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eatU4myT

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  1. Did you resolve this issue? I am having the same problem. I'm using 1.10.3, and have no warnings that I've spotted! Thanks
  2. Ok, so things like this is really useful. Are there known problems with features on later versions? Sounds like an excellent reason to stay on an earlier one!
  3. I guess part of what I am asking is, did the features added to the base game in the later versions "do it better" than the mods that already added them in earlier versions? Is the in game alarm clock, manouver planner, KIS/KAS etc. better than just say running 1.8 and using the mods?
  4. I've been away for a year or so, and now I'm ready to re-install. Which version shall I use? I will need some mods (clouds, life support, outer planets or a convincing case to try another planets mod) plus some other mods that I think have been rolled into later KSP versions (precise manoeuvres, alarm clock). Is there a consensus on which version is the best compromise of integrated features vs mod support? I'd also like to get shiny/metallic parts working, which I never did before, not sure which mod to use for that so advice welcome!
  5. Thanks for the updates as described above. Re: a utility module in he 2.5m size, I think probably the "RPD-12 Itinerant Service Compartment" is the one that fits here theme-wise, but I think its a part added by Near Future Spacecraft, rather than SSPXr, so that probably puts it out of reach of this patch... Re: the Aquaculture module, rather than add the Mineral Siphon convertor, I was wondering if there was a way to amend the Algae Farm convertor so that it produces Minerals instead of Fertilizer is KPBS is not installed? As I mentioned, this is wish-list stuff, so no problem if not! Thanks
  6. Hoping to catch these before @JadeOfMaar's new TACLS patch is pulled into the 2.0.4 release, I believe there are some corrections/amendments to be made to SSPX-TACLS-01.cfg (first and second I think are corrections, third and fourth are suggestions): 1) The conversionRate, amount & maxAmount for the greenhouses in lines 34 - 63 either need to refer to CrewCapacity (as per the dome greenhouse in lines 70 - 75), or to fixed figures other than 1 (at the moment these are all as effective as the small Cupola). If fixed figures are prefered, I suggest: sspx-greenhouse-25-1 set to 2 sspx-greenhouse-375-1 set to 3 sspx-greenhouse-5-1 set to 5 sspx-dome-greenhouse-5-1 set to 3 2) Reference to part MA-5B 'Evening' Habitation Module in line 169 and sspx-habitation-1875-2 in line 173 should be replaced with PAS-6 'Star' Utility Module and sspx-utility-125-1 respectively. The 1.875m size already features a utility module in this block of the patch so no need to add it to one of the rigid habs, whereas the 1.25m Star utility module is currently missed. 3) Is it difficult to change how the centrifuges are currently blanket selected with @PART[sspx*]:HAS[#CrewCapacity,@MODULE[ModuleDeployableCentrifuge], and instead apply the more "complex" resource convertors only to the bigger ones? Some of the smaller centrifuges (Bagel, Doughnut, maybe Coriolis?) don't look big enough to have had the space to fit the extra hardware inside?! 4) The PXL-FI5H Aquaculture module produces Fertilizer regardless of whether Planetary Bases is installed, making its existence under TAC-LS rather irrelevant, let alone its storage of Minerals. I don't know how feasible it is to amend how the Algae Farm convertor works, to allow it to produce Minerals? This is into wish-list territory here...! As mentioned above, I think only 1) and 2) are corrections that need to be made. Thanks again to JadeofMaar for the brilliant response to our pleas for help on the TAC-LS stuff, and to Nertea for the epic effort that is making all these lovely parts in the first place!
  7. Top work, thanks! That new format does make things easier to tweak. Can't get in front of the game this morning, but did you get around the problem of scaling the resources in the Cupola greenhouse? I see you've set the greenhouse conversion rate manually, but at first glance it looked as though the stored resource amounts were still scaling by crew capacity (zero), which I think MM will throw an error over?
  8. I think that that depends on the size of the part. In the 1.25m line there is a utility module that has the convertors, and the other crewed modules don't have any. Looks like the 1.875m line there is a utility module present, so I had intended to do the same thing there. From 2.5m up, it looks as though most of the hab/centrifuge/inflatables had the Carbon Sabatier, Carbon Extractor, Water Purifier & Water Splitter. I must say, I would rather see these be more limited (perhaps Carbon Extractor & Water Purifier as standard, and the others featuring in one of the rigid hab modules in each size line? That's admittedly mostly because I want the challenge of having to include them if I want them, rather than them coming as standard...
  9. I had a look at this too this evening, I went with slightly different # Kerbals supported. It looks as though for the new ones you went by apparent farm area vs existing modules? I went a different way and based it on an approximate mass/cost comparison vs existing modules. I wasn't entirely happy with the result though I must say, I like your # Kerbals supported better but it throws up some odd comparisons (2.5m greenhouse is ~ half the cost/mass as the 5m inline, not sure we can justify it being 6 x more productive? This might end up being more of an issue with the mass/cost needing changing? Also not sure that I buy the 1.25m cupola being 3 Kerbals, I reckon its about a third of the farm area as the 2.5m greenhouse. Re: the Minerals/Fertilizer/Electric Charge, can I ask if there was a reason to keep these static rather than scaling as the other resources do? I can't speak for Fertilizer, as I don't use the Planetary Bases mod, but there doesn't seem to be any reason for the Minerals not to scale with greenhouse size, and no obvious reason why it would be difficult? I went with 50 minerals, and then scaled by crew size as with the others. And for electric charge, I went with 150 ec and scaled by size. I think that needs to be addressed in at least the Cupola, otherwise with it storing 1000ec it probably becomes a more efficient battery than any other 1.25m part!! Lastly, I also tweaked the input resource ratio for Minerals in all of the greenhouses, in line with something that we discussed in this thread in October 2020, where minerals per day was showing up as 0.00 - I have multiplied this by 1000, but could be convinced by any figure that actually causes minerals to be used up in any meaningful timescale!
  10. Are you having problems with existing modules (1.25m / 2.5m stuff for example), or with new things (1.875m / 5m stuff)? If it's the first, it could be a conflict, or possibly some of the old modules have had their names changed and are no longer covered by the old TAC-LS patch. If it's the second, it's because the TAC-LS patch hasn't yet been updated to cover any of the new parts, so the 1.875m / 5m greenhouses for example don't currently function under TAC-LS. I started to update the TAC-LS patch for myself, and if I get any useful work done on it I'm happy to share, though I don't know how to use GitHub, so might need pointers with *how* to share...
  11. Do you have current plans to re-work the Station Parts Expansion Redux patch to incorporate all of Nertea's new 1.875m and 5m parts? In other words, if I spend time trying to do that myself (and then learning how github works), is it going to be totally wasted/duplicating work? Thanks
  12. Nertea's new 1.875m and 5m station parts aren't covered by the TAC-LS patch (other than the basic function of adding water/oxygen/food to them). There are several new greenhouse modules that I think need the SETI greenhouse functionality adding to them, and there are also some habitation/utility modules that look as though they perhaps deserve to have built in water purifiers etc.
  13. *We all look at our shoes and feel guilty for not contributing*... Help us @JadeOfMaar , you're our only hope!
  14. I used this in my last install under 1.9, but that computer is gone now. It was really useful for a number of things, not least setting the brakes to be on at launch! Id like it again in my new install, but I'm not very familiar with GitHub, could you advise what files I actually need to download? Is there a zip file with everything in one place? Thanks
  15. For me, Jeb and Val always have a "1-up" competitiveness that is usually what drives my space program forward. Jeb was the first Kerbal to take a flight? Val's gonna be the first to reach the upper atmosphere. Jeb was the first Kerbal in space? Val's gonna be the first to orbit Kerbin. Jeb fly by the Mun? Val's gonna land. And so it goes...
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