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Roboto

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Everything posted by Roboto

  1. I can add bigger tanks for storage to the biomass mod, but if the modular mod doesn't have tanks for O2 and CO2 you will have to modify those on your own.
  2. Yes, the version in development on github does have that ability. As far as the current version on spaceport, it relies on reclaiming those resource during the process of creating fuel.
  3. [sPACEPORT VERSION] Had to make a small update to biomass production due to comments on the spaceport saying that the mod was not working. Turns out it is working, but was apparently too slow, so I sped it up a bit. Also while I was in there, I added the new model for the MicroBiome with the bubbling particle emitter! Let me know if any problems pop up. [sPACEPORT VERSION]
  4. Had to make a small update to biomass production due to concerns on the spaceport that the mod was not working. Turns out it is working, but was apparently too slow, so I sped it up a bit. Also while I was in there, I added the new model for the MicroBiome with the bubbling particle emitter as seen above! Let me know if any problems pop up.
  5. Plants cannot break down waste materials on their own, and therefore cannot access the nutrients contained in the waste unless it is digested by bacteria first. The MicroBiome is where we keep the anaerobic bacteria and other microbes that are responsible for decomposing biological waste (kerbal poop, food scraps etc..). While they digest, the organisms in the MicroBiome release the nutrients locked away in the waste materials, while excreting resources such as CO2 and the alcohols which are needed in later stages of fuel processing. The MicroBiome is one of the most important, if not THE most important part of the BioMass system. With out it, it would be impossible to feed our plants, maintain a healthy biosphere for extended periods of time, or process BioMass into fuels. Think of it as the stomach of the BioMass system. The compressors are the parts that process monopropellant and oxidizer.
  6. Coming in the next update, some improved models...some of which will make use of particles as seen here on the MicroBiome!
  7. Check it out! Added a Particle Emitter to the MicroBiome! Couple other parts may need this too.
  8. I don't think it will break anything if your resources max out... tho I don't know that for absolute certain. Sean and I had talked at one point about making it so things can be killed off in certain circumstances like that, but we haven't implemented it yet that i recall. The mod is made so that it can be used by itself, so the usage of waste created by TAC is optional. If it's there, it consumes it. If it's not, it runs anyway. My thought behind this was that there is always some kind of waste...Food scraps from kerbals meals and their bathroom breaks...etc. We also talked about venting as well, so that will probably become a thing soon enough. When balancing, I tried to make it as self sustaining as possible. Some modules when activated consume resources in a way that tries to balance out the production and consumption rates so it won't run out of any one resource if used properly. But it's not perfect. Usually if something runs dry it's the CO2, but with kerbals on board that should replenish as well. Really it comes down to balance of parts vs kerbals. If you find something out of whack, you can add or remove a part or add or remove crew to help balance the system. at least, that's how it's supposed to work...it's not perfect. If you find anything about the mechanics of this that can be tweaked to balance better, let us know.
  9. Yep definitely an awesome craft! I noticed from the pics that I don't see a BioReactor attached.... This guy That's the part that will convert biomass to liquid fuel.
  10. Because it's cool and I like it that way. And it's cool. But more importantly, even exposure to light...
  11. Not sure yet if it will be additional or replace a greenhouse, sean and I will have a chat about that. The last 2 videos are for the github version. We were progressing pretty well on developing the dll, but the man that was taking on the bulk of that work has kind of gone missing . So the time frame is a bit up in the air at the moment, sorry. We still intend on continuing work on it, and we do have all the bits and pieces, just have to regroup a bit.
  12. New Part we will be adding soon. Algae Growth Chambers/ Algae Green house
  13. The answer to this question is a bit subjective, but in my opinion, no. While the calculations behind it may not be perfect representations of realistic physics, the science behind it is plausible. Operating under the assumption that there is a constant supply of biological waste commonly found on any manned(kerbaled?) space mission, it recycles that waste through a system of modules that replicate the nitrogen and water cycles in a closed system. Essentially it allows you to create a sustained biosphere aboard your craft. Another thing that comes to mind when asked this question is suspension of disbelief. Do Kerbals die when left stranded for unreasonably long periods of time?(no) Then we must assume that there are things left unsaid. Kerbals must have supplies of food, water etc... that allow them to endure that long. It is these supplies and the resulting waste that we assume are present that allow us to maintain the cycle in a closed system. But then again... Damn it, Jim! I'm a video game modder, not a scientist. Also, creating fuel is completely optional. There is a green house included that grows food while it scrubs CO2 and replenishes O2. If even that is too "cheaty", you can refuse even that, and use it to only scrub atmosphere. The choice is yours to make! I am a filthy casual, so it will fit my play style as equally as it fits your chosen play style.
  14. Short answer is no. BioMass Legacy (the spaceport version) should not add much burden on your memory. Yes, BioMass integrates with other mods that use the same resources and leaves all tracking up to the life support mods that have created them. BioMass is essentially just a few extra parts with different roles when used in combination with TAC. A bit more detailed... Most of the models are low poly, and we do very little with our plugin dll(adds the ability to call an animation with the stock ModuleGenerator when activated). All resources are processed using stock KSP modules that we have modified to process the new resources we have introduced. Currently the mod does not track resources in the same way that TAC does, and we don't add any new windows or anything like that. BioMass Legacy is essentially created by modifying the stock parts config files and adds few new models. We leave all of the life support work up to the mods that have created them, and we try to maintain our mod in such a way that it will integrate with them seamlessly by using the same resource definitions and densities. BioMass Legacy also stands by itself, meaning it will work with or without any other mods present at all. However, the version we are developing that is hosted on GitHub will be a different story. That version will have more more models, and more functionality added to the plugin dll which may end up increasing the memory load a fair amount.
  15. You know what, I've never tried changing it up. It would be interesting to see.
  16. The spaceport version is working, I tested it just the other day. The rate at which it creates biomass is rather slow though.
  17. BioMass makes no changes to the rate that Kerbals use resources, that is all controlled by the life support mod you are using. We only use O2 and CO2 in the processes to create biomass or when converting biomass into fuel or compressing O2 into liquid oxidizer. You can change the rate of food production in the cfg file for the food greenhouse. You will find a modulegenerator there that has an output_resource = food and its associated rate. The numbers I use there are not based on any science, just on it's effect on playability and some suggested tweaks upward or downward.
  18. Yea cool! Really, I'll leave that up who ever has a use for it. Any suggestions on detailing it out further are welcome. I'll be adding to it and skinning it over the weekend.
  19. I was thinking some kind of atmospheric separator. But yea, thechy looking mostly.
  20. Hey there! I've been goofing around with a new model and thought I'd drop by to see if you guys had any interest in a part like this for your mod. It's still a work in progress, but if you have a use for it I'll happily donate it to you. Updated after a bit more work here's how it looks now. Animated the canisters on the sides and added some emissives...
  21. We agree and are actually hard at work on all of this already as we develop our plugin dll. sean has also been in steady contact with all the top mods about standardizing the densities/resource values and rates so they make more sense, and will be easier for mods to integrate with each other. I believe they have a thread somewhere where they have been debating the way forward, and If I'm remembering correctly, TAC may be converting off of the per day units, but I'm not positive about that so don't quote me on it . The github version of this mod has some major shifts a head that should fix all the pain-in-the-assedness that it has too it at the moment. Hang tight, well get it worked out.
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