protoz
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
Disassembling any parts after removing it from a vessel via EVA construction yielding 10,000 material kits for anyone else? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
I'm aware of logistics pull & push resources to & from planetary storage. I'm not aware of WOLF yet as its the very last thing one could unlock in career mode. I just wanted to connect several 10 ton miner vessels to a single logistics with a pilot so the excess LFO can be stored in planetary storage, instead of having several pilots in each simple miner. I guess the vanilla way to do is is through docking ports. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
How is everyone connecting bases? Is it still through KAS + MKS-Flexotubes? or is there a better alternative? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
A Roverdude mod from 2017 thats not on the USI mainpage? Interesting, thanks. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
After searching this entire thread from RoverDude introducing shipyard appearance in March2021 & reading Bleeding Edge github wiki. I still can't figure out where KS-250-O KonStructor - Oribtial is or rather what mod its from. I assume its USI-MKS but i can't find it 1.4.1.0? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
Ya I figured it would be an outside source or changing lines of code. I'm playing with Ground Construction so building PDUs without a means to transfer fuel is pretty useless. So I just include a nuclear fuel plant in a Eve ocean sifter which requires a lot of power. Is that what you meant by figuring it out? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
I'm having difficulty finding how to move EnrU with a level 3 engineer, perform maintenance doesn't come up and can't move the resource between two tanks next to each other. I've exhausted all searches and I don't know whats legacy or whether this feature needs additional mods. -
[1.12.x] Near Future Technologies (September 6)
protoz replied to Nertea's topic in KSP1 Mod Releases
Disregard this. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
If im gonna add several tons of fins and structural support for them i might as well just add a second 10m heatshield & more torque and call it a day. Which was my original way of entering Eve's atmorsphere w. 100t+ crafts. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
Used cheat to teleport into orbit & had the easiest re-entry curve and this thing spins out of control & blows up at 1G. So either your mod makes it easier or having vessels weight 1/20 makes it easier. Also the COM is next to the heatshield which is ez-mode since the vessel's weight is 80% of the karbarundum fuel. In any other real vessel the COM would be further away from the heatshield, but ya spins out at 1g. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
Its 7 atm but im not even sure what im doing there. I only need a crew of 2 for K+ harvesting(engi for drills & pilot for planetary storage) and minmus is much easier to settle for colony rewards. Are kolony rewards better on Eeloo than mun if the Kolonization is identical? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
Half of that rover came to eve as it was in the VAB, it could sustain crew of 3 and accumulate material kits. It was a lot of trial and error and lots of reloads to get it through the atmosphere. First I did 10m heatshield then i tried two 10m heatshields overlapping each other. I tried and tried but it kept spinning out of control even at 1800m/s descent using all fuel for suicide burn. Then I added lots of reaction torque, I had one 8t reactionwheel from USI's FTT mod that allowed me to manually control the direction of the craft much better then autopilot which would spin out and cause the vessel to explode. The second shipment was a 86T DYI kit, which was something like 108t in VAB, it was the same process. It was a bit easier but essentially it was control via torque + 10m shield. Precisely dropping it within the first half was the most difficult part, i happened to drop it within 4km via lots of reloads and trial and errors. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
Is that on the Mun? I decided to haul all kolonization and industrial processes to Eve for that sweet Karbarundum. Its a 3 piece mobile base, the last piece is bugging me as shown in the 2nd image how the docking port became completely offset after i docked. I'm not even sure Eve is worth colonizing with Ground Construction mod, its completely redundant having to pay for my builds, then haul them to even, then spend hours trying to do precise landing while doing atmosphere re-entry with a 90ton DYI kit. I might have to go back to EL, I should be able to craft stuff that weights 0.005 tons at-least. Edit: docking worked better when i tried the other end. Well heres my base in 3rd picture land & ocean crawler, gonna settle it next to the coast, it moves at 10m/s on water but looks like i forgot an anchor, sounds like a job for DYI kit package shipment(sarcasm). I prefer water because even with tethers the base moves quite a bit even on flat ground, atleast on Eve. Its nice that the drills work even in deep water but what i don't get is why the ocean extractor isn't pumping water. In the last 2 pictures you can see "water pump" nothing to harvest" and water is at 1.13%. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
protoz replied to RoverDude's topic in KSP1 Mod Releases
I've read all the faqs and i still have a couple questions regarding kolonization dashboard bonus and courage. 1) There are 3 categories Geology, Botonamy, and Kolonization. An engineer, pilot, and scientist raise these 3 categories over time. So if i have 1 of each the bonus percentage goes up at the same time, if i have more engineers then geology raises faster and drills/sifters/manufacturing works faster. But what about the other 10 kerbal classes? Such as farmer on https://github.com/UmbraSpaceIndustries/MKS/wiki/Crew-Skills-Impact-on-Parts#mechanic "They contribute to science research, as well as colonization." . The terminology here is very unclear because its inconsistent with in-game description of the classes and the FAQ section. Does a farmer increase kolony rewards via pioneer module or does he contribute to the 2 of the 3 categories? The main 3 classes list in FAQ list this topic as "Geology, Botonomy,and Kolonization" research bonus, or does this mean none of the 10 classes beside the main 3 advance these bonuses? Also do these bonuses for the planet increase from having crewed orbital bases? I know crew quantity affects how fast the bonuses grow, but does experience help it progress as well? In either case what is the point of the 10 additional classes if they cost the same amount as a engineer, pilot, & scientist. Is there a single advantage? 2) Does courage play a roll in USI? Thanks. -
So EL 1.2.1 works with USI mods but the thing i don't get is vessel productivity, it should be based on stupidity, crew's star levels, and class. A non stupid 5 star engineer should provide the most productivity from what i understand. In my game engineers have zero affect on productivity while pilots & scientists do have an affect. What is wrong here? Why do engineers not affecting productivity?
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
protoz replied to RoverDude's topic in KSP1 Mod Releases
Im trying to download KarbonitePlus but the github https://github.com/BobPalmer/KarbonitePlus/releases has a 404 error. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
protoz replied to RoverDude's topic in KSP1 Mod Releases
Ya I've made some torch vessels w. that node, thats probably why its happening. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
protoz replied to RoverDude's topic in KSP1 Mod Releases
I added Torch drives to fusion engine tech tree(Nuclear Propulsion) as a temp fix pre 0.4.1, but upon a clean install of 0.4.1 torch drives are still located in the Nuclear Propulsion along with the new designated tree in 0.4.1. How is that that the hotfix i did is somehow still in the game somehow when im deleting the k+ folder and installing the 0.4.1 update? The Parts.cfg is indicating the torch tech should be whats 0.4.1 is indicating, but the game also has memory of my hotfix, how? -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
protoz replied to RoverDude's topic in KSP1 Mod Releases
What am i looking for? Which config? - - - Updated - - - What am i looking for? Which config? Nm I just merged torch w. fusion for tech. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
protoz replied to RoverDude's topic in KSP1 Mod Releases
Im not using CTT but I have the same issue w. Torch Drives, they show up in sandbox but not in career. I guess I have to use CTT to get a big part of this mod to work. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
protoz replied to RoverDude's topic in KSP1 Mod Releases
They aren't there. -
Some RP joke? My point is, if you have 10,000 units of mulch and 0 supplies in a vessel with a 1 nom-o-matic-5000 and 1 kerbal, that vessel is equivalent to one with ZERO nom-o-matic-5000 and 0 mulch, you would have to eva the kerbal out of the vessel to let the vessel generate 0.01 units of supplies in order for the life support time to reset to 0.
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I've read that and it made no sense to me, is there a life support module that adds a microwave? Or is it re-entry heat which seems kind of random, are they going to throw a tantrum and airlock more food if the vessel isn't sitting in a body of water because "insert roleplaying message here" or maybe they need wind in their face so vessel must move at 1,500 ms. Again there is this is the clarity i see in post #315-316.
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So how does this life support exactly work? Why am i losing months/years worth of supplies with some "airlock message" when i have adequate food, how do i prevent this. Also if 1 Nom-o-matic 5000 can't support a single kerbal while slightly producing less then whats being consumed and thus flagging the vessel equal to a vessel without a nom-o-matic 5000, what good is it for?
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Now that the life support is displaying time remaining after installing MM, the kerbals in red should be inactive & what i understand is 15> days should w.o supplies, in the vessel i have which is 55 days without supplies i have a kerbal that can eva, pickup surface samples, plant flags etc. Edit: might be an issue w. kerbals launched pre- MM, other ones seem to be starving.
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