RoverDude Posted June 4, 2015 Author Share Posted June 4, 2015 TBH more of a question for the MKS thread - but I would assume you would not install two life support systems simultaneously? Quote Link to comment Share on other sites More sharing options...
OvermindDL1 Posted June 4, 2015 Share Posted June 4, 2015 Was making a mod pack with this as the life support system, and as testing I would load up the tutorial missions, however the craft keeps exploding in a very non center-of-mass style. Ended up finding out that having this mod (and its pre-reqs, though those by themselves do not cause this issue) and nothing else is causing this. I keep everything else and remove USI Life Support and they do not blow up. What is causing this?To replicate, all I do in 1.0.2 is install USI Life Support via CKAN, no other mods, launch game, launch, say the Docking or Orbital tutorials, boom within 2 seconds. Quote Link to comment Share on other sites More sharing options...
Tahib Posted June 4, 2015 Share Posted June 4, 2015 It was not able to convert mulch faster than it was generated. A nomOmatic can only keep up with one Kerbal's mulch.Thanks for clarifying this. Didn't tried it yet, but i guess its cheating the system until all mulch is gone? I mean, produces 1 food - kerbal 1 eats, produces another 1 - another kerbal got more hungry and so on. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 5, 2015 Author Share Posted June 5, 2015 Was making a mod pack with this as the life support system, and as testing I would load up the tutorial missions, however the craft keeps exploding in a very non center-of-mass style. Ended up finding out that having this mod (and its pre-reqs, though those by themselves do not cause this issue) and nothing else is causing this. I keep everything else and remove USI Life Support and they do not blow up. What is causing this?To replicate, all I do in 1.0.2 is install USI Life Support via CKAN, no other mods, launch game, launch, say the Docking or Orbital tutorials, boom within 2 seconds.No answer, probably a bug with the tutorial missions. tbh I would not be using those as a benchmark. Thanks for clarifying this. Didn't tried it yet, but i guess its cheating the system until all mulch is gone? I mean, produces 1 food - kerbal 1 eats, produces another 1 - another kerbal got more hungry and so on.I do not understand your statement.. If you had four nom o matics and four kerbals, you would see all mulch consumed, but less supplies created. So there is a long tail, but your overall time with life support is going to be finite. Quote Link to comment Share on other sites More sharing options...
Enceos Posted June 5, 2015 Share Posted June 5, 2015 Was making a mod pack with this as the life support system, and as testing I would load up the tutorial missions, however the craft keeps exploding in a very non center-of-mass style. Ended up finding out that having this mod (and its pre-reqs, though those by themselves do not cause this issue) and nothing else is causing this. I keep everything else and remove USI Life Support and they do not blow up. What is causing this?To replicate, all I do in 1.0.2 is install USI Life Support via CKAN, no other mods, launch game, launch, say the Docking or Orbital tutorials, boom within 2 seconds.Tutorials don't like USI Life Support, take a look at this post. Quote Link to comment Share on other sites More sharing options...
Holyvision Posted June 5, 2015 Share Posted June 5, 2015 This would be a lot easier to locate if it was added to the USI catalog download page! Thank you!! Quote Link to comment Share on other sites More sharing options...
Jim Kernan Posted June 6, 2015 Share Posted June 6, 2015 I keep losing the USILS button. Any way to keep it from disappearing? Or how to get it back? I've restarted several times, and can't find anything in the configs that would turn it off. It's not in Blizzy's toolbar not the KSP bar at the top right. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 6, 2015 Author Share Posted June 6, 2015 Sorry I've never seen this issue. And no, this is never in Blizzy's toolbar as none of my mods support that. Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted June 6, 2015 Share Posted June 6, 2015 Hey, I really like this and am going to put it on my career save (will require some emergency NOMS deliveries to a few space stations and bases but oh well) Question: is there any part that makes mulch for the greenhouse other than the kerbals themselves? I am thinking i want to have some kind of in-situ closed loop solution but do not necessarily want to rise to the complexity of a full MKS setup. If not, I was thinking of trying to mod the stock ISRU converter to make ore into mulch.... thinking like Andy Wier here, just mix some local soil with the organics and start growing potatoes Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 6, 2015 Author Share Posted June 6, 2015 Nope nothing makes mulch, sorry - just Kerbals. Quote Link to comment Share on other sites More sharing options...
Badsector Posted June 6, 2015 Share Posted June 6, 2015 Hey, I really like this and am going to put it on my career save (will require some emergency NOMS deliveries to a few space stations and bases but oh well) Question: is there any part that makes mulch for the greenhouse other than the kerbals themselves? I am thinking i want to have some kind of in-situ closed loop solution but do not necessarily want to rise to the complexity of a full MKS setup. If not, I was thinking of trying to mod the stock ISRU converter to make ore into mulch.... thinking like Andy Wier here, just mix some local soil with the organics and start growing potatoes I have think the same, but better than use ore with CRP use wather, have a greenhouse hable to drill wather for a 100% recycling or without wather 50% recycling like the little one Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 6, 2015 Author Share Posted June 6, 2015 Nice bit is that any converters you want to make can easily be done with stock. Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted June 6, 2015 Share Posted June 6, 2015 (edited) Nice bit is that any converters you want to make can easily be done with stock. Yup, your code is so nice and clean I think even I can copy and paste in a 'mulch' module What would you say is a fair conversion ratio for Ore --> Mulch? If 0.5 Ore can make 1.0 LF+O2 or 1.0 Mono, then I'd think 1.0 Mulch is not too OP... though one could also make an argument for it to be lossy.ETA: Ha haaaa, it works!Anyone who wants to do this, just paste the following into your ISRU.cfg file MODULE { name = ModuleResourceConverter ConverterName = Mulch StartActionName = Start Mulching [Mulch] StopActionName = Stop Mulching [Mulch] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.50 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Mulch Ratio = 1.0 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } Edited June 6, 2015 by Kuzzter Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted June 6, 2015 Share Posted June 6, 2015 Yup, your code is so nice and clean I think even I can copy and paste in a 'mulch' module What would you say is a fair conversion ratio for Ore --> Mulch? If 0.5 Ore can make 1.0 LF+O2 or 1.0 Mono, then I'd think 1.0 Mulch is not too OP... though one could also make an argument for it to be lossy.ETA: Ha haaaa, it works!http://i.imgur.com/kWoO3sF.pngAnyone who wants to do this, just paste the following into your ISRU.cfg file MODULE { name = ModuleResourceConverter ConverterName = Mulch StartActionName = Start Mulching [Mulch] StopActionName = Stop Mulching [Mulch] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.50 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Mulch Ratio = 1.0 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } }The only thing I would recommend is to make this as a modulemanager patch, rather than editing the IRSU.cfg directly. It will save you headaches when KSP updates and overwrites the file. Quote Link to comment Share on other sites More sharing options...
seronis Posted June 6, 2015 Share Posted June 6, 2015 It will save you headaches when KSP updates and overwrites the file.Anyone (not insane) who uses mods has auto updating disabled. Shouldnt be an issue as people who use mods shouldnt be updating until all their favorite mods are updated and its easy to re-add specific alterations like this. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted June 6, 2015 Share Posted June 6, 2015 Anyone (not insane) who uses mods has auto updating disabled. Shouldnt be an issue as people who use mods shouldnt be updating until all their favorite mods are updated and its easy to re-add specific alterations like this.Or even better, they leave their default install alone (clean install for updates etc) and copy KSP before they do anything.Still this doesn't change the fact that it would likely be cleaner as an MM config. Personally I don't like mucking directly with the Squad configs. It isn't even due to automatic updates, its that I have to try and remember or actually keep track of which files I manually mucked with so I don't forget down the road when I do update.Plus it makes it easier for anyone who might like this feature, but doesn't feel comfortable manually editing a cfg file. Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted June 6, 2015 Share Posted June 6, 2015 Good points. I personally do not auto-update and I did do all this in a duplicate /ksp folder, anyone doing otherwise may need to take more care. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 6, 2015 Author Share Posted June 6, 2015 Will second doing this as MM. The rub is that folks copy stuff from this thread, and we end up planting the seed of future support issues Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted June 6, 2015 Share Posted June 6, 2015 Will second doing this as MM. The rub is that folks copy stuff from this thread, and we end up planting the seed of future support issues OK, ok-- if only I knew how to do it as an MM myself that's what I would have done! Any explanation or pointer to a tutorial most welcome. Also say the word and I'll delete my amateurish .cfg hack from that post! Quote Link to comment Share on other sites More sharing options...
Badsector Posted June 6, 2015 Share Posted June 6, 2015 I'm Trying this, greenhouse drill water, water is converted into mulch and mulch is converted into supplies Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted June 6, 2015 Share Posted June 6, 2015 (edited) is there any part that makes mulch for the greenhouse other than the kerbals themselves?I have a modman config that adds mulch to the converter. That way, ground bases are self sustaining but nothing else is (without deliveries). It makes for a nice balance, I think. I don't know a good balance and haven't tested this, as I've not yet set up a functional permanent ground base yet.Just paste this into a config file somewhere in your gamedata folder.@PART[ISRU]{ MODULE { name = ModuleResourceConverter ConverterName = Mulch StartActionName = Start ISRU [Mulch] StopActionName = Stop ISRU [Mulch] AutoShutdown = true GeneratesHeat = true UseSpecializationBonus = true TemperatureModifier = 500 SpecialistHeatFactor = 0.2 SpecialistEfficiencyFactor = 0.25 SpecialistShutoffTemp = 0.40 DefaultShutoffTemp = 0.25 Specialty = Engineer EfficiencyBonus = 1.0 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Mulch Ratio = 1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } }}EDIT: Haha I totally missed an entire page, that included a config almost exactly like mine Edited June 6, 2015 by 5thHorseman Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted June 7, 2015 Share Posted June 7, 2015 I have a modman config that adds mulch to the converter. That way, ground bases are self sustaining but nothing else is (without deliveries). It makes for a nice balance, I think. I don't know a good balance and haven't tested this, as I've not yet set up a functional permanent ground base yet.Just paste this into a config file somewhere in your gamedata folder.@PART[ISRU]{ MODULE { name = ModuleResourceConverter ConverterName = Mulch StartActionName = Start ISRU [Mulch] StopActionName = Stop ISRU [Mulch] AutoShutdown = true GeneratesHeat = true UseSpecializationBonus = true TemperatureModifier = 500 SpecialistHeatFactor = 0.2 SpecialistEfficiencyFactor = 0.25 SpecialistShutoffTemp = 0.40 DefaultShutoffTemp = 0.25 Specialty = Engineer EfficiencyBonus = 1.0 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Mulch Ratio = 1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } }}EDIT: Haha I totally missed an entire page, that included a config almost exactly like mine That's ok, I think he wanted to see how it would be coded as a MM config anyhow. Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted June 7, 2015 Share Posted June 7, 2015 I think I get it now. I didn't know what an MM actually was... So if I create a file ISRU_MM.cfg, and I put the code I added to ISRU.cfg in that MM file instead, surrounded by @part(isru) { }, then it will do what I want it to do while keeping the original .cfg intact? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted June 7, 2015 Share Posted June 7, 2015 I think I get it now. I didn't know what an MM actually was... So if I create a file ISRU_MM.cfg, and I put the code I added to ISRU.cfg in that MM file instead, surrounded by @part(isru) { }, then it will do what I want it to do while keeping the original .cfg intact?Yeppers.Its pretty amazing. Quote Link to comment Share on other sites More sharing options...
Windspren Posted June 7, 2015 Share Posted June 7, 2015 Can you add a resource generator that generates soil as well as a scoop to gather it, and then convert it to mulch? So basically a light version of MKS. Quote Link to comment Share on other sites More sharing options...
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