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Nertea

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Everything posted by Nertea

  1. That looks like a completely separate issue. Those don't look like stock solar panel modules. Uninstall KSPIE and get back to me, I don't know what kind of crazy things that mod does to panels.
  2. Tracked down and corrected - there will be a new release on monday or tuesday with the fix. If you need it badly, you can get the .dll from the dev branch on git. Seems like there was a change to how some things were defined in 1.3.1 that I didn't notice.
  3. That's pretty weird, haven't seen that before. It looks like there is some miscalculation of the RTG power production and possibly some derivative issues. I'll try to reproduce this when I next get some development time.
  4. Well, there's a mod called DynamicBatteryStorage that ships with this package. It resolves those kind of issues... so you may have run into some kind of unhandled edge case. If you could provide the following please: Screenshots of the DBS debug window (Ctrl+Shift+K) in x1 timewarp and in the problem timewarp Screenshots of the vessel in question with PAWs open for the tanks that are losing fuel and preferrably the power producer, again, at x1 and the problem timewarp The log of these events A craft file with required modlist This will help you and everyone else!
  5. Instead of a part screenshot, this week there will be an ingame screenshot! Ok, there will be a part screenshot of 2.5m orbital cargo bays too.
  6. You have something interfering with the mod. Looks like it might be MFT, I disable my switchers if you have that installed as I assume you prefer the more complex implementation.
  7. Tomorrow, default behaviour will be to allow unskilled deploys. However, "stock" behaviour will require engineers.
  8. I added some abilities to DeployableHabitat and Centrifuge. Currently 'crew' = Engineers. Mass modifier is additive and in your case as mentioned could be set to the mass of MaterialKits. CrewToDeploy = 1 DeployedMassModifier = 6
  9. Does FAR also have trouble with the other SMR-based arrays? OKEB-500 to be exact? After some tests this is so confusing. Check your screenshot - see the ISRU producing 1100 kW? That's coming from the core, which shouldn't be producing anywhere near that much! I see all the converters' usages fluctuating all over the map and using far more capacity than they should. I'll keep looking into this though. I doubt anyone does, devs included.
  10. That should be trivial to set up given the systems I have then. Let me know if there are problems with the resource consumption, I have tested it a little but not much
  11. Well, that's up to you. I don't play with USI, so I assumed you need the material kits externally. If you do it that way it would be simple enough to reduce the mass of the part by the appropriate amount.
  12. add: DeployResource = MaterialKits DeployResourceAmount = one million dollars to the patches. Works for ModuleDeployableCentrifuge and ModuleDeployableHabitat
  13. Again, throwing my lack of knowledge in there, but is that a bad thing? One centrifuge has more volume but less beds, so it's... more comfortable for less time, and one has less volume but more beds, so it's less comfortable but better for longer durations? Nah probably not.
  14. Eh, other mod support is a thing I'd like to have, but the Deep Freeze parts are fairly solid. They won't match perfectly, but they'll be close. I disagree, to me it looks like someone vomited in the cupola :P.
  15. The storm cellar also functions as a monoprop/EC storage location, so that's a reason to use it, at least.
  16. Probably not exhaustive, but off the top of my head: PTD-8R 'Pier' Station Core: 0 beds PTD-5 'Sunrise' Habitation Module: 2 beds PTD-6 'Star' Utility Module: 0 beds PTD-E-1 'Winston' Inflatable Habitation Module: PTD-E-2 'Eclair' Inflatable Habitation Module: CTD-10 Inflatable Centrifuge Module: 3 hammocks, 0.25g CTD-5 Compact Inflatable Centrifuge Module: 4 isolated beds, wardroom, kitchen, 0.1g PPD-8 'Wharf' Station Core: 0 beds PPD-24 Observation Module: see things? PPD-20 Shanty Habitation Module: 4 beds, common area/wardroom PFD-A Inflatable Habitation Module: 9 beds, shower and washroom, hydroponics area, food prep area, common area, exercise equipment PFD-B Inflatable Habitation Module: 6 beds, shower and washroom, food prep area exercise equipment PFD-C Inflatable Centrifuge Module: 8 isolated beds, washroom, 0.5g, kitchen, wardroom, common area, isolated observation areas PXL-1 'Hostel' Deep-Space Habitation Module: 12 individual crew cabins, wardroom, exercise equipment, shower and washroom, small common area PXL-2 'Shelter' Deep-Space Habitation Module: 6 individual crew cabins PXL-3 'Asylum' Storm Cellar Module: 3 hammocks, no space for fun PXL-9 Extra-Planetary Octo-Aperture Module: isolated observation areas PXL-10 'Harbour' Station Control Centre: observer's seat for supervising PXL-E 'Mercury' Extensible Centrifuge: 10 individual cabins, shower, washroom, kitchen, medlab, observation areas, hydroponics area, exercise equipment, wardroom, common areas, up to 0.5g PXL-C 'Pilgrim' Extensible Centrifuge: 3 dual-occupancy cabins, wardroom, kitchen, common area, hydroponics area, shower/washroom, 0.7g
  17. A thought - consider perhaps the internal space content of the parts as well? Some parts have more lavish interiors and more... stuff. I can provide a list of facilities in each (or just improve the part descriptions) if this is something you want to take into account.
  18. Only part of this I can weight in on... I'm not sure what balance metric RD uses to set capacity, but I balance strictly against stock containers volumetrically. I realize the latest changes to this aren't up yet (I'll push them after this post), but I set capacity based on stock volumes. The PPD-CRG-2 is the same volume (approximately) as the 2.5m Ore tank... so it will store 1500 ore, vs the PPD-CRG-1's 3000. The dry masses will be scaled accordingly.
  19. No, assets from a free, open-source mod whose artist has placed a specific license requesting that he be contacted if re-use of the models he spent a good number of hours building for his own project is desired are being used in another free, open-source game mod without any consideration of the consequences. Someone should probably think about how that's good for the community. Open source != free for the taking.
  20. I don't recall licensing the microchannel heat radiators from Heat Control to you, which were launched in HC 0.4.0, quite a while after I switched all my art assets over to ARR (late Jan 2017). I'd rather not find out about this kinda thing via random forumer PM in the future, also. Please stop, this is the second time I've done this.
  21. Indeed, I suspect that archaic part cfg is derived from some stock part that doesn't have said line in it.
  22. Converting everything to proper PBR textures would be a huge, hideously complex project that if I did it for one mod, I'd have to do it for all my mods. That's like 300+ parts, and unless there's a large community move to matching that style. I will keep the current style targets that I have right now.
  23. I will include this in the next commit for anyone who uses that to test.
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