Merkov Posted October 4, 2016 Share Posted October 4, 2016 2 minutes ago, Pthigrivi said: Oh interesting. I almost never use the the small converter so I hadn't noticed. Not too fussed about the efficiency, I guess I'd just have expected that to be switched? It seemed more intuitive that the larger converter would have more capabilities? My suspicion (though you'd have to ask RoverDude to be sure) is that it is done for balancing reasons. I expect that the output of Ore is meant to be deliberately low (if only to avoid making the other methods of making fertilizer in UKS/MKS less attractive). Making the output so low may have made it difficult to justify needing the large 2.5m ISRU or something. Then again, maybe it was done for a completely different reason. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 5, 2016 Author Share Posted October 5, 2016 It was done for balance reasons Also the large ISRU already had a monopoly on monoprop, so the small one got some love Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 5, 2016 Share Posted October 5, 2016 (edited) @RoverDude hi sir, I sent you a pm regarding a question but no reply for 24 hour, then I thought this question may become useful for other people too. Here is my situation, I want to play a sand game using your life support in combination with Civilian Populations Revived the idea being to have tourist stations all over kerbal universe. Now, I was thinking of having SETI's green house mod and tweak it's config to make the colony 100% self sustained without a need to resupply stations because well, they will be very deep space ones at times. here is the QUESTION I asked and here is the response I got : so, if it's possible for you, although it may look really out of balance, please give me information for how to tweak SETI's config section on USI life support to make it 100% recycling for 4 kerbals (his original is 50% for one kerbal) because even with this 4 kerbal 100% recycling, for a part like Civilian Apartment Complex that can hold up to 50 kerbals and 8 crew, this would still be hard to make a nice looking space station colony and that by itself should some what balance the game. please help me to know how to tweak this config (from seti) This is 1 crew 50% recycling, I want it to be 2 crew 100% (evene if you want, add tons of electric usage to balance it a bit more, I'm ok with it) @PART[SETIgreenhouse1]:NEEDS[USILifeSupport,!ThunderAerospace] { @description = The 2.5m SETI Greenhouse, made by famous designer zzz, contains two components, which are both suited to minimize the life support needs of one kerbal. 1. A recycler component, similar to the one of the Mobile Processing Lab, but decreasing the life support needs of one kerbal by half. 2. An agroponics module capable of using up the mulch produced by one kerbal (+10% margin). RESOURCE { name = Mulch amount = 0 maxAmount = 100 } RESOURCE { name = Fertilizer amount = 100 maxAmount = 100 } RESOURCE { name = Supplies amount = 100 maxAmount = 100 } MODULE { name = ModuleLifeSupportRecycler CrewCapacity = 1 RecyclePercent = .5 ConverterName = Life Support tag = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.4 } INPUT_RESOURCE { ResourceName = ReplacementParts Ratio = 0.00001 } } } @PART[SETIgreenhouse1]:NEEDS[USILifeSupport,BackgroundProcessing,!ThunderAerospace] { MODULE { name = ModuleResourceConverter ConverterName = Agroponics tag = Agroponics StartActionName = Start Agroponics StopActionName = Stop Agroponics INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.000825 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00011 } OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.000835 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6.0 } } RESOURCE { name = ElectricCharge amount = 3200 maxAmount = 3200 } } @PART[SETIgreenhouse1]:NEEDS[USILifeSupport,!BackgroundProcessing,!ThunderAerospace] { MODULE { name = ModuleResourceConverter ConverterName = Agroponics tag = Agroponics StartActionName = Start Agroponics StopActionName = Stop Agroponics INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.000825 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00011 } OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.000835 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.2 } } RESOURCE { name = ElectricCharge amount = 1600 maxAmount = 1600 } } This is 3 crew 50%, I want it to be 4 crew 100% (even with tons more electric charge usage it would still be ok) @PART[SETIgreenhouse3]:NEEDS[USILifeSupport,!ThunderAerospace] { @description = The 3.75m SETI Greenhouse, made by famous designer zzz, contains two components, which are both suited to minimize the life support needs of three kerbals. 1. A recycler component, similar to the one of the Mobile Processing Lab, but decreasing the life support needs of three kerbals by half. 2. An agroponics module capable of using up the mulch produced by three kerbals (+10% margin). RESOURCE { name = Mulch amount = 0 maxAmount = 300 } RESOURCE { name = Fertilizer amount = 300 maxAmount = 300 } RESOURCE { name = Supplies amount = 300 maxAmount = 300 } MODULE { name = ModuleLifeSupportRecycler CrewCapacity = 3 RecyclePercent = .5 ConverterName = Life Support tag = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.2 } INPUT_RESOURCE { ResourceName = ReplacementParts Ratio = 0.00001 } } } @PART[SETIgreenhouse3]:NEEDS[USILifeSupport,BackgroundProcessing,!ThunderAerospace] { MODULE { name = ModuleResourceConverter ConverterName = Agroponics tag = Agroponics StartActionName = Start Agroponics StopActionName = Stop Agroponics INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.002475 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00033 } OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.002505 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 18.0 } } RESOURCE { name = ElectricCharge amount = 9600 maxAmount = 9600 } } @PART[SETIgreenhouse3]:NEEDS[USILifeSupport,!BackgroundProcessing,!ThunderAerospace] { MODULE { name = ModuleResourceConverter ConverterName = Agroponics tag = Agroponics StartActionName = Start Agroponics StopActionName = Stop Agroponics INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.002475 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00033 } OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.002505 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3.6 } } RESOURCE { name = ElectricCharge amount = 4800 maxAmount = 4800 } } thanks Edited October 5, 2016 by Jiraiyah Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted October 5, 2016 Share Posted October 5, 2016 @Jiraiyah Change the CrewCapacity and RecyclePercent to the desired levels in the cfg files you posted. This would seem pretty straightforward. I would not expect anyone to balance this for you or provide support if it breaks. Quote Link to comment Share on other sites More sharing options...
Pthigrivi Posted October 5, 2016 Share Posted October 5, 2016 7 hours ago, RoverDude said: It was done for balance reasons Also the large ISRU already had a monopoly on monoprop, so the small one got some love Thanks! Somehow I completely missed this. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 5, 2016 Share Posted October 5, 2016 4 hours ago, Tarheel1999 said: @Jiraiyah Change the CrewCapacity and RecyclePercent to the desired levels in the cfg files you posted. This would seem pretty straightforward. I would not expect anyone to balance this for you or provide support if it breaks. Well, that was my very first thought to tweak, but the response from SETI's forum got me to ask here Quote Link to comment Share on other sites More sharing options...
releansol Posted October 8, 2016 Share Posted October 8, 2016 (edited) Sorry for dumb question. What stands EC for? EC Time and EC Amount. I don't get it and I didn't found a guide. Edit: get it... electricity Edited October 8, 2016 by releansol Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 8, 2016 Author Share Posted October 8, 2016 On 10/5/2016 at 5:32 AM, Jiraiyah said: @RoverDude hi sir, I sent you a pm regarding a question but no reply for 24 hour, then I thought this question may become useful for other people too. Here is my situation, I want to play a sand game using your life support in combination with Civilian Populations Revived the idea being to have tourist stations all over kerbal universe. Now, I was thinking of having SETI's green house mod and tweak it's config to make the colony 100% self sustained without a need to resupply stations because well, they will be very deep space ones at times. here is the QUESTION I asked and here is the response I got : I've been a bit busy the past 24 hours That being said - I fundamentally disagree with 100% recycling in a package that small. At that point, just uninstall life support. I have balance guidelines. A 100% EC-based recycler for two Kerbals - no crew capacity, no resource storage... literally, just that single module... would balance at 18.7 tons, and be 90.725 M3. (or, a 2.5 stack about 18.5 meters long). the only reason I even include such things is for ark ships. i.e. the new hab ring, if it were to be configured as a 100% recycler, could support up to 11 crew, but at that point would be mostly machinery and stuff to do the processing, and weigh in at a whopping 102.8 tons. Configured as simply a greenhouse extension or hab, that particular part is about 60 tons as I recall. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 8, 2016 Share Posted October 8, 2016 5 hours ago, RoverDude said: I've been a bit busy the past 24 hours That being said - I fundamentally disagree with 100% recycling in a package that small. At that point, just uninstall life support. I have balance guidelines. A 100% EC-based recycler for two Kerbals - no crew capacity, no resource storage... literally, just that single module... would balance at 18.7 tons, and be 90.725 M3. (or, a 2.5 stack about 18.5 meters long). the only reason I even include such things is for ark ships. i.e. the new hab ring, if it were to be configured as a 100% recycler, could support up to 11 crew, but at that point would be mostly machinery and stuff to do the processing, and weigh in at a whopping 102.8 tons. Configured as simply a greenhouse extension or hab, that particular part is about 60 tons as I recall. thanks for reply, well, actually my pack is not that small I just mentioned the mod i was going to tweak just for the sand box game but, tbh i have tons of mod in the list and more than just trying for a sand box game, i am going for a mod pack that I would be happy with part count and parts in the game for future game plays. anyways, as suggested above in forum, I tweaked the numbers in green house by MM patching for myself, this way the originals won't change and when ever i want to have a more serious game play i can remove that patch, also, another reason for doing this, is that i am not familiar enough with your awesome yet complex mods (and no i won't run away from full version of colonization system) so, this way i will have easier time to learn more about how your system work for later days to have a serious fun thanks for all your awesome mods. Also, did you ever considered doing something like what buffalo rover has? a pylon that you can pin to surface of a planet and build your rover on top of it? that would make using bigger rovers much easier yet not that much immersion breaking. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 8, 2016 Author Share Posted October 8, 2016 KAS already has pylons... they seem to work just fine Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 8, 2016 Share Posted October 8, 2016 (edited) oO never tried to make one of your rovers on top of them, didn't know that is possible (noob to ksp you can say :D) thanks for information but i wonder, would the pylon have internal decoupler? because the one with buffalo has that, so the instant your rover is done you decouple it, no need to have a decoupler on the pylon or your rover at all ! Edited October 8, 2016 by Jiraiyah Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 8, 2016 Share Posted October 8, 2016 6 minutes ago, Jiraiyah said: oO never tried to make one of your rovers on top of them, didn't know that is possible (noob to ksp you can say :D) thanks for information but i wonder, would the pylon have internal decoupler? because the one with buffalo has that, so the instant your rover is done you decouple it, no need to have a decoupler on the pylon or your rover at all ! the KAS pylon does not, but it's not hard to put a decoupler on it. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 8, 2016 Share Posted October 8, 2016 2 minutes ago, goldenpsp said: the KAS pylon does not, but it's not hard to put a decoupler on it. I know that, but there is one problem with this idea, although again, i am not sure if this is possible or not, and that is the size of the pylon in height, what buffalo has is a pylon that is exactly the proper size for it's rover so that when you are building the rover, the wheels are close to ground but with the KAS pylons combined with other rovers, i don't know how nicely they may fit or not, also, when you use buffalo's pylon on it's rover and you release the pylon, the rover easily sits on the ground without any tweak or effort needed Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 8, 2016 Share Posted October 8, 2016 7 minutes ago, Jiraiyah said: I know that, but there is one problem with this idea, although again, i am not sure if this is possible or not, and that is the size of the pylon in height, what buffalo has is a pylon that is exactly the proper size for it's rover so that when you are building the rover, the wheels are close to ground but with the KAS pylons combined with other rovers, i don't know how nicely they may fit or not, also, when you use buffalo's pylon on it's rover and you release the pylon, the rover easily sits on the ground without any tweak or effort needed Then go try? Or use the buffalo part. Either way given this is the LS thread we aren't even in the right place to discuss it. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 8, 2016 Share Posted October 8, 2016 oopse you are right, sorry sorry Quote Link to comment Share on other sites More sharing options...
jatter2 Posted October 9, 2016 Share Posted October 9, 2016 I really like this mod! Like Regolith originally and the stock resource system now are universal resource systems that allow others to build and expand upon, this could be the universal life support system, which offers easy configurability for players and mod makers alike. Would it be possible to adjust the code so that instead of the required and produced resources being hard-coded, it would get the resource names, amounts, effects and time before effects occur from the config file? So it could be set to Supplies-in, Mulch-out as in USI-LS, or [Food, Water, Oxygen]-in, [Waste, Carbon Dioxide]-out as in TAC-LS. Quote Link to comment Share on other sites More sharing options...
Ginlucks Posted October 9, 2016 Share Posted October 9, 2016 Hi all, I have a mission where I have to rescue a man orbiting inside a deployable emergency shelter. I went there and Jebe activate the emergengy shelter but at the moment I am stucked: I think that I should do an EVA with the man to rescue and "jump" to my ship but, as he stay for a long time without eat something he can not perform any action. So my question is, there is a method to bring food to that man? Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 9, 2016 Share Posted October 9, 2016 2 hours ago, Ginlucks said: Hi all, I have a mission where I have to rescue a man orbiting inside a deployable emergency shelter. I went there and Jebe activate the emergengy shelter but at the moment I am stucked: I think that I should do an EVA with the man to rescue and "jump" to my ship but, as he stay for a long time without eat something he can not perform any action. So my question is, there is a method to bring food to that man? Does that ship or what ever the kerbal is in has a docking port? if not, then it would be really hard, I don't know if there is a way to eva transport food (like what we can do with eva fuel transfer mod) or not, if there is a solution like that, then yes, if there is no solution like that and the ship has no docking port, then no, that man won't be able to recieve food to feed him and make him responsive. another solution at that point would be to tweak docking port part in configs and using KAS, doing EVA by jeb and attaching a docking port to the second ship, dock jeb's ship and then use it's food supply to feed the guy. Quote Link to comment Share on other sites More sharing options...
mcortez Posted October 9, 2016 Share Posted October 9, 2016 You can also use The Klaw to dock with it. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 9, 2016 Author Share Posted October 9, 2016 Speaking of which.... Made a rescue frigate using the new medical facilities options for USI-LS/MKS 20 year mission time, medical facilities for 12 Kerbals, 6K DV, crew of six. Quote Link to comment Share on other sites More sharing options...
apocriva Posted October 9, 2016 Share Posted October 9, 2016 33 minutes ago, RoverDude said: ... new medical facilities ... :0 !!! You're such a tease! lol Quote Link to comment Share on other sites More sharing options...
garwel Posted October 9, 2016 Share Posted October 9, 2016 @RoverDude mentioned medical facilities and I thought about USI-LS' implementation of mental health (i.e. homesickness). Would it be worthwhile/easy enough to make this thing a bit less predictable? I think it would be more fun and more realistic if you didn't have all of your kerbals simultaneously going nuts after N days in space. It may be a random event with mean time to happen dependent on a kerbal's courage (as proxy for self-control). If such random accidents are hard to code or against mod's philosophy, it can still be calculated for each kerbal individually. Imagine having a ship or a station that's been in space for too long and the astronauts are going crazy one after another! Sounds like a plot for a space drama to me. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 9, 2016 Author Share Posted October 9, 2016 Probably not suitable for this mod. Life support should be predictable and plannable. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted October 9, 2016 Share Posted October 9, 2016 What's the purpose of these new medical facilities? Quote Link to comment Share on other sites More sharing options...
Ginlucks Posted October 9, 2016 Share Posted October 9, 2016 7 hours ago, Jiraiyah said: Does that ship or what ever the kerbal is in has a docking port? if not, then it would be really hard, I don't know if there is a way to eva transport food (like what we can do with eva fuel transfer mod) or not, if there is a solution like that, then yes, if there is no solution like that and the ship has no docking port, then no, that man won't be able to recieve food to feed him and make him responsive. another solution at that point would be to tweak docking port part in configs and using KAS, doing EVA by jeb and attaching a docking port to the second ship, dock jeb's ship and then use it's food supply to feed the guy. No it has not a docking port. It have just a squared entrance . 4 hours ago, mcortez said: You can also use The Klaw to dock with it. I am sorry, what is the claw? I could also disable the mod for a while... Quote Link to comment Share on other sites More sharing options...
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