that are influenced by MFT. @DavefromNZ That would explain why the problem goes away as if KPBS doesn't detect the mod, it won't use the Modsupport config values.
  5. Yes. It all has to do with terrain clipping and the CoM for the base. You need to build on a pretty flat piece of terrain and watch where the weight distribution goes. Watch slowly in an incorrectly weight distributed base as slowly the modules vibrate, first gently, the more vigorously, then finally intensely and pieces get flung off and explode! (without KJR) or stay intact as the parts of your base furiously beat harder and harder against the surface of the planet/moon until they explode one by one (or together) until your base goes flying higher and higher above the ground, all the while with bits exploding (with KJR). Yours truly, Survivor of many base Krakenings.
  6. @Nils277 From the new values, it looks okay for a space station of 15 kerbals in theory using a combination of TAC/KPBS modules. Food is no longer an issue and the whole ecosystem just requires an occasional water or oxygen topup to keep the kerbals alive indefinately. That is until the TAC-LS people decide to screw around with their values. Will confirm later ingame if there are any "accidents" in the cfgs. -Addendum- So far looking good in game.
  7. @ArkaelDren Redownload again. It is there in the curseforge zip. The model is in the utility directory. The config is in /modsupport/configs/lifesupport with that exact file name. The first item inside that .cfg is the greenhouse. There should be altogether 6 files supporting the various LS in that directory. KPBS_MM_ECLSS.cfg KPBS_MM_IFI_LIFE_SUPPORT.cfg KPBS_MM_IONCROSS_CREW_SUPPORT.cfg KPBS_MM_Snacks.cfg KPBS_MM_TAC_LS.cfg KPBS_MM_USI_LS.cfg
  8. Because it's not intuitively where its supposed to be. --> PBI/modsupport/configs/Lifesupport/KPBS_MM_TAC_LS.cfg
  9. @Nils277 The old TAC-LS values (prior to the latest TAC update where they reverted to the multipler) show the same discrepancies. I'm using the most recent TAC figures directly ripped out from the .cfgs. I do understand that balancing things is not an easy task. The way I see it is that TAC only has to deal with H2O and O2. You on the other hand have to find a way to make food. I was previously using except that 1.2 broke it For me, I would lean towards using the waste products for food generation with water as the main input to a otherwise almost closed cycle (as in real life), as long as you can find water, you can generate water and oxygen. Food has always been the most difficult resource to accomodate IMHO. As for the old resources, there is nothing much you can do about it once it's written into the savefile. For not-so-quick-but-still-fastest and dirty way, people have to find and then edit the file. For the massively-slower-but-cleaner way, people have to use KAS/KIS to replace the module. For the ultimate masochist but easiest way: build and send up a replacement craft/module to affix.
  10. If you load it from a save, it will remain there unless you edit it out of the ship. Same thing happened when you changed organics to fertilizer. Also noted that the spreadsheet values for greenhouse(small) CO2, O2 and Food are offset one up. CO2 is missing and O2 went to CO2, Food to O2 and now food is 0. -- uh oh -- Addendum Your fiddling around with your conversion figures has created a *weee* problem with TAC-LS compatibility... Using the default TAC recyclers in conjunction with KPBS' creates a problem with the net inputs/outputs. In particular, KPBS water purifiers generates a lot more waste (more efficient waste generators as opposed to more efficient purifiers? ) than any of the TAC defaults. (0.4 waste per unit waste water vs 0.14 waste per unit waste water) TAC has a waste generator - the water splitter - but the waste it generates is miniscule compared to the greenhouse requirements. Previously there was a workaround in the algae farms that produced CO2 which then fed the Sabatier/Carbon extractors to generate the waste. Waste water is a poor generator of waste as the only source of waste water are the kerbals. For CO2, Kerbals are not the only source as atmospheres can be a secondary source (and previously the algae farms) but imho transporting CO2 just to extract waste is kinda... wasteful... The Carbon Extractors/Sabatiers don't show that much of a large discrepancy but it means transporting CO2... My 2 cents.
  11. Best option. Vent poo into space. That is why you have us guinea pig testers.
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