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Chris_W

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Everything posted by Chris_W

  1. Just playtested with .23, the window is not showing up at all.. the [Fusebox] part of it, however, does. Hmm.. Neither VAB nor SPH or in flight does it show up.
  2. @ddennis: Ceck out BioMass, might be your thing. Tweakable TacRessources.cfg \GameData\ThunderAerospace\TacLifeSupport\TacRessources.cfg http://pastebin.com/ERXPmLjR
  3. 0.23 Tweakables fix for SpacePort version: GameData\BioMass\Resources\BioMass.cfg http://pastebin.com/vc03JXkf
  4. I might have figured it out.. BioMass, even with 3 greenhouses to produce it, is permanently used up to zero by the fuel generator. That way he can't keep up and the 4 greenhouses are faster at consuming CO2 than he is producing them. That station started out with 700 Liquidfuel and already completed .. at this moment its 15th day in space. It managed to produce only 450 LF so far, CO2 is at 304. Biomass stays at 0.something, it just can't keep up producing it. Food on the other hand is up to 4055 already, using only one greenhouse. I guess I should rename it from Refuelling Station to McKerbal.. maybe you can do something about it, its really designed to produce fuel and the generator has been running at realtime for the most of the mission. Btw, I'm over in IRC if you want to talk... The Converter eats 60 BioMass per minute, each Greenhouse produces 3 per minute.
  5. Actually, Taranis already made an atmosphere filter device for TAC LS. It uses IntakeAir and works really nicely. O2 generation is really high atm, I cannot notice any drop on my 4 greenhouses station. It just stays full. Co2 is critically low at all times tho, as is Water - but Taranis already said he'd handle water in the future. So really, all we need is more efficient generator use of the tiny amounts of waste and Co2 the Kerbals produce while gardening. My station orbits Kerbin btw and is basically a giant gas station, including a repair shop. ^^ 1 Eco, 3 Bio greenhouses, one generator (that uses up more biomass than is generated), 4 microbiomes, one oxidizer converter. Whe running the fuel generator, this is what it looks like.. Stays full: Food, O2, MicroFlora, Light Drops rapidly: BioMass, CO2 Stays empty: Waste, Wastewater Too minor changes to tell: Nutrients Increases slowly: LiquidFuel, Oxidizer http://i.imgur.com/0y5MCGs.jpg (There are 2 more Kerbals in the crew module, totalling 4 crew)
  6. Hey there, I understand you're working on the science part a lot, but I'm more interested in the basic (spaceport) version. I did a lot of experimenting with it and well, it is brilliant so far, although with small exceptions! One is the greenhouses themselves as a model/hitbox. They lack a clean outline in the VAB, meaning you can't go forth and attach 4 landing legs to them. Now if you use a big round battery on each end, sure you can just attach them to those - but that's a lot of battery storage for a station there - and batteries are as wobbly as ASAS modules, coming off under stress from landing. It would be extremely helpful if you could give them a really round hitbox model at each end of the greenhouse, just so we can attach stuff properly, maybe the width of a big landing leg. It already looks round, but the hitbox seems to be hexagonal, with the edges on the sides instead of the flat surface. Maybe even flipping the hitbox does the trick already, or making it octagonal. Second issue I'm having is with the part that's supposed to be inflatable, for bases. It pushes the top and the bottom away on unfolding, the bottom ending up higher in the air than the bottom of the actual greenhouse. Also, stuff attached above and below will come off from unfolding, meaning you can't do anything with it anymore. Wouldn't it be better to keep the height of the base part the same and instead open it like a cargo bay e.g. from B9 or 6S, pushing it out to the side and then inflating it to have its bottom in line with the bottom of the part? That way we could really make use of it by attaching it to the sides of something, door facing outwards, and have 4 greenhouses right there. Not really a big issue next, but since I'm using TAC LS, my Kerbals would be a cheap ressource for getting CO2 and waste. Sadly they don't produce a lot of either, while the greenhouses etc consume quite a lot of them. I'm already lacking parts to produce water, so constant water shipments are a must (until Taranis comes up with water supply parts).. but CO2 shipments tend to really dangerously increase the part count when the tanker approaches the base. Wondering if we could either get one or two bigger containers of CO2 (say, X200-16 or X200-32) or if you would, for compatibility, reduce the amount of CO2 and waste needed over time so.. say 1 Kerbals per greenhouse could already meet the requirements? Would mean one gardener per greenhouse to keep it fully functional, I kinda like the idea of that. Just my thoughts about long term usability of those awesome parts, I hope they give you an idea. Keep up the good work!
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