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Everything posted by TheProtagonists
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Here's my take on snacks compatibility. I felt like it was weird to just add an ore to snack processor in the garden, so instead I went with a "greenhouse" style config that inputs soil and EC to output snacks directly. The larger the garden the higher the efficiency, while the largest garden having a much faster speed. @PART[OrbitalColonyApartmentsLarge]:NEEDS[Snacks] { RESOURCE { name = Soil amount = 0 maxAmount = 6000 } MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 RecyclerCapacity = 60 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.000034723 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.000034723 DumpExcess = false FlowMode = ALL_VESSEL } } } @PART[OrbitalColonyApartmentsMedium]:NEEDS[Snacks] { RESOURCE { name = Soil amount = 0 maxAmount = 2500 } MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 RecyclerCapacity = 25 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.000034723 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.000034723 DumpExcess = false FlowMode = ALL_VESSEL } } } @PART[OrbitalColonyApartmentsSmall]:NEEDS[Snacks] { RESOURCE { name = Soil amount = 0 maxAmount = 800 } MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 RecyclerCapacity = 8 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.000034723 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.000034723 DumpExcess = false FlowMode = ALL_VESSEL } } } @PART[OrbitalColonyApartmentsTiny]:NEEDS[Snacks] { RESOURCE { name = Soil amount = 0 maxAmount = 200 } } @PART[OrbitalColonyAdministrationDeck]:NEEDS[Snacks] { RESOURCE { name = Soil amount = 0 maxAmount = 200 } } @PART[OrbitalColonyScienceDeck]:NEEDS[Snacks] { RESOURCE { name = Soil amount = 0 maxAmount = 2000 } MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 RecyclerCapacity = 20 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.000034723 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.000034723 DumpExcess = false FlowMode = ALL_VESSEL } } MODULE { name = SnackProcessor ConverterName = Snack Processor StartActionName = Start Snack Processor StopActionName = Stop Snack Processor AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.001 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 50 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.01 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } @PART[OrbitalColonyGardenBiosphereLarge]:NEEDS[Snacks] { RESOURCE { name = Snacks amount = 40000 maxAmount = 40000 } RESOURCE { name = Soil amount = 0 maxAmount = 40000 } RESOURCE { name = Ore amount = 0 maxAmount = 4000 } MODULE { name = SnackProcessor ConverterName = Snack Greenhouse StartActionName = Start Snack Production StopActionName = Stop Snack Production AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.00034723 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 24 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.00069446 DumpExcess = false FlowMode = ALL_VESSEL } } } @PART[OrbitalColonyGardenBiosphereMedium]:NEEDS[Snacks] { RESOURCE { name = Snacks amount = 4000 maxAmount = 4000 } RESOURCE { name = Soil amount = 0 maxAmount = 4000 } RESOURCE { name = Ore amount = 0 maxAmount = 400 } MODULE { name = SnackProcessor ConverterName = Snack Greenhouse StartActionName = Start Snack Production StopActionName = Stop Snack Production AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.000034723 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 24 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.000069446 DumpExcess = false FlowMode = ALL_VESSEL } } } @PART[OrbitalColonySmallGarden]:NEEDS[Snacks] { RESOURCE { name = Snacks amount = 2000 maxAmount = 2000 } RESOURCE { name = Soil amount = 0 maxAmount = 2000 } RESOURCE { name = Ore amount = 0 maxAmount = 200 } MODULE { name = SnackProcessor ConverterName = Snack Greenhouse StartActionName = Start Snack Production StopActionName = Stop Snack Production AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.000034723 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 24 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.0000520845 DumpExcess = false FlowMode = ALL_VESSEL } } }
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MIP-Modification of Inner Planets [WIP]
TheProtagonists replied to KerikBalm's topic in KSP1 Mod Development
Woah. That's the best looking planet I've seen in a while! -
Nice! Always wanted those civilian population parts for interstellar colony ships. I'll try to make some MM patches for snacks when I got the time to play with it.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
TheProtagonists replied to Thomas P.'s topic in KSP1 Mod Releases
I see... I'm just trying to find a way to better visualize SOIs since looking into the logs only gives a abstract numbers The best way to visualize that I can think of is editing ships onto the edge of the SOIs -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
TheProtagonists replied to Thomas P.'s topic in KSP1 Mod Releases
So... If the SOI of planets and moons are calculated through mass and radius (For all the planet pack mods I can see they do not separately define SOI for anything that isn't a star) Is the only way to make sure multiple moons' SOI doesn't overlap each other trial and error? -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
TheProtagonists replied to Galileo's topic in KSP1 Mod Releases
I tried to add planets from other plant packs into the scatterer_flex.cfg with limited success. It seems like the EVE clouds and other scatterer effects for planet packs that MM loaded before GPP_secondary work (such as extrasolar) but those that MM loaded after it (such as OPM) don't work... This led me to believe that the scatterer patch in GPP_secondary only changed everything MM loaded before it (alphabetically), so my question is is it possible to load this patch (or maybe the entire GPP_secondary) later or even at last in MM?- 7,372 replies
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- gpp
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
TheProtagonists replied to nightingale's topic in KSP1 Mod Releases
Great mod! It seems like almost all parts of this mod works perfectly for me expect the investor contract... I also have the problem where sometimes the investors don't spqwn properly, but that can be fixed by saving and loading, so no big problem. The thing for me is that after the investor contract, the crafts will spawn incorrectly either on the launch pad or the runway, with the camera locked into the ground sideways and the staging broken while the craft is simply uncontrolable. The only fix to this is to exit the game and enter again, so I'd like to see a workaround to this.- 699 replies
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Nevermind that... turns out I can still see gold ore concentration on map view in planet info With that said I've made a primitive Unobtainium support for some Outer Planet bodies. However since there is a GLOBAL_RESOURCE for GoldOre therefore there will be gold ore on any body that have a surface. Very new to modding and changing configs so I doubt those numbers will work very well... PLANETARY_RESOURCE { ResourceName = Unobtainium ResourceType = 0 PlanetName = Tekto Distribution { PresenceChance = 40 MinAbundance = 25 MaxAbundance = 75 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Unobtainium ResourceType = 0 PlanetName = Slate Distribution { PresenceChance = 25 MinAbundance = 0.1 MaxAbundance = 50 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Unobtainium ResourceType = 0 PlanetName = Wal Distribution { PresenceChance = 20 MinAbundance = 0.1 MaxAbundance = 60 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Unobtainium ResourceType = 0 PlanetName = Polta Distribution { PresenceChance = 20 MinAbundance = 0.1 MaxAbundance = 50 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Unobtainium ResourceType = 0 PlanetName = Priax Distribution { PresenceChance = 20 MinAbundance = 0.01 MaxAbundance = 35 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Unobtainium ResourceType = 0 PlanetName = Thatmo Distribution { PresenceChance = 30 MinAbundance = 1 MaxAbundance = 75 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Unobtainium ResourceType = 0 PlanetName = Plock Distribution { PresenceChance = 45 MinAbundance = 1 MaxAbundance = 75 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Unobtainium ResourceType = 0 PlanetName = Karen Distribution { PresenceChance = 45 MinAbundance = 1 MaxAbundance = 50 Variance = 50 Dispersal = 3 } }
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Are gold and unobtainium supposed to be scannable from the M700 orbital survey scanner? I've tried in multiple saves and on all bodies but the scanner doesn't even show them (by that I mean not that they have 0% concentration, but that they doesn't exist in the menu) Also surface scanning just shows them with 0% concentration everywhere, so I'm not sure if they are supposed to be that hard to find or that I installed the mod wrong.