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Virulent

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  1. This. I can't get within probably 600k of the sun without everything going fireball. IDK how you're really supposed to combat that.
  2. Question - is the big dish collector for the sun just old trash now? I tried to use it just now, and explodey stuff happened. I'm looking for a legit way to do karborundum, and the solar one seemed most appealing. I'm not exactly thrilled about eve - and I've never been to eeloo. I'd like to essentially be able to load up a few tanks of the stuff and bring it back to kerbin orbit for use with other stuff.
  3. Bug Report: MKS Ranger hab module will not deploy - even though I have ample EC and MKs available. It says that I need 8000 mks and 500 EC - even though I have near double the MKS available to me on my ship, and 10k EC. I don't understand why it says this but it does. Saving and reloading doesn't work. While it's possible it's a conflict with another mod - I sort of doubt it. I have deployed an identical configuration just last night. The hab is attached to the scout landing platform radially - no clue why it's not pulling resources from the rest of the craft. They are all attached nothing should be amiss. Edit: Figured out the problem, I suppose. Local warehouse wasn't checked, which is odd that it threw back that problem, because the ship was all connected up anyhow.
  4. When you say MPU - what do you mean? I'm guessing you mean that to make a miner I have to have a logistics module, either duna or tundra, or an MPU whatever the hell that is - I'm expecting that to mean a ranger box part, though I don't see one. Then I look at your graph, and I am led to believe it's a reactor? EDIT : Found it. I wish the menus for MKS were a bit more "correct". Some stuff doesn't even show up in the standard menu, have to go to default.
  5. Oh, I saw the DIY kits there, wasn't sure what they were for exactly. Does that mean that to build something on Duna, I have to build it first in the VAB, then package into a box, launch the box from kerbin, and then assemble it? I mean, that sounds really useful, especially with very awkardly shaped contraptions, but the idea of "Oh, I totally forgot XYZ on this mining base, let me just make another" is really appealing. Sometimes I remove solar panels in design to see things better and forget to put them back on. It'd be rage inducing to get all the way to wherever, and then have to wait for another transfer window. I know I can pack extra bits with KAS, but anything with any kind of weight is so awkward it's unbelievable. I know you're supposed to be able to carry stuff on your back somehow, but I haven't figured that out yet. On to the mining base stuff - Here are two screenshots, like 180 meters apart or something, from attempt one and attempt 2. Attempt one has the automatic drills, a pilot, and it's problem was no power. It's pulling more gypsum and substrate than the other base is. The 2nd base is transmiting power, has two strip miners in it, and has adequate cooling I think? Got some modded up radiators and went nuts with it just to be sure - this save is just for figuring this out. I've cheated my butt off in it. The 2nd base also has an engineer, and a pilot in it. I can't for the life of me figure out why the engineer base would pull less. It has an engineer, two MUCH larger drills, and it's in basically the same place. You can see the other vessel in the screenshot. Aside of that, you're telling me I can just attach two drills to a nuke, make sure the storage containers for whatever I'm mining are set to planetary - and head off? That seems much better than what I'm currently doing. As far as I can tell, I wouldn't even need machinery for that correct? I think I've been overcomplicating the absolute crap out of the planetary logistics bit then. I can totally see making a lifter to just plop down miners here and there and everywhere as I please, and not needing 6-10 kerbals forever mining out in the dunes. The reason I was using pilots, apart from the needing them in logistics, was because they could stay out there forever with a hab. This is very good news indeed. I can see easily dropping 2-3 mini miners around one huge nuke miner, and power distribution taking care of it completely. Could you show me a screen shot of your miners, so I kind of have an idea? Also, I'm really confused about the ranger thermal system - I put like 13 of those on my fuel making building, because it says it only cools 12kw and the convert-o-tron 250 needs 200kw. I have the damnedest amount of radiators on that thing you've ever seen. About 40 total, (i don't like the extending ones, they rotate into each other and clip something awful) so I made an absolute ton of the radials, and put the rangers where I could fit them to add up to 200k. I am getting the feeling I am completely missing something important here.
  6. What is GC? I thought EPL was the only game in town. Also, I realized that I *massively* undercalculated the power draw of the drills. In trying to find something that could do 3600ec/sec for two strip miners, I saw the largest reactor. It requires cooling in the realm of 1600KW. The largest cooling option I see in the VAB with MKS/USI/KIS/KAS installed, is the stock radiators, which cool something like 85k. They are absolutely massive though, and fitting them on to a mining rig isn't exactly practical. How the hell were we intended to cool these things? Also, as a side note, I am at a loss for how to enrich uranium. I saw a forum post about a nuclear processor in MKS, but I can't find it - I'm starting to think that I'm missing a lot of stuff in the VAB, I.E. it just isn't showing up. Also I notice stuff isn't in the same place a lot. For example the Tundra Assembly Plant doesn't show up kolonization tab. is there some way to fix this? Typically I have to dig through the advanced menu to find stuff, and I like it less.
  7. How do you raise a planet's kolonization rating, and where can you see that? Also, 50 years seems like an absolute ton. Is there a way to get that multiplier up real high, for say - a space station? It seems to me that habitation space needed is a factor of how many kerbals are on a craft, so to send say 40 kerbals to jool or some excrements, I'd need an absolute TON of hab, or a big bunch of modifiers? I like that the models are all very similar and the tundras look great - I was thinking that it'd be nice if you could skin them like you can the fuel kontainers, and maybe they each had their own base color so it'd be easy to pick them out. Green for growing, yellow for building, red for fuel or some excrements. People could then "paint" them all a certain color in situ if they wanted. Well that's nifty. It feels a little bit cheaty - but I think it should work that way anyhow. I kind of wish Roverdude would make a fuel tundra, I'm still at a loss for how to make the karbonite and karborundum excrements as well, but I'm sure I'll figure it out as soon as a bother to look into it. Thanks for the exact lines of code. I appreciate it.
  8. On the confusing point - I just checked in-game And I think the problem is how it flows with the rest of the names in game, from a visual representation point of view. None of the others really have two module names in them, so maybe the best choice would be to call it something completely different. Call it the dolphin or hermit crab or something - keeping in line with the aquatic names persistant throughout the mod. I like that naming convention better - Salamander or Orca are easier to remember than "Pioneer logistics Module" or the confusing coming from the similar functions of smelters and assemblers - they are named in a way that I have to always double check which one I grabbed. Also, color coding the icon backdrops may help with this - as currently when I am searching, I see all the modules in the vab stacked together, looking identical. these are more polish things, but quality of life is important. I may even be willing to do some artwork for the mod, as my background is exclusively in 3D modeling, and digital layout/design. On to point two - thanks for telling me about the local logistics menu. I'll have to look for that and I'm sure it'll be useful when assembling new craft - however, I don't see how that even comes close to solving my ore problem - aside from sitting a 5m tank on my isru and filling it manually ever so often. That isn't exactly what I want to do. I'm actually looking to make an attractive looking base and working out different design options and obstacles. Is it possibly because the ISRU is not considered a "Logistics consumer" even though the assembly plant it is attached to, is considered a consumer? Also my icon doesn't look AT ALL like a planet with a flag, I found the GUI element you were talking about, but it looks more like ball with 8 or so arms coming out of it, with balls on the end of that. Kind of like a really inaccurate drawing of an atom or something. It's very small, much smaller than the rest of the icons so I can't tell. I understand machinery not working with logistics - and I'm fine with that. The thing that I'm concerned with, is say a mining base, with a habitat, needs machinery. I don't produce machinery at that base (Don't see the need, prefer to create infinite habitat logistic module bases scattered around the planet where the getting is good) - I would like to have a method that when EPL builds the ship, machinery gets put inside. Currently that doesn't happen, and neither does fuel - I have zero idea why it isn't working. It is possibly because there are no fuel or storage warehouse type things in the VRB module. I edited the CFG to make the assembly plant work like the EPL lander can, because I didn't want to use the launch pad, it's not large enough for some of the longer craft, and totally useless for rovers I'd imagine, being that high up. I am just using the stakes instead. I have those basketball hoop bits and I love them. I'm just making long distance miners who wouldn't benefit from that, So I have seen no need to put those on. That's interesting about the pilots. So no matter what, only pilots can stay "forever" in space? Does this mean that I'll need to plan a return voyage ever so often, for new kerbals? What is the math behind getting one kerbal to be comfortable there forever - say in a logistics module?
  9. I already have that mod, and use it. I am trying to not have one large connected base - I.E. I'd like to have an assembly node, a smelter node, a sifter node, and an agroponics node, along with my power node, logistics node, and fuel node. The ISRU is attached to the assembly plant, which is pulling everything just fine, except the ore. I think I can make it work if I attach a pioneer module to every single craft I make, I'm just not really all that crazy about that idea. Seems like a waste to me.
  10. Thanks @Snark I figured it was some sort of anti-spam measure. Care to have a go at one of the questions I asked? Just approving the post was enough though, So thanks!
  11. First post here. Question: Why does it say my content will need to be approved by a moderator? =\ Anyhow, I have a few questions about MKS/USI/EPL - those are the biggest mods I'm using. There's a few others, but nothing major, just quality of life stuff like mech jeb. 1. I sort of figured out planetary logistics. I have a mining base pulling up ore on minmus, and a base like 8k away that's my central resource hub. The resources are going from the mining base (Side note here for rover dude, maybe a tiny bit nitpicky - but to do planetary logistics with the tundra you use the pioneer module, with the duna, the pioneer doesn't work and you have to use the logistics module. That was SUPER misleading for me, and I ended up making a mining base with a pioneer duna, and having to scrap it - just a thought, maybe a different name would make things more clear to newer players) A lot of things work on my unattached structures around the base, like material kits, and metallic ore. Basically anything the assembly plant needs it'll pull in (Attached to the assembly plant I have a ton of the small box kontainers, each with planetary/local warehouse turned on, one of these is the stock resource ORE.) I have a ISRU Convertotron 250 attached to the assembly bay, and when I turn it on, it says no ore. For some reason, ore isn't making it into the containers on my assembly plant, and local logistics isn't working. This is cramping the hell out of my entire idea to create EVERYTHING on minmus, with the idea of kolonizing each planet that I can in order. The best I can tell, I'm going to have to attach a logistics module to the ISRU in order to get it to work, with an ore container on it. That means another pilot, another hab set-up, and maybe another power set-up in the event that those microwave things don't transfer fast enough (Haven't tried them yet, intending to). I'd prefer to just be able to slap the ISRU on to a production building, as it benefits from engineers, and I already have engineers in there. I also have all my supplies in planetary logistics , and a 1.25m kontainer with the rest set to disperse it locally, but some of my buildings aren't taking supplies, despite having a supplies kontainer on them, set to local warehouse. I haven't fully tested them, but it's possible the supplies are used as soon as they enter, or only as they are needed, thus it always says "0"? 2. I noticed there are fuel transfer attachments that MKS/USI/ETC added. These attachments have a storage for fuel, and can only transfer one type. I got a bit excited when I saw these - (I'll be able to build refueling rovers, attach them to the new craft I create to refuel! Just need to slap in some kontainers with the warehouse options checked, and I have mobile refueling) - however after seeing how ore doesn't work unless the MKS bit specifically consumes it, and nothing attached to it does, I'm a bit worried that this won't work. I'd appreciate any advice on how to achieve this, because currently when I build something with EPL, no matter what I do with the sliders (Moving them about for fuel, machinery, EC) the ship that comes out is ALWAYS empty of everything. I've taken to putting a single tiny solar panel on everything I build, just so I can get a bit of EC to extend solar, then destroying it later. If someone could tell me what's going wrong there - I'd love it, and if someone can tell me if my rover idea is possible, I'd love that too. I mean, I suppose I could just add a duna logistics to the rover, but it really seems like it should work without that. 3. I'm currently getting mixed results with habitation, and not sure what to make of it. I had 2 people in a mining outpost I created, and when I expanded everything out - they each read different home values. One says indefinate or something meaning she's good forever, the other says something like 3-4 years. Also, if someone could point me to the formula for habitation, so I know what it takes for each kerbal to reach that "golden zone" of I don't have to love with you anymore, I'd be happy. I currently managed to get my one pilot mining contraptions set up correctly, no problem.
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