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Posts posted by RookFett
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2 minutes ago, panarchist said:
"Oxygen" is used by most of the LS mods, which is why there is a Karbonite "recipe" for it. Some mods like Universal Storage use "Oxygen" with a compressed gas form of storage - which is why US O2 containers hold so much O2. The general direction of the mod makers has been - if it's for propulsion, "LiquidOxygen", if it's for life support, "Oxygen"
That makes more sense now - thanks for the info!
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Yup - agree - that O2 should be in liquid form for use in storage - I thought it was strange just to have it as "oyxgen" -
I remember tripping over all the containers on the carrier (LOL)... (nice you used a pic of a F/A-18 - love that plane)
Will ask @RoverDude- he did mention something about using oxygen in the USI-LS and want to see the direction he is taking before I start trying to change things.
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On 11/12/2021 at 4:18 PM, pmborg said:
Hello,
I create a my own solution for this problem with this patch:
Copy the content of, this zip to gamedata directory:
https://www.dropbox.com/s/33ku5gqmutdzkt8/pmborg-multi-ISRU.zip?dl=1
Then let me know if you like it!
Looks good - but I was leaning more into using raw materials => Chemicals => Glykerol.
Trying to keep it in the Wolf Realm of resources.
But your example has given me some ideas - thanks!
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On 11/12/2021 at 6:21 PM, RoverDude said:
Hmmm nope not at this time
I will take that challenge ! ---
Testing with the Shipyard Konstructor shows that making a vessel results in all it's tanks being empty - could be a problem
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Ablative oil - anyway to make it onsite?
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Is there plans to allow the making of Glykerol in lifesupport for the freezer pods? Currently, the only way to get it is to add it in the build area.
In some playthrough testing, once I am out in the black, unless I stored extra Glykerol, I am out of freeze juice with no way to make more.
I have been playing around with cfgs and can have it working in Wolf, and using MKS items - (checking for USI-LS of course) - can add a PRR to Github
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59 minutes ago, RoverDude said:
Crewed would mean the ship attached to it has a crew, so you would get the engineering bonus
Ah - gotcha!
I take it would need an engineer in the crew to get that bonus - like other modules...
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@panarchist If you make Oxygen LoX (LO2) - would the cfg for the karbonite distiller have to be changed to output LO2 instead of Oxygen, or would they be considered the same thing? I am thinking not.
New to MM patches - so learning as you go !
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a quick question @RoverDude and/or @DoktorKrogg -
1. What is the design idea behind the Atlas harvesters? One is automated, and the other says crewed, but the latter has no capacity for crew.
Other than the title name, there appears no difference in what they do. I would imagine the crewed one should operate more efficiently, but since you can't get crew on it, it does nothing special.
Finishing up on my project - should be able to upload real soon (tm) now...
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On 11/4/2021 at 6:48 PM, panarchist said:
@RoverDude PR submitted: https://github.com/UmbraSpaceIndustries/USI_Core/pull/134
Now I see why you wanted it added at the end - it's a real PitA to ensure everything is in the correct order. This was fun, it's been while since I've done any dev work, light or not. I QA'd everything in the VAB editor, and verified that the textures matched the selected resource on all resources, and that the max amounts and prices were all correct. It could use a second set of eyes in case I missed anything on the final go-around.
ThaNKS!
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On 11/1/2021 at 2:53 PM, panarchist said:
The spherical tanks.
They do not hold Oxygen, they do hold Oxidizer, which is not the same.
I went through the config files for the tanks, none list Oxygen as a resource, even though it's listed in the CRP - plus there is a LiquidOxygen entry, probably for NRE.
The PAW of the BSX-100 can make LH2/O2 resource, with and output of Liquid Hydrogen, and Oxygen from Karbonite. The tanks handle LH2 - but no O2.
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Which Kontainer can hold Oxygen (O2)? I went through all the configs, can't seem to locate one.
When I use the BSX-100 Karbonite Distiller, I can't store the LH2/O2 it produces because it says it's full (O2), because no tank to hold it. -
8 hours ago, JamesonKerbal said:
Does this include fixing the bug where the passenger transfer app isn't showing up? I can get the resource transfer window but can't open the Terminal window, so have no idea how to go about transferring passengers other than to stick them in a spacecraft and fly them to where they're going (this is after adding habitation, life support, and getting the terminal to stay anchored in KSC and not just disappear)
Looks like the 3.75m Crew Cargo Kontainer is supposed to be fixed, I'll download the bleeding edge and check it out.This was fixed in Bleeding edge 2 of MKS.
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3 hours ago, g_BonE said:
SAS? Make sure it’s on the same stage as the container, and the computer, the same - try that.
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4 hours ago, g_BonE said:
Please do tell how You got this to work. I have two terminals connected, one at KSC and one in LKO. When trying to ferry Kerbals from KSC to LKO it keeps telling me "vessel too small". What am i missing? Also using the fairly recent BleedingEdge2 rerease of MKS.
Where are you seeing that message? Screenshot would help. The only time I remember seeing that message is when the transport vehicle didn’t have a wolf passenger container on it when making the route with the transport computer.
I just made two wolf terminals, with power hub, and connected them to biomes wolf depot. Once that was done, I added the routes using electric rovers (no Transport Credit cost) - that had the transport computer and one of the wolf transport containers. once I established them, I move my test subjects, I mean passengers, into the wolf terminal part, open the terminal window and selected the route.
if you made the routes to LKO you would need the needed TC to make the route, then the process is the same.
Economy is for working kerbals, deluxe for civies.
7 hours ago, wasmic said:Ah, thank you. That does sound like an interesting solution. Though I do like to have my kerbals run around...
Well, I'll have to give it a go when the official update for the mod comes out.
You still can!
Wolf just stops you from needing 100s of small base to make stuff with MKS. Now, with proper planning, you can do all the backend plumbing off screen, and have just one major base on each planet, and one in orbit, using the wolf hoppers to pull the stuff out of the backend.so your save file will be much smaller, and makes the game run faster.
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2 hours ago, PavelKCZ said:
Nice, with thermal radiators, my fourth automatic drill-convert station is working automatically and preparing Fertiliser for incoming Kerbals, which will land (at least I hope so) in a huge base/station/something. I just hope that it will be possible to land all those 60 tons on Minimus...
Everything is possible with enough delta v
3 hours ago, PavelKCZ said:Ehm yes.
But why ????
In ship transfer of everything seems so logical...
But anyway, the station is working now .
Of course, I forgot to attach the thermal radiator, but it is a minor problem which I know how to solve next time.
I would also point out that MKS and stock for that matter does not do any processing/mining/making till you are at that location. So you must plan for X amount of storage for everything, so when it does catch up mechanics when you go to that base/statio/ship, you won’t hit any snags.
Most people give at least a 6 to 12 hour window of storage, calculate what you need in that time by looking at the rates, then figure how much storage you will need. Also applies to power, cooling, anything that has a rate basically.
The PAW of each component will tell you exactly what it needs to get the job done.
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2 hours ago, Parmenio said:
I'm curious how some of you other kerbalers are handling a WOLF terminal on Kerbin....are you just rolling one out next to the launchpad? Have Kerbals walk out to the terminal when sending the little ones to another terminal?
That is my plan. The terminal will hook up to the Wolf LKO Gateway hub, then move from there.
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1 hour ago, modus said:
That's...mysterious, but good enough!
Long live bleeding edge 1!
Hail bleeding edge 2!
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It's a beautiful thing to see! Thanks for fixing this - was driving me slightly crazy.... (and believe me, it was a short drive)
Now on to more testing...
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5 hours ago, modus said:
Hmm. The MKS 112 you downloaded normally contains all the USI mods (that's the constellation @RookFettwas referring to), so if you put LS and Konstruction in there, they might be double which might cause trouble.
Did you also copy the other files in the zip (000_USITools, Firespitter, CommuityCategoryKit, CommunityResourcePack)?
That sounds like the issue - need them to actually use the parts - and no mention of moving them over.
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1 minute ago, RoverDude said:
We can make that happen
Just made a pull request for that - in the Konstruction branch. Learning GitHub - so forgive mistakes !
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@RoverDude are the Orbital Shipyards suppose to have crew capacity for an engineer so when you enable Konstruction, you get the bonus? (since it has the foreman module, which seems to require an engineer to get that bonus)
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6 hours ago, CipherAspect said:
Proper Installation of the mods (1.12.2)
So I put the files in FOR_RELEASE into the USI folder in GameData. Opening the game. The parts are there, But the there is no functionality in most. Example WOLF doesn't do the WOLF scan, USI Life Support doesn't affect kerbals, Konstruction Servos don't work. And the GUI/Tool Bar Icon isn't there. Am I doing something wrong?Sounds like an install error. Did you unzip directly into GameData or drag the files over?
Which zip did you do? MKS or Constellation?
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39 minutes ago, RoverDude said:
It's a temporary thing since it's an EVA activity.
That would explain it
An Open Letter from the KSP1 mod developer community to the KSP2 player base and development team.
in KSP2 Mod Discussions
Posted
I agree with the letter.