Jump to content

Feye

Members
  • Posts

    29
  • Joined

  • Last visited

Everything posted by Feye

  1. I literally could not care less about a later release date - hell, push it to 2023 if it guarantees we get an actually finished and tested product. There's just way too many half-assed games (and/or DLC) being released these days. (the most prominent of these flat out failures of a product I'm aware of is Elite Dangerous' "Odyssey"... please don't pull an FDev ^^) Just my 2c
  2. Funnily enough I landed here because of the very same issue after reading through the BV thread because I didn't find a solution on my own, gonna give this one a try and see what happens. If this doesn't work I might have to stick to 1.11 for the time being until someone smarter than me comes up with a solution ^^ Edit: This seems to fix imploding Rovers for me. Nice!
  3. I encountered a rather interesting behaviour after starting a new (slightly modded, mostly sticking to the USI suite this time and a couple visuals) career (game 1.12, mod 1.4): The first waypoint always works fine, no issues whatsoever, but after switching back to a rover on the second waypoint (on kerbin specifically, I haven't put a rover anywhere else yet, it's still early in my tech tree), it instantly gets spaghettified and/or devoured by a miniature blackhole somewhere around the CoM Tried offstetting the rover's altitude with a quick save edit but it doesn't appear to be related to be stuck in terrain, but I have a couple ideas I have yet to try... Turns out nothing I tried fixes it. It always turns into itself, the F3 window lists a whole bunch of "structural link failures". Guess I'm sticking to KSP 1.11 then ¯\_(ツ)_/¯ Nvm a tweakscaled part was the problem Scratch that it still explodes *SIGH*
  4. Can conrifm this still works, but I still don't know why we can't have it put copies of experiments into multiple storage containers (for later processing in labs) :D
  5. No. At least not yet. They are still working on the next update (Soon™). So if you're still relying on building stuff off-world, don't go on a purging spree in your GameData folder just yet
  6. And I don't trust developers/publishers before I can see the (at least somewhat) finished product.
  7. Everything not in use by any craft in your current save. You can test this by (making a zip of the GC folder first obviously and then) deleting the GC folder. If there are any parts in use, the game will tell you when you click on "load" that parts are missing. You can then restore the parts in question and try again. Use at your own risk obviously I just finished deploying WOLF Depots in every single biome in Kerbin SOI - my body save is ready for the USI construction update(s)
  8. No, that's why watching content creators (who probably get the game for free anyway) is vital for "hyped" games. And you can bet your left buttcheek twitch and YT will be full of KSP2 when it releases
  9. I'm going to make an XL bag of popcorn and see how my usual suspect content creators get on with it. There's no point in just throwing money at a dev/publisher *before* I know what I get myself into. Also curious to see what further nonsense they come up with for their EULA.
  10. Ooooohh.. alright, that's down to me making a false assumption then. Good to know So machines also work on "input empty"? As in, just work with whatever diminished input they receive instead of shutting down completely? Come to think of it, ISRUs work that way, they just take whatever amount of Ore and spit out LFO in appropriate quantities... Maybe I should have played around a bit more in the game instead of in Excel-Tunnelvision trying to figure out numbers and ratios
  11. Can you give an example please? The ratios at which regular MKS parts produce and consume parts more often than not to not have any common denominator, the Governor setting is locked to being multiples of 0.1, and the way efficiency boosting works is pretty much a black box without digging through the *.cfgs to determine the values associated with it as the game does not display this kind of information. So what you end up getting is a refinery bay making Silicon from Silicates at a slightly higher rate that another one consumes it, eventually leading to that bay shutting down due to "storage full", at which point another process will eventually eat through the stockpile and then shutdown itself due to "lack of resource" and then the entire chain just suffers a blackout. I haven't tried using the local storage as planetary warehouse so the "storage full" never occurs tho.. that might be a solution to that problem...
  12. If Colony Supplies to freeze the Hab timers and Supplies to provide food indefinitely are taken care of, there's no need to stop production of anything else since resources you dig up from the ground don't deplete and WOLF doesn't care about time at all. Even if you dump excess of "end products" provided by a WOLF Hopper e.g. Material Kits there cannot be any other place where the resources used to make these things could have gone to otherwise. So "waste" by design doesn't exist... for WOLF infrastructure and anything you make with the resources provided by Hoppers at least... Unless of course, I'm just missing something totally obvious.
  13. Also you don't need to launch CKAN every time you play the game... In fact I would only use CKAN to get all the mods I want for a playthrough (well, the ones I can get through CKAN anyway) because it's just convenient, and then never touch it again other than for a new game unless I specifically intent to screw around with my current save. Much less hassle that way Backtracking a little bit to my wondering earlier about the 2.5m WOLF Lifesupport Hopper dropping enough ColonySupplies for 428 Kerbals... Turns out the 3.75m one provides enough for1,071! And just to be clear (because sometimes text doesn't convey intent properly), it was not meant as a "vague feedback", just mere curiosity on my part The aforementioned curiosity ran its course and I came up with this monstrosity: https://imgur.com/a/nXJhZll It's just a proof of concept and obviously not meant to be launched as displayed, but I was surprised how little CrewPoints it took (I used 3 star Kerbals for everything as you can easily achieve this with just Kerbin and one quick dip into Sun SOI). Just over 2M funds for all the WOLF stuff too, pretty good! While playing around I also noticed some other things: The 3.75m Fuel Hopper's Liquid Fuel option is 400 instead of - presumably - 1,000 (probably just a copy paste and missed edit from the 2.5m variant). The Atlas Factories' recipes are different to what a Tundra Assembly Plant does, completely skipping intermediates and making finished products from just raw input (actually applies to all their recipes from what I can tell). This is neat but makes Recyclables a dead end because Metals, Chemicals and Polymers have no use anymore (only an "issue" when you keep Machinery consumption enabled in the difficulty settings)? Snooping around in the *.cfgs revealed most products being made by various parts have "DumpExcess = FALSE", while byproducts such as Recyclables have this as TRUE. Doesn't this mean that production of something would eventually just stop because "storage full"? Combined with how the stock game processes resource throughput (playing "catch up") when you switch back to a craft after a while, would it not be more reasonable to just have everything have "DumpExcess = True" considering resources don't deplete? Might be a tricky one for just ship based production chains.. probably best to keep this False for Supplies Regardless, I enjoy playing with USI, can't wait for the construction stuff!
  14. Makes sense. Yeah I know, configuring things correctly was a thing before the atlas parts were available So I guess all one really needs for a colony is two wolf hoppers providing colony supplies for the living modules and supplies for snacks (appropriate WOLF infrastructure too obviously). Wouldn't even have to deal with the various ways of greenhouses and agroponics/cultivate etc. anymore... nice. Soon™...
  15. Yeah I'm just watching the VOD from last night literally right now - since I missed that stream I guess I can finish deploying WOLF Depots in Kerbin SOI for the time being. Mun has quite the number of biomes...
  16. Yes I saw the big atlas FAT CHONK parts... (And I love 'em!) Just gotta figure out a way to utilize the 20m ones with the bulge on the bottom () in a way that doesn't look silly... But going further down that road - doesn't building on that scale (partially) negate the benefits of WOLF, namely reducing "part" count? Are Kerbals not also "parts" that need to be tracked etc? And those >1200 Colony Supplies is only the "small" 2.5m Hopper.. I don't even know what the big 3.75m one does OTOH. I might need a bigger boat... Edit: How does one build stuff in orbit or on other bodies now? Is this still TBD now that the bundled GC got removed?
  17. Also keep in mind you have to configure the Drills for the resources you're planning to extract - their default setting is DIRT. If you didn't configure them in the VAB/SPH before launching, you can still do that on-site, but it costs Specialized Parts, Material Kits and EC. Nvm I just saw you did that Unrelated to drills: I just looked through the various WOLF Hoppers and what they spit out in terms of usable output... and holy solid organic waste products >1200 colony supplies for the 2.5m life support hopper? Isn't that just a teeny tiny little bit overkill? That'd be enough for >400 Kerbals? Like when would you ever build on that scale?
  18. Right, found it. I didn't even know you could adjust these settings while playing
  19. Exactly why I asked if it scales with the science multiplier... because driving around on Kerbin SOI with (bon voyage enabled) rovers is trivial and the amount of science will be hilarious just from that. Guess I'm gonna survey all the stuff and delete 90% of the science gained via save file edit (it's easy enough).
  20. Wow, the amount of science you get for performing a wolf survey is.. uhm.. rather generous - i don't think it scales with the game's science multiplier settings? Is this intended?
  21. And why do you expect to be able to do that in the first place? Moving Kerbal Points would be the equivalent of removing the Kerbal (who is necessary to have the machines running) to somewhere else, losing all functionality in the place or origin. As far as I know there is no "automated" way of getting funds, Vanilla or MKS. You always have to do something, be it meeting contract requirements, achieving milestones or recovering vessels. If you want Funds to be a complete non-issue, Science Mode is what you're looking for I have recently updated the mod from 1.3 to 1.4 and got confused about this whole WOLF shenanigans, so I jumped back here... After reading through the last 40ish pages in this thread my understanding is that the base game doesn't track resource "fluctuations" of non-loaded vessels, which is why "standard" MKS bases with spread out drill rigs dumping into planetary storage don't work without going around and loading each vessel regularly to update the resource flow. What a bummer. I understand WOLF "fixes" this by adding a completely new layer that is "beyond space and time" because the vessels you build get removed from the game as WOLF gobbles it up and adds its biological and technological distinctiveness to its own... And the reduced part count is always a win, although I think I'm still gonna build my 24 Kerbal Mun base in its full glory since I already planned it out... The question I have now is.. if the game doesn't track resources when a vessel is not loaded, how exactly does the last step in a (self sufficient) colony work when you have a hopper providing colony supplies to a Colonization Module? Is it just working through "a backlog" of resource input/output when you load the colony and everything will be fine™ as long as the math checks out on paper?
  22. You can edit the "timeline" of the controller by adding another point and set it to "zero" (read: whatever value the initial/starting point has) and just drag it to the time where you want that specific part to be manipulated. If by "moves all of them at the same time" you mean "not independent from each other" then... yeah, needs multiple controllers or a mod.
  23. I love this mod for its simplicity and ease of use (at least 99% of the time ), i do however, have one humble request: Since you have to run through the part tree to find "the first science container it comes across" anyway, would it be possible to just store (copies of) experiment results in all containers found? I know you can manually run experiments multiple times with "take/store data" etc.. I tried many of the science collecting related mods out there but none of them seem to do that and I just wonder why apparently noone has made their mod do that yet Even dropped a new thread couple days ago but noone seems to know of any mod doing that either Soooooo.... could you implement that? And if yes would you? Thank you for your time spent making this mod (and reading another "gimme plz" post )!
  24. What's up with the "Extraction Modules" provided by ART? I get that they're supposed to turn "Rock" into something more useful (and the *.cfgs hold "recipes"), but they're not available in the game (the recipes). Or am I just missing something? I am using the full MKS package (which already took some fiddling to get working properly) in 1.10.1 and am enjoying the life-support and outpost/base planning so far, but I'm not sure what to do with all the Rock that's probably going to pile up?
  25. Alright that makes sense to me since Kerbals become "Tourists" if their timers expire - something I had not thought of while digging through the *.cfgs, thanks!
×
×
  • Create New...