Jump to content

TackleMcClean

Members
  • Posts

    62
  • Joined

  • Last visited

Everything posted by TackleMcClean

  1. I'm 100% sure. Example of how it looks: Before recovery, 52.6 mil After recovering 83 mil, it should be 52 + 83 mil, but instead: Now, I think I'm onto something here.. I just tried this again (not the same numbers in screenshots there), and checking the persistent.loadmeta I notice the funds is using a float value instead of integer. So, recovering 49.8 million, while previously having 30 million, nets you: funds = 49883974.30078125 It's not adding; it's appending. Am I refunding too large sums?
  2. I'm trying to figure out a strange scenario where recovered funds become my new amount of funds, meaning wrong. In general, this is how things work. [New amount of funds] = [Old fund amount] + [Recovered fund amount] However, this is what happens for me: [New amount of funds] = [Recovered fund amount] Meaning it disregards any previous amount of funds! It doesn't always happen, but it usually happens when I'm recovering large sums of funds (several million). I'm using USI MKS, and I'm recovering large amounts of ExoticMinerals. Most often then, it happens. If I make a small vessel and recover that, things look normal and it's the "old" correct equation applied. Any idea what could be wrong? My mod list:
  3. I don't doubt there's way to rack up even more heat with manual drills as well, but I'm talking about automatic drills. Considering automatic drill, there is no way to run two drill heads at the same time - unless I'm missing something. I don't have a vessel at the moment to screenshot sorry.
  4. I'm still trying to figure out the cooling system for drills. Are you supposed to only ever just use one drillhead? And the purpose of multiple separators is for the flexibility allowed in changing to something else being mined? No matter how much cooling I add to the vessel, it's impossible to cool a drilling using 2 or more drilling slots.
  5. Awesome! Just so I get this correctly - a new version will come out, and that will only be a single new one for 1.5.1, and it's this one I'll try on 1.4.5 and see if it works?
  6. I might've seen this explained on the github repo, not sure and can't find it anymore. Basically I had similar issue with setting up a drilling base where my very hefty cooling just wasn't enough for my small nuclear reactor. The explanation was that the drills reserve a lot of cooling even if they're not using it, so you will need an abnormal amount of cooling to suffice.
  7. Can someone tell me if this is a bug or if I'm doing things wrong? I build a simple craft and put straight on the launch pad. It has nuclear plant to power itself. It has storage for fertilizer. Setup 1: - It has 2 drills - one mining gypsum and one mining minerals. These go into two different storage tanks. - I have the 2.5 MPU (Mobile Processing Unit) with 2 separators. One separator convert gypsum to fertilizer, the other converts minerals to fertilizer. Execution on setup 1: - First turning gypsum conversion on, I mine ~0.07 fertilizer per second when time warping x 50 - Then turning mineral conversion on, I mine ~0.14 fertilizer per second when time warping x 50 -- Setup 2: - It has 1 drill - one mining gypsum - MPU, both separators set to convert gypsum. Execution on setup 2: - Turn things on, I mine ~0.07 fertilizer per second when time warping x 50 Expected on setup 2: - Mine DOUBLE of ~0.07. A single slot == 0.07, so now I'm using two, why not double? Please mind that I have enough gypsum coming in, it increases steadily at higher rate than fertilizer is produced. I've tried flooding with more gypsum to no avail. It's not trying to use it all. Also, I have full EC/power. Even more, when trying to set any of the MPU's and the ranger crusher to [Crusher] for added effect, it does nothing at all. I've tried every conceivable combination, with/without engineer onboard etc. No difference made. Also, this kind of means that the efficiency part bonus explain here does not really apply, which is where my troubleshooting began. Any ideas? Edit: Sorry, took me a while to read through the last 10 pages of this thread. Would it be a fair guess that the upcoming version will fix issues regarding multipliers from multiple bays? Also, will that only be for 1.5.* players? Will I have to update from 1.4.5? @RoverDude - I downloaded the Constellation zipfile just to see if I could spot some diffs between what I have now, to figure out if new version changes bay multiplier bonus behaviors/similar (I didn't succeed). While doing so, I noticed a folder you might've accidentally put there (or forgot to rename?): GameData\UmbraSpaceIndustries\MKS\Parts\New folder
×
×
  • Create New...