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novafire08

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  1. I've run into an issue that's either a bug or a serious balance problem that may need addressing. I noticed that my Mun bases were struggling to make any Snacks using the Mobile Processing Lab's snack processor that converts Ore/Electric Charge to Snacks. So I set up a test and it took ~18000 Electric Charge to convert 2 Ore to 1 Snack over 10 minutes. That's not a typo. Eighteen thousand EC per snack. That seems like an absurdly high cost of 30EC/sec for such a slow production rate. In my test I compared it to the ISRU converter making LFO, and that was only sipping ~1.5 EC/sec and produced 1 LFO every 1min 45sec. Maybe 18000 EC per snack every 10 minutes works when you don't need to babysit each individual craft while it's making snacks, but right now it seems like a lot. 1000 EC per snack every 2 minutes seems much more reasonable so you don't need to overload on power generation and batteries when building a self-sufficient base or a Jool ship that won't be able to rely on solar panels. Combined with the bug where SnacksConverter does not work on unloaded vessels, and the bug where the simulator caps out at 1 Year 407 Days in the simulator, the mod is really hard to use for long-duration missions right now.
  2. It looks like 1.0 changed the techtree to use a cfg file. I'm trying to figure out how to create an entirely new techtree, but I haven't been able to. I tried using Nelien's Tech Tree Editor, but I haven't been able to get it to work with 1.0. What's the best way to mess with the tech tree? Is there a GUI I can use? Moving around nodes by using the coordinate system in notepad and then checking by booting up the game would be really time-consuming, and I wouldn't know how to move the parts to new nodes.
  3. I figured ModuleManager would be involved, but I'm not too encouraged by the example. One of the most frustrating things would be using the coordinate system to lay out the nodes as opposed to a visual editor. Wouldn't I have to stick a node at (-1519,1355) for example in the cfg and then boot the game to check where it is? Doing that with 50-100 nodes would be a huge pain. And that's before you get to moving around the 500+ stock and mod parts. Is there another option? Has someone developed a visual editor that works with 1.0?
  4. It looks like 1.0 changed the techtree to use a cfg file. I'm trying to figure out how to completely rearrange the techtree, but I haven't been able to. I tried using Nelien's Tech Tree Editor, but I haven't been able to get it to work with 1.0. What's the best way to mess with the tech tree? Is there a GUI I can use? Moving around nodes by using the coordinate system in notepad and then checking by booting up the game would be really time-consuming, and I wouldn't know how to move the parts.
  5. Today I've been revamping the mods I have installed and I hit a snag because I wanted RemoteTech and Kerbin-Side Tracking Stations to mesh together with the tracking stations actually working in RemoteTech. It took a few hours, but I think I worked everything out and I wanted to share. Paste the following into RemoteTech_Settings.cfg. It should put RemoteTech ground stations at the coordinates where the Kerbin-Side models are. STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc500 Name = Tracking Station 1 Latitude = 5.591029 Longitude = -61.303539 Height = 1409.33 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc501 Name = Tracking Station 2 Latitude = 78.608117 Longitude = 147.491623 Height = 2817.58 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc502 Name = Tracking Station 3 Latitude = 20.453920 Longitude = -78.093832 Height = 3684.54 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc503 Name = Tracking Station 4 Latitude = 20.986161 Longitude = -117.304872 Height = 4204.48 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc504 Name = Tracking Station 5 Latitude = 14.733632 Longitude = -127.017657 Height = 2999.19 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc505 Name = Tracking Station 6 Latitude = 16.043645 Longitude = -156.864196 Height = 4704.55 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc506 Name = Tracking Station 7 Latitude = 3.329209 Longitude = -37.145679 Height = 2230.51 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } } If you want to add more RemoteTech tracking stations to other Kerbin-Side sites, here's how you do it and get the coordinates right: ctrl-k to open the KerbTown editor, click 'show existing' to bring up the existing static assets list, click the KerbinSide location you want and the coordinates will come up when the view centers on the selected location. DO NOT use the coordinates as they are shown because KerbinSide and RemoteTech use different settings. The first coordinate (Latitude) will be correct, positive is north and negative is south. With Longitude, you'll want to take the number given and subtract 180. So 118.696461 becomes -61.303539 as an example. You'll also want to write down the 'Radial Offset (Alt)' Then, go to RemoteTech_Settings.cfg and make a new STATION entry (copy-paste the original to give you the format) and change the relevant info. You'll also want to change Guid just a little bit to give a unique number. The original Guid is 5105f5a9-d628-41c6-ad4b-21154e8fc488, so changing it to 5105f5a9-d628-41c6-ad4b-21154e8fc489 would work. Then change the name to whatever you want, enter in the latitude and longitude you came up with, and the altitude.
  6. Awesome. Eventually will you be updating this to use the new stock toolbar buttons?
  7. Couldn't you replace the RCS thruster with a power generator module? Think of it as including a small fuel cell. You could even use the RTG settings, but cut the power generation in half so it isn't too OP.
  8. Hey, I'm loving this mod, but I had a quick question about the Spica engines, the 'CV-4C engine block' part. Are the engines supposed to be dual mode LFO and MonoProp? Seems kind of weird when you can forward thrust using RCS only and having the big engines also use RCS is kind of overkill. Or maybe there's some historical precedent that I'm not getting. Anyway, nice work so far! Stockalike parts are awesome and I'd love to see this pack keep growing. EDIT: I also just noticed that the Tantares Soyuz replica also had an RCS thruster in its engine system, the 'TST Orbital Manouvering System'. I'm guessing it's intentional though, so was there a reason you did it this way? I kinda like that the Tantares version is just a small thruster for the MonoProp thrust, but on the CV-4C it still seems weird to have RCS shooting out the same four big engines that are used for LFO thrust.
  9. Excellent! If you continue developing this, I have a couple requests: different size CritterCrawler bases, and a base that does not have an engine or fuel tank in it. Anyway, thanks! This part is going to be a lot of fun.
  10. Thanks! I'm guessing it was fixed in the latest update too. I love this mod, thanks for keeping it updated.
  11. Hey Blizzy, I'm having problems with the 'Space Dunk' achievement triggering when it shouldn't. For some reason it likes to trigger whenever I go on an EVA. Doesn't matter if I'm orbiting Kerbin, sitting on the Mun or wherever, it triggers. It should really only be possible on Gilly, right?
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