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Everything posted by pand1024
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Speaking of bugs, This one is a bit endearing but, if the Kerbals are producing snacks they don't use the lower tier ones. Alas, they prefer that Tier 1 taste and the result is less than half net production. I'm guessing this is where the problem is: https://github.com/SteveBenz/ProgressiveColonizationSystem/blob/dca4bfe4475a6f790c56b581620ccc4d35e6d8eb/src/ProgressiveColonizationSystem/ProductionChain/TieredProduction.cs#L318 // First, we always sort Storage to the bottom - we prefer to consume produced stuff before // any stashed stuff
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It works for me without the capital M. That's weird. I submitted the patch with the lower case M. https://github.com/SteveBenz/ProgressiveColonizationSystem/blob/master/PKS.restockwhitelist But you are correct the upstream source has capital "M": https://github.com/PorktoberRevolution/ReStocked/blob/285d3543f91591547a38e7d13dd88c6b57400b0f/Distribution/Restock/GameData/ReStock/Restock.restockblacklist Are you sure it doesn't work for you without the capital M?
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I made a quick video showing what I've done so far with Progressive Colonization System. I hope you like it. Edit: Since making this I've been reminded about some orbital mechanics that makes this video a bit cringe. If it works it works, but it would be better to arc over once sufficiently out of atmosphere to resolve drag issues.
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Thanks NermNermNerm. I'm now having a completely different problem. I ended up starting yet another new save due to instability so I'm speed running the Mun round trip. I send a craft there in well under a day (~ 3 hours). The craft went directly there and back. This was the itinerary: landed on Kerbin -> suborbital Kerbin -> suborbital Mun -> landed Mun (touch and go) -> orbital/suborbital kerbin -> landed kerbin (recovered). Any idea why I'm not unlocking Mun science? Is there a way for my to cheat in the unlock? Update: I'm not sure what happened but I somehow didn't get the achievement for landing on the Mun either. I don't know if you need to wait for like 10 seconds to get "stable" or something. Anyway doesn't look like it's an issue with the mod and I can easily "cheat" it using the debug menu to set position for a dummy probe. I'm off to the races.
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I'm trying to make this mod work with Restock but I'm having issues with Orbital Scanning and Stuff Spotter. I've added the following file to whitelist needed stock models: Kerbal Space Program\GameData\ProgressiveColonizationSystem\PKS.restockwhitelist Squad/Parts/Resources/miniISRU/ Squad/Parts/Resources/MiniDrill/ Squad/Parts/Resources/RadialDrill/ Squad/Parts/Misc/AsteroidDay/ Does it still use the Sentinel Telescope Model? Where is it supposed to be in the tech tree. All I have access to right now is the tier 0-1 orbital scanner and I don't see another part for the later tiers, anywhere.
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I think the rate for producing rocket parts is way too low. Blue workshop produces 1944 rocket parts per day from metal. K&K workshop produces 15 rocket parts per day from stuff and complex parts. The rate never gets better from what I can tell. It just requires less complex parts. To get the equivalent of one blue workshop I'd need to have 130 k&k workshops with 520 mechanics/engineers. To reach my goals I'd need thousand of mechanics/engineers. It's simply not feasible. My tiny Mun base is over 7,000 rocket parts. My medium Minmus base is over 23,000 rocket parts and will probably grow to the equivalent of around 100,000 rocket parts by the time it's finished. The medium side station I just launched into orbit is over 40,000 rocket parts not including the lower stages to get it into orbit. I want to setup surface bases around the Kerbol system that are capable of completing these kinds of projects in a reasonable amount of time. I'm already pretty excited about what kind of crazy colony ship I can cook up once i've established a big base on Minmus. I want my Kerbals to be a solar system spanning species before Jeb starts growing any more grey hairs!
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Each hydroponics module produces 2 snacks, but at tier 0, each Kerbal consumes only 0.2 per day. This means that each hydroponics module supports 10 Kerbals (2 / 0.2 = 10). My station now has a ridiculous 30 Kerbals which exactly fills the capacity of the 3 hydroponics units. I'm currently at 4.25% progress and 217.54 days left to go towards Tier 1. That means that I might be able to achieve tier 1 hydroponics slightly late for the first Duna launch window. For greenhouses it's 5 Kerbals per greenhouse (2 / 0.4 = 5), but it's not as important because it's not limited by the amount consumed. I just landed a small surface base on the Mun with 3 greenhouses, 1 fertilizer factory, and 1 stuff scrounger, 1 farmer and 1 engineer. It's the closest I could find to a perfect ratio without scaling up considerably. Without any further changes I should reach tier 1 in both farming and production in 213 days. I'm only on Year 1 day 26 as I've not been skipping forward in time much but those are my numbers for now.
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So far I've been making heavy use of the Kerbal Inventory System Mod. With that I can place parts overlapping the recycler and they get sucked up into it. I don't think I plan to use the recycler for complex part production but if I did I'd just stick it right on the launch pad so as soon as the part gets released it gets sucked up. So far it's been more of a trash where I can shed extra part count on my LKO station. Speaking of which, I have some unsolicited suggestions, which you should feel very free to ignore if they don't align with your vision or priority list. I've been very slowly making progression on my career save, and I now have 20 Kerbals and two hydroponic modules on my LKO station. The EL workshop is hard at work assembling a third hydroponic unit at which point I'll move pretty much the rest of my space program up there as well. I think this will reduce the remaining time for progression to tier 1 to less than 300 days. I don't think I will be able to expand much more then that given both game performance/crashing/kraken and also the fact that rescue contracts seam to have dried up due to me doing them incessantly. Any kind of bonus for getting to level 1 that involves quality over quantity would probably be good for the meta. I managed to get a probe on it's way to Gilly on year 1 day 18 so that will be the first interplanetary spot where my greenhouses can function (assuming you can actually land there). It's going to be a really long time before I can really do much outside of Kerbin SOI. I wish there was a config to turn off the requirement to return a probe after landing. A compromise might be the option to transmit data back instead of actually physically returning. Take Duna as an example. Using the Launch window planner, first launch window is around Year 1 day 238. The next return windows is around Year 3 day 241. After that you could actually launch greenhouses around year 5 day 368 and have then arrive year 6 day 246. In short if you are waiting for a probe to return from Duna, you're going to be waiting until the third launch window. If you could transmit data back then you would wait a single launch window and you could launch around year 3 day 311. Sooner is probably possible with absurd burns. Sooner is likely more practical by investing in orbital greenhouses (i mean hydroponics) and lots of snacks. As in you _could_ launch Year 1 day 238 and bring enough snacks. I think once you reach tier 1 you can live entirely on a combination diet of 40% tier 1 hydroponic snacks and 60% tier 1 snacks. I know that you want players to understand how many snacks they need well before launching so my argument probably just further proves your point for why this requirement exists in the first place.
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Seams like a drastic change to the recycler. By default recycled vessels are turned into 90% scrap metal and 10% loss. The progressive colonization config replaces this with 30% rocket parts, 10% complex parts, and 60% loss. On the one hand, the 60% loss is a pretty dramatic nerf. On the other hand, the complex parts is a huge buff, as you can sustainably recycle rocket parts into complex parts and then use those complex parts to craft more rocket parts then you started with (tier 2+). I guess stuff isn't actually a storeable resource which is why rocket parts don't recycle into stuff?
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I'm sure you still have some game balancing to do but you've made a fantastic mod just as it is today. Do keep in mind that some of us enjoy reading the instructions before assembling the furniture and if something isn't calculated for us we will want to calculate it. It's rocket science after all! Speaking of which, is there a reason to use the hydroponic module vs the aquaculture module?
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Thanks NermNermNerm, this makes more sense now that I understand that it's the amount produced and there is no way to store hydroponic snacks. I've made some progress unlocking research and so I did some math for the hydroponics, for Tier 0 -> Tier 1. Thought that I would share the results here because I don't see this type of information already written down anywhere. The hydroponics module produces 2 units of Agroponic snacks per day (not listed as an output because it's eat it or loose it). If you had a single Kerbal doing all hydroponics research by themselves it would take 6816 Kerbal days to reach Tier 1 (16 Kerbal years). This also requires a large amount of Tier 4 snacks shipped in. You need 5453 Tier 4 snacks. Rounding up, that means you need the equivalent of 16 orbital pantries costing 100 thousand credits and weighing about 20 tons. The hydroponics unit will also require 8 electricity per second and a total of 1364 Tier 0 fertilizer. For tier 0 -> tier 1, you can have up to 10 Kerbals eating the produce from one hydroponics unit. With 10 Kerbals that cuts down the research time to 1.6 years. Let me know if there is or is going to be a wiki for progressive colonization because I would be happy to contribute this kind of information there! Edit: It appears that tier 0 snacks produced on the surface can be used to offset some of the cost for feeding your hydroponics researchers. This means you can potentially cut the need for Tier 4 snacks way down. For instance your kerbals in space could eat a diet of 20% hydroponic tier 0 snacks + 40% greenhouse tier 0 snacks + 40% kerbin tier 4 snacks. In this example the need for tier 4 snacks is cut in half.
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This is my first foray into modded kerbal space program. Your wiki tutorial is a great start but I am feeling pretty confused even after having read it a few times. Keep in mind I've not actually gotten far enough in my save file to unlock the necessary parts to progress with the mod very far. 1. I don't understand how research works. Does the research come from eating the snacks or making the snacks? Wiki doesn't actually say how research works (that I can find) just that I can build a base and then I need to upgrade it later. 2. Is there a menu where I can see my progress/unlock status on each body? A config file where I can see it? 3. Is there a config file/menu? Can I turn off features or make them easier? 4. Can we have a table that lists the parts and what they do? 5. Can we have a table that lists all the requirements for each level? 6. How long does the research take for each level? Here is what I've tried so far: I put Bob in a pod (well cupola but same thing), stuck a bunch of teir-0/teir-4 snack storage pods below it and parked it on the launch pad. Cupcake menu says no research is happening, but doesn't offer any advice. I'm just really confused. Do I need to wait for bob to consume some of the snacks? Does it need to be in orbit? Do I need to produce the snacks instead of just making them in the VAB?