Neowulf Posted August 26, 2015 Share Posted August 26, 2015 Mulch is the waste of USI-LS. Kerbals + supplies = mulch, mulch + power (+fertilizer, optional) = supplies. USI-LS is more about a simple limit on kerbal mission duration instead of a realistic one.Mulch recycles back into supplies at 50% efficiency without fertilizer, and 120% with it. Link to comment Share on other sites More sharing options...
rasta013 Posted August 26, 2015 Share Posted August 26, 2015 Mulch is the waste of USI-LS. Kerbals + supplies = mulch, mulch + power (+fertilizer, optional) = supplies. USI-LS is more about a simple limit on kerbal mission duration instead of a realistic one.Mulch recycles back into supplies at 50% efficiency without fertilizer, and 120% with it.Plus there is normally no way to produce fertilizer, only mulch and supplies. Fertilizer serves as the optional resource to boost production but must be brought to the site and can't be made in situ. Link to comment Share on other sites More sharing options...
Badsector Posted August 26, 2015 Share Posted August 26, 2015 (edited) Mulch is produced by the kerbals from supplies consumption, the values are take from the USILS jumbo greenhouse, in USILS mulch is converted by greenhouse in supplies and fertilizer is used for improve that conversion and i want use the design of this mod, for that i use the pigpen for the simple conversion mulch to supplies, lab for make fertilizer and the greenhouse for a more efficient conversion mulch + fertilizer to suppliesEditi have watch how MKS handle resources and i'm now for this solution, pigpen do conversion mulch to supplies, science lab use substrate and water for make organics and the greenhouse can do the conversion with fertilizer and use organics for make supplies//This MM patch configures Pathfinder's life support systems to use USILS.@PATHFINDER[Pigpen]:NEEDS[USILifeSupport]{MODULE{ name = ModuleResourceConverter ConverterName = Composter StartActionName = Start Composter StopActionName = Stop Composter AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.0002 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.0001 DumpExcess = false }}}@GREENHOUSE[Prairie]:NEEDS[USILifeSupport]{MODULE{ name = WBIGreenhouse ConverterName = Greenhouse StartActionName = Start Grenhouse StopActionName = Stop Greenhouse AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 Specialty = Scientist EfficiencyBonus = 1 hoursPerCycle = 540 //Number of hours to grow crops minimumSuccess = 45 criticalSuccess = 90 criticalFail = 20 cropResource = Supplies cropYield = 466.56 //You'll have about a year's worth of Snacks for one kerbal. criticalSuccessBonus = 0.25 failureLoss = 0.5 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.0002 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00004 } REQUIRED_RESOURCE { ResourceName = Fertilizer Ratio = 78 }}MODULE{ name = WBIGreenhouse ConverterName = Cultivator StartActionName = Start Cultivator StopActionName = Stop Cultivator AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 Specialty = Scientist EfficiencyBonus = 1 hoursPerCycle = 540 //Number of hours to grow crops minimumSuccess = 45 criticalSuccess = 90 criticalFail = 20 cropResource = Supplies cropYield = 388.8 //You'll have about a year's worth of Snacks for one kerbal. criticalSuccessBonus = 0.25 failureLoss = 0.5 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } INPUT_RESOURCE { ResourceName = Organics Ratio = 0.0002 } REQUIRED_RESOURCE { ResourceName = Organics Ratio = 390 }}RESOURCE{ name = Mulch amount = 1000 maxAmount = 1000 isTweakable = true}RESOURCE{ name = Supplies amount = 1000 maxAmount = 1000 isTweakable = true}RESOURCE{ name = Fertilizer amount = 1000 maxAmount = 1000 isTweakable = true}RESOURCE{ name = Organics amount = 1000 maxAmount = 1000 isTweakable = true}}@SCIENCELAB[Watney]:Needs[USILifeSupport]{MODULE{ name = ModuleResourceConverter ConverterName = Cultivator StartActionName = Start Cultivator StopActionName = Stop Cultivator AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Substrate Ratio = 0.00005 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Water Ratio = 0.00005 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } OUTPUT_RESOURCE { ResourceName = Organics Ratio = 0.00005 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW }}} Edited August 26, 2015 by Badsector Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 26, 2015 Author Share Posted August 26, 2015 (edited) Hm, yup, that sounds like it will work. You will have two greenhouse modules, which will mean two sets of gui buttons and such, but it will work. You could also create a copy of the Prairie, and have one use organics and one use fertilizer. Edited August 26, 2015 by Angel-125 Link to comment Share on other sites More sharing options...
Badsector Posted August 26, 2015 Share Posted August 26, 2015 (edited) another simple solution can be remove organics from science lab, use the pigpen for make organics from mulch and water and use the greenhouse for grow supplies from organics (probably that solution is the best way)//This MM patch configures Pathfinder's life support systems to use USILS.@PATHFINDER[Pigpen]:NEEDS[USILifeSupport]{MODULE{ name = ModuleResourceConverter ConverterName = Composter StartActionName = Start Composter StopActionName = Stop Composter AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.0002 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.0002 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } OUTPUT_RESOURCE { ResourceName = Organics Ratio = 0.0003 DumpExcess = false }}}@GREENHOUSE[Prairie]:NEEDS[USILifeSupport]{MODULE{ name = WBIGreenhouse ConverterName = Cultivator StartActionName = Start Cultivator StopActionName = Stop Cultivator AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 Specialty = Scientist EfficiencyBonus = 1 hoursPerCycle = 540 //Number of hours to grow crops minimumSuccess = 45 criticalSuccess = 90 criticalFail = 20 cropResource = Supplies cropYield = 388.8 //You'll have about a year's worth of Snacks for one kerbal. criticalSuccessBonus = 0.25 failureLoss = 0.5 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } INPUT_RESOURCE { ResourceName = Organics Ratio = 0.0002 } REQUIRED_RESOURCE { ResourceName = Organics Ratio = 390 }}RESOURCE{ name = Mulch amount = 1000 maxAmount = 1000 isTweakable = true}RESOURCE{ name = Supplies amount = 1000 maxAmount = 1000 isTweakable = true}RESOURCE{ name = Organics amount = 1000 maxAmount = 1000 isTweakable = true}}EditFor the drill problem, that happens if is not done a survey scan, probably is better add a error message than have a empty windowsEdit2Is not allowed an ISRU Module ?Regards Luca Edited August 26, 2015 by Badsector Link to comment Share on other sites More sharing options...
ozraven Posted August 26, 2015 Share Posted August 26, 2015 Thanks for this great mod, I'm using it in a heavily modded career game currently and I've really enjoyed tinkering with the different parts. I'm very much looking forward to what you come up with for the new MMSEV concept! The LER from the American Pack has some unique wheel orientation control, using the stock animation module, that might be useful to you.I recently sent a small team down to my Mun Alpha base, which was built with a couple Ponderosa inflatables prior to the recent 0.7.x updates, which I understand are big changes. I ran in to a bit of a scrape in trying to reconfigure the Ponderosa's, so I started to look in to the code to see if I could offer a fix. I've sent you a PM with more details and a pull request on GitHub. Link to comment Share on other sites More sharing options...
wlwest2 Posted August 27, 2015 Share Posted August 27, 2015 Interesting. I just installed the latest from GitHub and didn't have any issues. I did so by deleting CRP, the existing Pathfinder directory, and the existing WildBlueTools directory. Can you describe in more detail the steps to reproduce the issue? Have you tried downloading a fresh install from GitHub? Did you use CKAN at all? So i removed my CRP and Pathfinder directory and 00WildBlueTools. Also have tried with pathfinder and tools inside WildBlueIndustries and outside (does not work outside). I installed from GitHub and Kerbalstuff. I do not use your recommended mods and do have latest KIS and KAS. As for CKAN.... I have used your lander can, and both Mk1 and Mk2 lander cans and others. Also have only been trying this near or on the launch stand and runway.William Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 27, 2015 Author Share Posted August 27, 2015 Thanks for this great mod, I'm using it in a heavily modded career game currently and I've really enjoyed tinkering with the different parts. I'm very much looking forward to what you come up with for the new MMSEV concept! The LER from the American Pack has some unique wheel orientation control, using the stock animation module, that might be useful to you.I recently sent a small team down to my Mun Alpha base, which was built with a couple Ponderosa inflatables prior to the recent 0.7.x updates, which I understand are big changes. I ran in to a bit of a scrape in trying to reconfigure the Ponderosa's, so I started to look in to the code to see if I could offer a fix. I've sent you a PM with more details and a pull request on GitHub.Cool beans, thanks. Hopefully that solves your linux issues. I'll take a look once I'm not so frazzled by work. Meanwhile, playing Legos with solar panels isn't working out too well, so I think the alternate plan of a folding array that does not track the sun will do the job... Link to comment Share on other sites More sharing options...
Neowulf Posted August 27, 2015 Share Posted August 27, 2015 KSP physics doesn't like chaining flat panel connections? Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 27, 2015 Author Share Posted August 27, 2015 KSP physics doesn't like chaining flat panel connections?Actually it's an issue with KIS. Not a bug, but the KIS feature set doesn't support what I want to do. That's ok though, I'm about finished with the Poncho. It is essentially 10 OX-STAT panels that fold up but don't track the sun. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 28, 2015 Author Share Posted August 28, 2015 (edited) @ozraven: I'm reviewing your changes, thanks for taking a look. My original intent was to have the highest resident crewmember in the part perform the redecoration, but I like the change to the entire vessel.Meanwhile, I've addressed the empty window issue on the drill switcher. If you haven't unlocked the biome yet, you'll see a message telling you to do so.And here is the new Poncho undergoing testing. You can surface attach it as well as mount it to things like the Buckboard, Ponderosa, and Saddle. It's priced to be more expensive than 10 OX-STAT solar panels but generates the same amount of EC. Edited August 28, 2015 by Angel-125 Link to comment Share on other sites More sharing options...
Randazzo Posted August 28, 2015 Share Posted August 28, 2015 Got this all loaded up for my new career save, looks impressive!Your stuff deserves more attention. MOLE is awesome too. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 28, 2015 Author Share Posted August 28, 2015 (edited) Got this all loaded up for my new career save, looks impressive!Your stuff deserves more attention. MOLE is awesome too.Thanks. Maybe I'll be fortunate to get another look by reviewers once I've finished the parts list and internal views. Glad you like MOLE as well. It's definitely not dead, just hibernating while I get Pathfinder into a good place. Edited August 28, 2015 by Angel-125 Link to comment Share on other sites More sharing options...
ozraven Posted August 28, 2015 Share Posted August 28, 2015 @ozraven: I'm reviewing your changes, thanks for taking a look. My original intent was to have the highest resident crewmember in the part perform the redecoration, but I like the change to the entire vessel.Well, cool then. That change came about when I was testing deflating - if you're deflating, there can't be anyone in the part. I thought maybe that was the point - that you wanted to nudge people toward EVA-based activities, but now I realize perhaps you were thinking in terms of reconfiguring, while I was only considering deflate. In the case of reconfiguring, that makes sense, IMO, that only the EVA Kerbal performing the action, or the highest member actually in the part to do the "work" should be used. In terms of gameplay though, searching the entire vessel is more convenient than having to move your best engineer all around a large base to make some changes. So, looks like I can make a case either way and I'll just stop rambling since it's, obviously, your call. Link to comment Share on other sites More sharing options...
wlwest2 Posted August 28, 2015 Share Posted August 28, 2015 @ozraven: I'm reviewing your changes, thanks for taking a look. My original intent was to have the highest resident crewmember in the part perform the redecoration, but I like the change to the entire vessel.Meanwhile, I've addressed the empty window issue on the drill switcher. If you haven't unlocked the biome yet, you'll see a message telling you to do so.And here is the new Poncho undergoing testing. You can surface attach it as well as mount it to things like the Buckboard, Ponderosa, and Saddle. It's priced to be more expensive than 10 OX-STAT solar panels but generates the same amount of EC.http://i.imgur.com/wFajJUb.pnghttp://i.imgur.com/rpMiym3.pnghttp://i.imgur.com/nWTeAyh.pngThanks for looking into it and making a message when we do silly things. When you said unlock I tried something else an did the orbital scan. Worked fine after that. Thanks!Oh, the MOD is great keep building!William Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 28, 2015 Author Share Posted August 28, 2015 (edited) Thanks for looking into it and making a message when we do silly things. When you said unlock I tried something else an did the orbital scan. Worked fine after that. Thanks!Oh, the MOD is great keep building!WilliamNo problem, glad you like it. I can see that the code needs a refactor to clean things up. That's what I get for trying to figure out how KSP works... Anyway, I'll do that a bit at a time. Meanwhile...Get the latest here!0.7.6: The Last of the Mohicans - Elk HuntThis release brings with it some bug fixes (thanks ozraven!) as well as a new part: the Poncho! Think of buying 10 OX-STAT panels and gluing them together, except that they fold out and cost as much as 15 OX-STAT panels. It won't track the sun, but the Poncho will provide a lot of power for your fledgling base. The Sombrero circular solar array is still planned...New Part- Added the Poncho, a large folding solar array that cannot track the sun. But hey, you can mount it on the Buckboard, Ponderosa, Saddle, and SM-62.Bug Fixes- Fixed an issue where the drill switcher would show an empty window if the biome hasn't been unlocked yet.Special thanks to ozraven:- Fixes for reconfigure affordability check.- Deflating discards resources that cannot be stored.- Entire vessel's crew now searched for skill modifier calculation.- Updated inflate/deflate logic to account for deflate confirmation.And while I continue to fiddle with the rover concept, I'm just starting to work on the next addition: Edited August 28, 2015 by Angel-125 Link to comment Share on other sites More sharing options...
Enceos Posted August 28, 2015 Share Posted August 28, 2015 (edited) RoverDude had the same idea of making this kind of modular rover for MKS. He's been working on it for the past 6 weeks.Javascript is disabled. View full album Edited August 28, 2015 by Enceos Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 28, 2015 Author Share Posted August 28, 2015 (edited) RoverDude had the same idea of making this kind of modular rover for MKS. He's been working on it for the past 6 weeks.http://imgur.com/a/baPaxAh, didn't know that. The Buffalo is something I've had on the backburner for awhile once I realized that I needed a way to transport the base around. It stems from figuring out a rover for DSEV Phase 2, and then realizing that I could do a crossover between DSEV and Pathfinder. A simple rover wouldn't do, you need a truck. I saw the little trucks driving around KSC and knew I had my solution. Edit: forgot about this one, but this is another inspiration for the Buffalo. I started this in December 2013 and finished it mid January 2014.http://spellflight.com/albums/ContactLostArt/RABBIT.jpghttp://www.spellflight.com/albums/ContactLostArt/RABBITOrthos.jpg Edited August 28, 2015 by Angel-125 Link to comment Share on other sites More sharing options...
kiwiak Posted August 30, 2015 Share Posted August 30, 2015 Wow, didnt know that MKS had some alternative. Keep up good wark. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 31, 2015 Author Share Posted August 31, 2015 Wow, didnt know that MKS had some alternative. Keep up good wark.Thanks. I got a lot done this weekend, and the Buffalo is coming along nicely: Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 2, 2015 Author Share Posted September 2, 2015 Getting close to the finish line on the first component of the Buffalo. It needs a bit more detail and some weathering, but I'm really pleased with the art direction. Link to comment Share on other sites More sharing options...
riocrokite Posted September 2, 2015 Share Posted September 2, 2015 very nice Link to comment Share on other sites More sharing options...
Overjay Posted September 2, 2015 Share Posted September 2, 2015 That cabin looks great! I wonder if you are making crew module, for two guys to eat/sleep? Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 2, 2015 Author Share Posted September 2, 2015 (edited) very nice That cabin looks great! I wonder if you are making crew module, for two guys to eat/sleep?Thanks! I like the way the MSEV is shaping up. The cab alone is large enough for two crew members to sit and drive, but they'd need a bit more space to camp out. If you look at the NASA MMSEV in the picture, it has a section with docking ports and solar panels. The Buffalo will have a similar "camper shell" extension that provides more room. In addition, the Buffalo will gain a sleeper cab extension that provides a small amount of room for life support stuff. The kerbals would still need to fold down the seats and string up a pair of hammocks like the Astronauts did in the Lunar Module. It will be cramped but the kerbals can rough it for a couple of days. Edited September 2, 2015 by Angel-125 Link to comment Share on other sites More sharing options...
PowWowKen Posted September 3, 2015 Share Posted September 3, 2015 (edited) Amazing Mod, I love the factory addition, with that said i discovered a bit of a bug (or limitation of the game) with the Chuckwagon warehouses, where I has filled the warehouse with EPL Metal, entirely full, so a huge weight should've stuck it to the ground, instead the weight was focused at the connection point as if it were uninflated (which is off the ground) and thus ripped itself apart trying to stand on end. Idk if that can be fixed and i'll see if it happens again when i reload and get you pictures.UPDATE: So I reloaded and it just wobbled but didn't break, now I've transferred around some resources and attached a couple more warehouses and now things seem to have balanced out enough to prevent breaking Edited September 4, 2015 by PowWowKen updating an error situation Link to comment Share on other sites More sharing options...
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