KeithStone
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Everything posted by KeithStone
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ok, on a new clean install I now have the seed banks, and biocake is no longer being produced when the harvester is not on! YAY! However, does biomass "die" if there's no light? At higher than 100 warp my biomass depletes and I have no seeds left, leaving me stranded. I'm about to go on vaca for a week, so I'll come back and fiddle with it more after then
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The resources are the same with the new tac since it looks like they made the resources universal (tac used to have the TAC_Oxy and TAC_CO2 but that appears gone in the newest version), so it definitely works! Its just trying to get seeds to not be consumed so quickly, leaving me with no seeds and no biomass to work with....
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Not sure if i'm doing this right, but i just pulled the new version of github down and installed (from the biomass+science zip), on a clean install of kerbal (plus maybe a dozen other mods lol). I have kethane installed (newest version), but I dont seem to be able to find the seed bank and snack hub in the utilities parts. The greenhouse seems to consume seeds and make biomass, but the biomass is quickly converted to biocake without having any other generators on. I've tested this with having "one of every part installed", both off and on, with kerbals and without. I am running Tac life support and KAS, novapunch, aies, texture reduction, magicsmoke and droman robotics, mechjeb, engineer and remote tech. The greenhouse itself seems to be the one consuming its own biomass to make cake, but im not certain, more research required. Oh, and even at 1900x resolution, the tooltip for the greehouse and one of the other parts (i think the composter) extend so far as to not show the name or description, but most of the important mathy-bits are there Not sure if these are bugs, conflicts, or me just doing something wrong. I would love to do a clean reinstall with only kethane, tac, and biofuels, but that will have to wait as the night grows cold here. Great mod, I loved the original biofuels and this is a wonderful extension. Just let me know the best way to test so I can help.
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Any chance of seeing some closer shots of that Eve probe? I love drones! Also, good looking stuff. What all mods are you using?
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To Terraform Duna! {[Mission Failure 11-3-13]}
KeithStone replied to KeithStone's topic in KSP1 Mission Reports
So the "ion net" is merely the best use I could come up with for the LackLusterLabs docking lights. I always loved em, but never saw much use, just potential. After experimenting with them in some other sandboxes, I figured they worked really well as relays, shield walls, and other high-tech bits. The only thing is they aren't very photogenic lol. Here's a couple shots on the pad to try to show them off more. -
To Terraform Duna! {[Mission Failure 11-3-13]}
KeithStone replied to KeithStone's topic in KSP1 Mission Reports
I wish I had that kind of coding skills lol. No, mostly roleplay, though I have looked at using the universe replacer but i dont think i could get away with it without it destroying everything I have landed. So for now I will be role-playing it out, since it takes some time to terraform anyway. -
To Terraform Duna! {[Mission Failure 11-3-13]}
KeithStone replied to KeithStone's topic in KSP1 Mission Reports
Pre-Mission Notes and progress ⦠Use of the "unrealistic" power-to-size drives from the Hybrid Ion Pack will only be used when an excess of additional parts (Tesla Coils, antennae etc) are used to make the device or ship appear to be capable of such power generation. ⦠Pre-mission operations include the launching of the Calladrius Mk4 Space Station to establish the reults of long-term experiements on a large number of space-born kerbals as well as experiment with the new bio-fuels concepts. ⦠An additional pre-mission flight to bring up the AC-Pidgeon, Nikoly's personal interplanetary flagship, and dock it with the Calladrius for future use. Mission 1-Establish initial polar ionization bases in an attempt to strengthen Duna's Ionosphere and make it capable of sustaining an atmosphere safe from solar radiation ⦠With the oversight of Nikoly, two gigantic "Kesla Coils" were constructed with the idea that an "ionization network" could be established, making Duna safer from the threat of having any attempts at strengthening its atmosphere from being "blown away in the (solar) wind" ⦠Keithstone Kerman oversaw the construction of a satellite network to aid in this process. Three monitoring satellites were constructed (without any testing of their capabilities) and ended up being horribly off-balanced. Luckily, Nikoly foresaw issues with the satellite network and ensured that the ITV was loaded with extra delta-v, and drained the fuel tanks of the satellites so that the main vehicle could help establish their new orbits once the Kesla Coils were deployed. ⦠A Single "Tuning Rod" (diffusing rod?) was constructed to help give readouts on pockets of ionization and to help keep the ebb and flow of the new ionosphere in check. Keithstone decided that since it would be in a low polar orbit, it would be a great place to slap on a few kethane detectors! ⦠The mission was deemed a moderate success. Putting the 180+ ton beast in to orbit was a challenge, but once there the vessel was releatively easy to control. However, once in Duna orbit several key issues became apparent. Namely, that there was a giant mountain on the north pole and a huge crevace on the south pole. This made landing the two coils perfectly a challenge, and it was opted that they be landed NEAR the poles in hopes that they still worked in a slightly off configuration. All three satellites were deployed in to their orbits, and the tuning rod's lower polar orbit was established. Kethane scanning revealed several decent pockets for further use. Post Mission launches ⦠Additional oxygen was brought up to the Calladrius. Unfortunately it seems that there is a slight issue keeping the scrubbers online, since they appear to have been wired to the light switches and toilets, causing interesting results. Ground control is investigating this issue and a possible resolution. -
Unfortunately this mission was a failure. The fact that I was using the dev build of Ioncross without playtesting the new version much means that all of mission 2 and 3 crumbled, which had a good chunk of the parts for a base going in. Without having the scrubbers on the command pod/hab modules stay active when the ship isnt focused, a lot of my crew perished during a simultaneous launch scenario. I even thought of hyper-editing them back in, but they wouldnt survive planetside without constant attention. Sorry folks, I failed ) Hello everyone. Today I present to you my current in-progress mission report on my attempt to Terraform and colonize Duna! Backstory: KeithStone Kerman, head of the Keithstone Kethane Mining Corp, has had a moderate level of success mining Kethane on the Mun and establishing his credentials working for the Kerbal Space Center as a mining and geology engineer. Looking to further his fame, he has teamed up with the famous (and more environmentally conscious) Nikoly Kesla Kerman, who has started making a big name for himself in the realms of engineering and inventing many forms of power generation and propulsion only thought to be science-fiction fantasies just years before. Now the two of them have set their eyes on Duna, hoping to not only colonize it, but to establish a full-fledged terraforming operation in hopes of giving kerbals everywhere a second home, close to home. Why I'm doing it?: I've attempted several runs at Duna, both on and off the forums, but I've usually put harsh restrictions on myself to try to make things a little more realistic and/or challenging. This time, I'm doing things mostly for the narrative and the aesthetic, foregoing realism. I'm not afraid to quicksave, use MechJeb, or have fun with mods, or use completely unrealistic pseudo-science (and in some cases flat out BS) as I play this one out. After all, it IS KSP Mods Used (in whole or part): Aies B9 Biofuels Quantum Struts Editor Extensions Kerbal Engineer Ioncross Crew Support Ion Hybrid Engine pack KAS Procedural Fairings Kerbal Alarm Clock Kethane MechJeb Toroidal/Spherical fuel tanks NovaPunch 2 Lack Luster Labs Proceedural Wings Select Root TAC Fuel Balancer UDK's large station stockalike parts KSP Interstellar pack Z_Thing Sciency Dome Part Texture reduction packs for B9, NovaPunch, and Aies (iirc)
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[WEB] Parachute Calculator - Updated!
KeithStone replied to check's topic in KSP1 Tools and Applications
Yeah, i've always wanted to use this calculator, but I was never able to hit the old one either. I get the same issue. Never could figure out the problem, not sure if its my ISP or what... -
I'm so glad to finally see this mod up on the forum as I've been using it for a while. I agree that just a greenhouse to create food would be nice to work with the TAC life support mod, and I am also in full support of a small part container for "seeds" as I often add an extra fuselage part to any ships that go out with the home2 greenhouse. which life support mod makes waste_water? its been a while since I've messed with any of them ever since TAC and Ironcross both started revamping and I'm waiting for a solid build to come out.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
KeithStone replied to sirkut's topic in KSP1 Mod Releases
You could do a LOT more than open a probe, you could have an actual walking program, or an automated base construction program! I wonder how KOS would operate with lazor in terms of controlling another ship while on the active one...too much for my brain right now, but interesting idea.... -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
KeithStone replied to yongedevil's topic in KSP1 Mod Releases
I Agree on getting this mod merged with TAC. With your powers combined, this would RULE -
LLL - Lack Luster Labs - Development Thread
KeithStone replied to Lack's topic in KSP1 Mod Development
I am so totally blown away by the 10. updates that I'm removing B9 and re-doing my entire current mission using LLL. I loved the old parts so much!!!! I'm so happy this is here! -
Be forewarned: Does not play well with ironcross life support, at least not in my game. I could not find any docks even on ships that didnt have any of the life support mod parts, just parts that had scrubbers (some stock cabins and crew compartments have them) i think it was an issue of when it scanned for a dock, the ironcross math tried to engage and run calculations on co2 production, which errored then stalled the dock search, showing no docks found. Removing ironcross seemed to fix this.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
KeithStone replied to TaranisElsu's topic in KSP1 Mod Releases
This mod is strong enough that I really want to use it, save for the conversion of resources. If anyone does know how to make a fork that would make ironcross work with TAC for converters, allow the biofuel and greenhouse mods (that work with ironcross) to use wastewater and convert things, and lastly to give some use to the greenhouses in the home 2 mode (and to a less extent, a little use for the greenhouse from the hab module from the HOME-1 included in the pack) to create/recycle resources (not 100%, but something is better than nothing) then I would go full force in to using this mod. For now, I fully support it's development, and may play around with it in a separate install of the game. -
Fraps is fine, but it takes up a TON of space. I didnt see much lag, but it took FOREVER to convert the videos down to a reasonable size. Also, come to find out AFTER i got really frustrated and deleted my save, that it was in fact the laptop's power saver settings that got stuck in power saver mode and throttled my CPU down, causing the immense lag. DOH! Alas, I dont feel like going through and rebuilding everything from scratch, but I may post a new series to youtube soon.
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I'm not using a lot in the way welded parts would help except in the launcher which runs fine. I'm carrying forward, just letting mechjeb run a manuver node for 30 minutes to return from the mun. Won't be recording much of these parts, but once I get to duna things should get better. It'll just take a lot longer than expected to get through the lag.
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i thought about deleting parts I dont use, but i think the issue is mainly part count. I havent even gotten the most complex pieces up yet. I might go back and simplify some of the launches but i dont think anything short of a full redesign would save me. After all, the game is no fun if you cant play it the way you want. I'm sure that I'll come back at some point, but for now im going to take a break and mull all this over, or perhaps just abandon the challenge and do a lets play series without the need of launching everything in big chunks...
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Im very near giving up myself, with the number of mods i'm using and the fact that kerbal is only running 32 bit, im getting serious lag even though my CPU is only 19% in use and memory only around 30%. I still have five more modules to attach to the caladrius, and i'm not sure im willing to spend a whole day burning for duna at 1 frame a second...
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
KeithStone replied to sirkut's topic in KSP1 Mod Releases
That's amazing. I might have to steal it and see if I can make a VTOL with it.