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SkyPunch

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  1. Just doing some tests on an industrial complex base I plan on deploying to Minmus that has tundra refineries and tundra assemblers doing the primary work with 3.75 ISRUs and Ranger workshops for boosting purposes. I was able to get everything balanced out well and am now trying to figure out how to crew the vessel for additional bonuses. It would seems that I am running into two unexpected behaviours: It seems that the bonus jumps when I add the first engineer or technician, but every additional one I add does nothing. In reading through many posts and the wiki, I could not find where it explicitly stated that it should stack in some way, but in looking at the formulas that have been posted in the past, it looks like they should. The other issue, is that the wiki specifically says that the scientist role "Gives bonus to Workshop efficiency module", but when I added a scientist to the vessel (and even move him to the workshop), no bonus was given. It seemed a bit odd to me that a scientist would give a bonus in the workshop, and I know the wiki is old, but I don't know if this changed or is broken or what. Does anyone have any thoughts on these issues? Thanks in advance! UPDATE: So I found in the wiki on this page that the specialist bonus uses the "lvl of most skilled relevant specialist on board"... I did not catch that detail because later in that section it says "As long as the specialists are on the same vessel, they will affect the load of ALL the related processors/extractors" which makes it sound plural to me. So it seems mystery #1 is solved, but the jury is still out on the scientist one.
  2. Sounds pretty extensive and I am a novice at MM, so I don't think I will be attempting that anytime soon. Thank you so much though for the reply!
  3. Ahh, thanks for the clarification @DStaal. I will make note of that for the future. Cheers!
  4. I don't know if I can adequately and elegantly answer your question(s), but I can be brief per your request. DIY kits can be launched from Kerbin via the VAB or SPH. They are much easier and lighter to handle and you can deploy a very complex vessel or base this way, which would be very complex to assemble off world. To open the finished vessel from a DIY kit in situ, you need a workshop, some engineers, and some material kits (the amount of each is given in the DIY kit info box in the VAB or SPH). That was the original mod, but since @allista has added the ability to make DIY kits in situ as well. There are a set of parts to do this for both planetside operations and in orbit at a station. It is more complex than just launching one from Kerbin, and he has videos on youtube showing the whole process from beginning to end. The point (I believe) of this addition is to do off Kerbin launches in lower gravity environments, say like Minmus. You can create a base there, mine for the components, build a DIY kit of whatever ship plans you have in the VAB or SPH, fuel and supply it, and then launch. A side note, there is another mod that has a similar premise called ExtraPlanetary Launchpads (EPL), but I like GC a whole lot better. I said that to say that the ability to create off planet DIY kits provides parity to EPL as well, which may have been another design goal. @allista please feel free to correct me if I have misstated anything. Hope this helps.
  5. @allista As quoted above from @ss8913, after the update this still looks to be an issue - or it could be as designed - I'm not sure. To reiterate the quote, RCS translation and rotation both off, RCS on, when control input is entered for RCS, TCA zeros the thrust limiter of the RCS in the direction of the input. One major use case here is docking of ships on the surface (one sitting on the ground), letting TCA hold an altitude or slowly descend above the target, while guiding the horizontal translation to the docking port with RCS and a docking aid like docking port alignment indicator. Thoughts?
  6. PS It appears Spacedock might be back up, as I just updated a couple of Nertea's mods and ATUtils via CKAN. I did not see any other updates for @allista's other mods though (including this one).
  7. @allista Was looking through the patch list and noticed that MKS was not there. I know you support the resources from MKS, but I am referring to the tanks themselves, which all use FireSpitter and have to be modified in the .cfg file or via ModuleManager (which I have not successfully figured out how to do yet) if you want to change their contents. I enjoy your mod so much, but miss it when I am working with MKS tanks (which I use mostly because of the Warehousing module on his stuff which allows for the logistics to work). Any interest in this or would you point me in the right direction to supplant your mod in place of FS? Thanks in advance!
  8. @allista Thank you so much for your hard work and dedication, and thank you for the latest release! I hope you and your family are staying safe!
  9. I just wanted to take a moment and say thank you to you guys for trying to fix this in Allista's absence. It is really appreciated.
  10. @Daishi That patch worked perfectly, and also fixed the localization tags! I can't tell you how much I appreciate you guys working on this and responding so quickly. Thank you for your dedication to making mods that allow us to enjoy our quarantine more!
  11. Seem to be having an issue on load with OSE Workshop trying to get the part recipe for the Single Probe Core. The loading screen hangs at this point and never comes back. Here is an excerpt from the log file: [OSE] - Loading PartRecipe for USDoubleProbeCore (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [OSE] - Loading PartRecipe for USSingleProbeCore (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at Workshop.Recipes.WorkshopRecipeLoader+<LoadPartRecipes>d__4.MoveNext () [0x0005d] in <8b6b401254ab4a19939e53366ee51f8d>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5aeafee3fea24f37abd1315553f2cfa6>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <8b6b401254ab4a19939e53366ee51f8d> Line: 0) I am using the latest Beta2 for 1.9.1 downloaded from the OneDrive link. It has never worked, this happened right after I installed it. If you know off the top of your heads what needs to change and it is editable, can you let me know so I can make the manual change before the next Beta patch? Thank you guys for all you do for the modding community!!!
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