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Posts posted by Sudragon
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Now if i can get it to play well with Wild Blue's various configurable labs, I'd be using it, what with TAC LS having major wiring problems...
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On 7/7/2017 at 11:00 PM, TheKnave said:
Oh Jeez....gonna take some time here lol. Thank you
SSTU has a USI-LS patch. Look in \SSTU\ModIntegration\USI-LS. You'll have to rummage for numbers.
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There might be interaction with @Nertea's Dynamic Battery Storage involved.
From Kerbal Atomics, @Nertea posting;
QuoteHere's my internal description of DBS, hope it helps.
DynamicBatteryStorage: A plugin that works around the problems of stock electricity consumption/generation at high time warp by monitoring electricity consumption and production.
- Artificially and temporarily expands the storage of a EC containing part in the ship to buffer EC use at high timewarp if the total vessel storage is not sufficient (defined as total storage < total generation * current physics tick)
- Enabled at 100x warp and higher
- Debug panel with CTRL+SHIFT+K
- Monitors EC draws and consumptions
- Supports the following generators (modded in red): ModuleResourceConverter, ModuleGenerator, ModuleDeployableSolarPanel, ModuleCurvedSolarPanel, FissionGenerator, RadioisotopeGenerator
- Supports the following consumers (modded in red): ModuleResourceConverter, ModuleResourceHarvester, ModuleGenerator, ModuleActiveRadiator, ModuleCryoTank, ModuleAntimatterTank
- Aims only to support relatively high draws during non-physics warp, so no support planned for things like ModuleLight, ModuleCommand
- Other power-consuming or producing module support to be considered
I've mentioned this to Squad staff on more than one occasion, it would require a rewrite of the whole vessel resources system to fix it. Not on the table.
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After frustration with the current iteration of TAC-LS led to me trying Kerbalism for a life support mod, I've noticed that it doesn't play well with Wild Blue's reconfigure capacity. The MOLE lab module has lost it's reconfigure capacity, but the Botany Lab and Appaloosa backseat haven't . The inflatable lab from pathfinder has the same problem. Any ideas anyone?
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Tac still seems to be ignoring solar panel input.
Edited for details.
v0.13.3dev installed.
Background Processing removed.
'Unloaded Vessel Processing' enabled.
While vessel is in focus: no problems. Electricity duration goes up to max in sunlight, drains on night side.
While vessel is not in focus: Electricity duration drops, then into the red. If it drops below zero and focus is shifted to vessel before crew death, it doesn't come back into the black, even with full batteries. If you defocus, the crew will still suffer death from oxygen toxicity.
Haven't tested with a constant power supply (fuel cells, RTG or reactor) yet -
I think TAC LS might be having difficulty if other things, a MOLE lab in my case, are also consuming power on the vessel. I tried both methods of running mentioned in recent pages and the 'EC remaining time' in TAC bears no relation to the actual EC remaining.
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There's also a typo in one of the KEES experiment result text blocks. There's a 'geneni' instead of a 'gemini'
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Kerbalism appears to 'not play well' with @Angel-125's Wild Blue Industries mods. It's overriding a lot of lab functions. Is anyone working on a patch to co-ordinate with WBI?
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I hope these are being updated. The expansion pack is full of useful stuff.
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And, in return;
//---------------------------------- MOLE Brumby & Backseat ------------------------ @PART[WBI_Brumby|WBI_Backseat2] { MODULE { name = Kemini_Module abbreviation = Gemini Science experiment minimumCrew = 1 NE_KEMINI_LabEquipmentSlot { NE_LabEquipmentSlot { type = KEMINI } } } MODULE { name = ExperimentStorage identifier = Kemini 1 chanceTexture = false type = KEMINI } MODULE { name = ExperimentStorage identifier = Kemini 2 chanceTexture = false type = KEMINI } }
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26 minutes ago, micha said:
I've since actually found out a way to force language for my own testing. In either case I think it all works, so I'll make a new alpha release shortly which will have default english again and open to more people testing it
It's ok...I'm beginning to enjoy Kerbal Raumfahrtprogramm.
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Tried the pre alpha, now it's all German to me...I think Verner has been messing with something.
Swap the dictionaries...hmmm
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3 minutes ago, rasta013 said:
Generally speaking I've found it's always better to create a new template to do what you want for any given piece of WB that you want to add it to. Modifying the original workshop templates ultimately will leave you hurting during update times and also means you're sometimes dealing with getting through all the connected pieces in other configs. Having your own template is full control of everything leaving you largely unaffected by upgrade processes.
Hmm. So I'm going to need something that works in:
Manned Orbital Habitat
Bigby Orbital Workshop
Casa IHM
Ponderosa IHM
Hacienda IMW.
This should be interesting... -
I'm trying to track down the templates for the various (orbital) workshop spaces, or should I try and make a new template that:
a) makes materialkits from ore
b) sifts dirt for exotic minerals and rare metals.
c) makes specialist parts from exotic minerals and rare metals.
(EPL+MKS) via MOLE etc. -
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If I put a 'farmer' from MKS in a Mark One Biology Lab, set to TACLS greenhouse mode...will it increase output/reduce cycle time?
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7 hours ago, Angel-125 said:
Correct. If that is not to your liking, you can change the ModuleManager patch. MM_Part.cfg. Equipment is more useful post-deployment because all templates require it to reconfigure the part and use it for repairs. RocketParts are used for new construction, but only if you have EL installed, unless you are making a Sandcastle base, which needs Konkrete. You won't be making a Sandcastle base until I get the parts done though...
Thanks for the location. I'm running
SSTU, which uses Rocket Parts for inflating it's inflatables.
MOLE etc, which use equipment for reconfigurables.MKS, which has some parts i like (DERP!) but has side effects,
And Extraplanterary Launchpads.
I'm thinking of trying to write a patch to get EL to run on material kits and specialised parts, without MKS -
Salvaging recoups equipment...not rocket parts?
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I, for one, welcome our Zepplin Battleship Overlords.
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4 hours ago, Shadowmage said:
Thanks, I'll certainly see about including some EL configs as I keep working on the mod-integration patches. Not quite sure how I want to balance it all quite yet, still need to play around a bit more with MKS/EPL to see how it all works in the newest versions.
Thanks. I was trying to get this:
to work and discovered that the inflatables aren't rigged for EL, even if @JoseEduardo had rigged them MOLE style. -
Also:
@PART[SSTU-ST-HAB-A1|SSTU-ST-HAB-A2]:NEEDS[SSTU&ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 1 } } @PART[SSTU-ST-HAB-B1|SSTU-ST-HAB-B2|SSTU-ST-HAB-B3|SSTU-ST-HAB-B4]:NEEDS[SSTU&ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 1.5 } } @PART[SSTU-ST-HAB-C1|SSTU-ST-HAB-C2|SSTU-ST-HAB-C3|SSTU-ST-HAB-C4]:NEEDS[SSTU&ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 2 } }
[WIP] Nert's Dev Thread - Current: such nuke, wow
in KSP1 Mod Development
Posted
Yeah! You can't hum the Thunderbirds theme to just any mod y'know!