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adgriff2

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Everything posted by adgriff2

  1. Try installing MKS Explainer to see if it agrees with the numbers you're seeing: https://forum.kerbalspaceprogram.com/index.php?/topic/157755-143-mks-explainer/
  2. Yeah, you'll need to open the file in a text editor and get a feel for the structure of the file. Use something like notepad++ so you can collapse the bracketed sections and make browsing easier.
  3. @gamerscircle If you have a backup of that 2016 persistence file you may be able to take a look inside and see how the drills are configured to help you edit your current persistence file. Always keep good backups when installing new major versions of KSP & mods. Weird stuff can crop up when using old saves with new versions. What I like to do with some major revisions is start a new save and use HyperEdit to quickly replace crafts & bases that act funky.
  4. Is there any way to move a specific quantity of stuff with local logistics? I'd like to fill an LFO tank partially full and keep the correct fuel / ox ratio.
  5. I believe the modules shown in the VAB are just the default material. You can change them in the VAB to mine whatever you want. If you launched the drills in the dirt config, you'll need a few material kits and specialized parts to let an engineer change the config of the drill on EVA.
  6. Not mine. I've just came across it a few days ago and it was pretty helpful.
  7. Yep. Though I don't think it shows as having a logistics module in the VAB which is kind of confusing. Also, if you're just using it to push to planetary logistics and not convert anything, you can leave out the machinery and save a little weight. Here's a pretty good source of info on automated mining: https://wuphonsreach.github.io/blog/kerbalspaceprogram/2017/12/08/ksp-MKS-Mining-Math.html
  8. Anyone have some examples of a craft or base that uses the industrial strip miners? I'm trying to come up with something that has a lowish part count and doesn't look silly.
  9. It happened 3 times having to alt-f4 the game 3 times. I started collecting the data you suggested, but I thought of trying a full reboot. This seems to have resolved the issue for now. If it crops up again, I'll collect this data before posting. Thanks! Good point about just giving kerbals something to do if you prefer that playstyle. But if you're just doing it to reduce heat and power consumption, isn't lowering the governor a more direct way of doing the same thing?
  10. I have an issue where the game freezes, not crashing, when I come within simulation range of my minmus base. Few seconds of KSP.log leading up to the freeze: @RoverDude Are those null reference exceptions in USITools critical or is something else causing it?
  11. @Kaa253 Thanks! That makes sense regarding Q1 albeit a bit confusing wording on the wiki. That's also disappointing regarding Q2 that crew composition depends on connectedness of the base. It seems like MKS is going for zero penalty for disconnected (but nearby) base structures. I hope the skills of nearby kerbals gets counted in a future update to keep with the spirit of disconnected bases. Regarding Q3, I would agree your issue doesn't seem to be MKS related. But I think (some) habitats turning off on reload (while recyclers/drills/converters stay running) seems more like an MKS (or at least USI-LS) issue because it's limited to the habitation mechanic. Has anyone else experienced this issue?
  12. Question 1: Wiki comments on Scientist: However, with a scientist on board i'm only getting ~5% load. MKS Explainer says the Ranger smelter benefits from the ConverterSkill, not the ScienceSkill as the wiki says. Which is correct? Question 2: I have 2 disconnected drilling platforms less than 150m apart. One has an engineer and one is has a scientist. The engineer one has a much higher load than the scientist one. However, when I connect them they both seem to benefit from the engineer. Is this working as intended? I thought crew efficiency bonuses should work within 150m for disconnected structures. Edit: Question 3: I've got 2 Duna Kerbitat modules both manned. Whenever I reload a save or switch out and back to something outside simulation range the habitat's stop running. Recyclers stay running. Habitat on a nearby ranger mini-hab stays running. Switching to nearby hulls doesn't turn them off. But hit F5 then F9 and they turn off. Is this a bug? Hab time says ~170 days with running then ~60 days after reloading. Turning them back on goes back to ~170 days.
  13. Confirmed, agroponics was limited to 69% due to mulch generation rate & my misunderstanding that 100% load is relative to base capacity and not current capacity. My potential load with [greenhouse] off is 105% due to a lvl 4 scientist onboard, and ~2400% with [greenhouse] on.
  14. I was actually just looking at that. I'll try it out this evening. Edit: Actually, it just occurred to me what might be going on. I was thinking that as efficiency/capacity increased then the definition of "100% loaded" changed with that capacity. But 100% isn't relative to current capacity, but relative to stock/reference capacity. The addition of an efficiency module doesn't change the definition of what 100% means, it just allows it to exceed 100%. Therefore, if I'm material limited, just because the module went from a max capacity of 100% to 200% doesn't mean my material limited usage of 69% will change... I need to confirm all this later by removing the material limitation.
  15. That could explain moving the scientist around, but shouldn't turning off the [Greenhouse] in the hab ring affect agroponics load %?
  16. LS/Efficiency part question: I have an orbital base with 14? Kerbals on it. I have Agroponics running in the 3.75m Tundra Agriculture module. I have [Greenhouse] running in a hab ring. The hab ring is showing 99.99% load (not sure what this means) and the Agroponics is showing 69.**% load with both parts unmanned. There is no change in the Agroponics load when i try these things: Move a 4 star scientist into the agriculture module Move a 4 star scientist into the hab ring Turn off [Greenhouse] in the hab ring Shouldn't the overall capacity of the agroponics increase (and the load % go down) when i do these things?
  17. https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Mining)
  18. @RoverDudeWhat are ranges of habitation & efficiency sharing? 150m/2km w/rover? Planet surface? SOI?
  19. Oh man, that's great! I just re-read the wiki and didn't see any mention of this at all... What are ranges of habitation & efficiency sharing? 150m/2km w/rover? Planet surface? SOI?
  20. I've seen it mentioned in a few places that the various logistics methods remove the need to have connected bases. Maybe I'm missing something, but moving stuff around seems to be only part of the reason you need a connected base. The two main things I'm thinking about are efficiency parts & habitation. As far as I'm aware, a structure with lots of habitation & efficiency parts has no effect on nearby structures' habitation or efficiency. Practically, doesn't this mean that all the manned portions of your base should be connected to share habitation? Otherwise, it seems like you'd have to manually cycle in/out kerbals from the detached portions as their hab time ran low.
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