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[DEVTHREAD]Pathfinder - Space Camping & Geoscience


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Thanks for replying. I'm excited about the update. Any release date yet?

As soon as I fix a few bugs. I've learned not to give time frames so it's done when it's done. Unfortunately, that's the best answer I can give.

Well, it seems that even if it does, it weighs almost twice as much as the stock lab. Again, if the rocket parts cost reflects the enhanced utility of the other configurations, then those configurations should be what requires the most parts, just a basic inflatable version of the science lab should be lighter than a stock science lab because it lacks the structural elements, and is balanced by the fact that you need to set it up.

It should be the same mass in the current release, actually. The template is supposed to set the mass to 3.5t once you switch to the science lab. I've maintained that RocketParts is an abstract representation of the stuff that you fill the structure with. Things like desks, chairs, lamps, computers, etc...

My main questions I have here after following this discussion of weights, rocket parts etc etc...

1) If you have issues with carrying the rocket parts with you, why not build them on site instead? This mod gives you the buildings you need in order to do that without having to carry a massive amount of parts...

2) If you have issues with weights of any of the structures, again, why not build them on site? Using the Workshop from the Ponderosa or the Clockworks from the Hacienda, you can build out your entire base by simply harvesting the materials you need and building everything there without having to carry very much at all.

The costs to convert the buildings are fairly reasonable, especially as you start gaining experience with your engineers/scientists and the ability to switch functionality of any part you want is a HUGE advantage to have in the field and reasonably should cost a fair amount in order to utilize. I've been playing with this mod since before Angel added in the costs to swap the buildings and not once have I encountered an issue where I was looking at the costs and wondering why they were so high. This also applies to the weights of the structures since I no longer carry them with me and instead build on site.

I will also reiterate that the mod is still in development. Today for instance I fixed a couple of bugs and evened out the part costs for various templates. here's a breakdown:

[TABLE=width: 842]

[TR]

[TD]Template[/TD]

[TD]Mass(t)[/TD]

[TD]RocketParts[/TD]

[TD]*[/TD]

[TD]**[/TD]

[TD]***[/TD]

[TD]****[/TD]

[TD]*****[/TD]

[TD]Equivalent Part[/TD]

[/TR]

[TR]

[TD]Clockworks[/TD]

[TD=align: right]5[/TD]

[TD=align: right]2000[/TD]

[TD=align: right]1800[/TD]

[TD=align: right]1600[/TD]

[TD=align: right]1400[/TD]

[TD=align: right]1200[/TD]

[TD=align: right]1000[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]Doc Science Lab[/TD]

[TD=align: right]3[/TD]

[TD=align: right]1200[/TD]

[TD=align: right]1080[/TD]

[TD=align: right]960[/TD]

[TD=align: right]840[/TD]

[TD=align: right]720[/TD]

[TD=align: right]600[/TD]

[TD]Mobile Processing Lab (3.5t)[/TD]

[/TR]

[TR]

[TD]Fireworks[/TD]

[TD=align: right]5[/TD]

[TD=align: right]2000[/TD]

[TD=align: right]1800[/TD]

[TD=align: right]1600[/TD]

[TD=align: right]1400[/TD]

[TD=align: right]1200[/TD]

[TD=align: right]1000[/TD]

[TD]EL Workshop (15t)[/TD]

[/TR]

[TR]

[TD]Pathfinder Geology Lab[/TD]

[TD=align: right]1.5[/TD]

[TD=align: right]600[/TD]

[TD=align: right]540[/TD]

[TD=align: right]480[/TD]

[TD=align: right]420[/TD]

[TD=align: right]360[/TD]

[TD=align: right]300[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]Hot Springs[/TD]

[TD=align: right]7.5[/TD]

[TD=align: right]3000[/TD]

[TD=align: right]2700[/TD]

[TD=align: right]2400[/TD]

[TD=align: right]2100[/TD]

[TD=align: right]1800[/TD]

[TD=align: right]1500[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]Ironworks[/TD]

[TD=align: right]5[/TD]

[TD=align: right]2000[/TD]

[TD=align: right]1800[/TD]

[TD=align: right]1600[/TD]

[TD=align: right]1400[/TD]

[TD=align: right]1200[/TD]

[TD=align: right]1000[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]Pigpen[/TD]

[TD=align: right]1.5[/TD]

[TD=align: right]600[/TD]

[TD=align: right]540[/TD]

[TD=align: right]480[/TD]

[TD=align: right]420[/TD]

[TD=align: right]360[/TD]

[TD=align: right]300[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]Ponderosa Habitat[/TD]

[TD=align: right]1.5[/TD]

[TD=align: right]600[/TD]

[TD=align: right]540[/TD]

[TD=align: right]480[/TD]

[TD=align: right]420[/TD]

[TD=align: right]360[/TD]

[TD=align: right]300[/TD]

[TD]Hitchhicker (2.5t)[/TD]

[/TR]

[TR]

[TD]Prairie[/TD]

[TD=align: right]1.5[/TD]

[TD=align: right]600[/TD]

[TD=align: right]540[/TD]

[TD=align: right]480[/TD]

[TD=align: right]420[/TD]

[TD=align: right]360[/TD]

[TD=align: right]300[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]Sunburn Lab[/TD]

[TD=align: right]3[/TD]

[TD=align: right]1200[/TD]

[TD=align: right]1080[/TD]

[TD=align: right]960[/TD]

[TD=align: right]840[/TD]

[TD=align: right]720[/TD]

[TD=align: right]600[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]Watney Chemistry Lab[/TD]

[TD=align: right]3[/TD]

[TD=align: right]1200[/TD]

[TD=align: right]1080[/TD]

[TD=align: right]960[/TD]

[TD=align: right]840[/TD]

[TD=align: right]720[/TD]

[TD=align: right]600[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]Blacksmith[/TD]

[TD=align: right]1.5[/TD]

[TD=align: right]600[/TD]

[TD=align: right]540[/TD]

[TD=align: right]480[/TD]

[TD=align: right]420[/TD]

[TD=align: right]360[/TD]

[TD=align: right]300[/TD]

[TD]OSE Workshop (2.5t)[/TD]

[/TR]

[/TABLE]

To me this is a good balance between the initial cost and the adjusted cost with a skilled specialist. The skilled specialist of course figures out how to jurry-rig and/or re-purpose items represented by the RocketParts. The above might change in the future of course.

Now that I've had a chance to think on it, 50% discount is too much. See what I mean by things being in flux?

Edited by Angel-125
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LMAO - ok gotta ask before I get to my main point...what's the Pigpen for? :D

So...I was thinking about balancing and numbers last night when it occurred to me...the Ironworks is a supremely powerful structure all by itself...

Consider: It's the default structure for the Hacienda and has storage built into it for Rocket Parts, Material Kits, Metallic Ore and Metals as well as being able to manufacture all the materials so you can...

1 - Drop a single Ponderosa and a Hacienda brought in a Buckboard

2 - Use the on-board Metallic Ore storage of the Ironworks to make some Rocket Parts

3 - Convert the Buckboard to Ore storage quite cheaply

3 - Mine and store both Metallic Ore and Ore to make Rocket parts and Material Kits with the Ironworks

4 - Spend 600 Rocket parts made on site to convert the Ponderosa to a Blacksmith

5 - Print the rest of your base

This can all be done without bringing a single resource along with you. :0.0:

I noticed this last night in setting up a new test base where I brought just those two items in a Buckboard and realized that I didn't need the Rocket Parts or Material Kits I brought with me in Outbacks. All I had to do was spend a little bit extra time to mine and make the materials and presto! I was in business. Since I had found an AMAZINGLY good Ore Deposit (8.6% Ore, 6.4% Metallic Ore) all I had to do was drop my craft with 2 Drill-o-Matics and 2 MKS Radial Drills and nothing stopped me from building the rest of my base in extremely short order (less than 2 days!). As in complete base...one building for each template including storage buildings.

My suggestion would be to consider eliminating the on-board storage for the Ironworks completely and move the production of Material Kits to the Clockworks. By doing this, it forces you to consider how you're going to build out your base by either using Ironworks+Clockworks (or Blacksmith) as well as the need to have storage accounted for through either Buckboards or Chuckwagons. Starting the base will still be pretty easy but at least it will require some thought beyond 3 pieces and some drills.

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LMAO - ok gotta ask before I get to my main point...what's the Pigpen for? :D

So...I was thinking about balancing and numbers last night when it occurred to me...the Ironworks is a supremely powerful structure all by itself...

Consider: It's the default structure for the Hacienda and has storage built into it for Rocket Parts, Material Kits, Metallic Ore and Metals as well as being able to manufacture all the materials so you can...

1 - Drop a single Ponderosa and a Hacienda brought in a Buckboard

2 - Use the on-board Metallic Ore storage of the Ironworks to make some Rocket Parts

3 - Convert the Buckboard to Ore storage quite cheaply

3 - Mine and store both Metallic Ore and Ore to make Rocket parts and Material Kits with the Ironworks

4 - Spend 600 Rocket parts made on site to convert the Ponderosa to a Blacksmith

5 - Print the rest of your base

This can all be done without bringing a single resource along with you. :0.0:

I noticed this last night in setting up a new test base where I brought just those two items in a Buckboard and realized that I didn't need the Rocket Parts or Material Kits I brought with me in Outbacks. All I had to do was spend a little bit extra time to mine and make the materials and presto! I was in business. Since I had found an AMAZINGLY good Ore Deposit (8.6% Ore, 6.4% Metallic Ore) all I had to do was drop my craft with 2 Drill-o-Matics and 2 MKS Radial Drills and nothing stopped me from building the rest of my base in extremely short order (less than 2 days!). As in complete base...one building for each template including storage buildings.

My suggestion would be to consider eliminating the on-board storage for the Ironworks completely and move the production of Material Kits to the Clockworks. By doing this, it forces you to consider how you're going to build out your base by either using Ironworks+Clockworks (or Blacksmith) as well as the need to have storage accounted for through either Buckboards or Chuckwagons. Starting the base will still be pretty easy but at least it will require some thought beyond 3 pieces and some drills.

The Pigpen is a Ponderosa module created to recycle life support waste products. It's an automated module because nobody likes the stench.

Interesting feedback on the Ironworks, thanks. :) Given that the Ironworks is available at Advanced Metal Works, I'm wondering if the storage ability is fine as is. For Sandbox mode, I'm ok with setting up the base with just a couple of parts but in career, you won't get the Ironworks until much later in the game. If I move it earlier in the tech tree then I'll have to reconsider.

Thanks again. :)

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The Pigpen is a Ponderosa module created to recycle life support waste products. It's an automated module because nobody likes the stench.

Interesting feedback on the Ironworks, thanks. :) Given that the Ironworks is available at Advanced Metal Works, I'm wondering if the storage ability is fine as is. For Sandbox mode, I'm ok with setting up the base with just a couple of parts but in career, you won't get the Ironworks until much later in the game. If I move it earlier in the tech tree then I'll have to reconsider.

Thanks again. :)

Awesome! Been anxiously awaiting your LS interpretation so now I REALLY can't wait!

As for the Ironworks I fully agree about sandbox - it works fine and really isn't an issue there and I was mostly looking at it from the career perspective. Do you know if it is possible to make things mode sensitive? As in, would there be a way to put the Ironworks out there that presents different configurations based on which mode you're in? I don't know if it's even possible much less how difficult it may be to pull off but was curious if that could be done.

An alternative also might be to reconstruct the template and make the different pieces become available according to tech level. Kind of along the lines of Ironworks+Production opens at Advanced Metalworks, storage gets added with Meta-materials...something like that. Based off what I've accomplished toying around in templates so far I *think* this might work but I'm not sure. I'll goof around with this approach some and see what I can pull off.

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Get the latest here!

0.7.5 The Last of the Mohicans

This update brings the last of Pathfinder's core base modules. Specifically, it updates the Chuckwagon and it adds optional life support templates that will appear if you have a life support mod installed. Pathfinder supports TAC Life Support (the gold standard of life support), and Snacks out of the box. Other life support options are possible; just read up on how to edit a template file on the wiki. You may also want to check out the MM_TACLS.cfg and MM_Snacks.cfg files for examples. Additionally, you can now generate power using the Hot Springs Geothermal Plant. Keep in mind that it's maintennance intensive, a bit finicky, and not 100% efficient on all worlds. You also have the Solar Flare Experimental Fusion Plant and it's also a bit ornery. Together the Hot Springs and Solar Flare represent the upper end of Pathfinder's power options- lower-tier options are in the works. Finaly, the Ponderosa Habitat is now more than just a placeholder... if you have kOS installed.

Chuckwagon

- You can now science the kraken out of the Chuckwagon and convert it into a greenhouse.

- Added front and side attachment points.

- Added temporary IVA. IVAs are on backorder.

- Added airlocks.

Templates

- You can now retool the Blacksmith to use RocketParts instead of MaterialKits, just like the Clockworks.

- More than just a habitat module, the Ponderosa template is also used as a command and control center. The template now provides support for kOS if you have that mod installed and if you've researched Precision Engineering. kOS is great for creating power management scripts; it works best with Action Groups Extended.

- Added the Pigpen Recycler to the Ponderosa. With a life support mod, it has some useful recyclers.

- The Geology Lab now shows the current efficiency improvements for Science, Industry, and Habitation- based resource processors for the current biome.

- Added the Hot Springs Geothermal Plant to the Hacienda. Hot Springs generates lots of power but it is maintennance intensive and can break down. Don't want it to break? No problem, just use the Settings window to make parts unbreakable. It's available after you've researched High-Powered Electrics.

- Added the Solar Flare Experimental Fusion Plant. It's available after you've researched Specialized Electrics. Like the Hot Springs, it too can break down or be set to unbreakable in the Settings window.

- Did a balance pass on the templates. Some weigh less and need less RocketParts than before, others are more expensive. Skilled Engineers give discounts to inflate/reconfigure modules.

ModuleManager Patches

- Relocated the MetallicOre, Metals, and Ironworks MM patches for Extraplanetary Launchpad to a central file called MM_ExtraplanetaryLaunchpads.cfg. This will make it easier to modify Pathfinder to support other production chains than the EL standard MetalOre->Metal->RocketParts.

- Added MM_TACLS.cfg and MM_Snacks.cfg patches to configure Pathfinder to use TACLifeSupport or Snacks, respectively.

- Added MM_CommercialSciLab.txt, an optional MM patch that will enable the Doc Commercial Science Lab's lab functionality on all parts with lab modules. Simply rename MM_CommercialSciLab.txt to MM_CommercialSciLab.cfg if you want to enable this functionality.

Bug Fixes

- Fixed an issue where the module info window would not properly show the template decal.

- Lights should now properly turn themselves off when deflating a part.

- You won't be able to turn on the lights when a module is deflated.

- Resource converter efficiencies are now being calculated properly.

- Fixed an issue where converting storage to a battery was reporting incorrect values.

- If you stack a box of RocketParts onto a Ponderosa and try to inflate it, the Ponderosa will now properly check to make sure it has enough parts.

- Drills will now remember the correct resource that you switched them to.

Recommended Mods

TACLifeSupport: http://forum.kerbalspaceprogram.com/threads/40667-1-0-2-TAC-Life-Support-v0-11-1-20-5Apr

Snacks!: http://forum.kerbalspaceprogram.com/threads/90841-1-0-2-Snacks!-Kerbal-simplified-life-support-v0-3-5

kOS Scriptable Autopilot System: http://forum.kerbalspaceprogram.com/threads/68089-1-0-4-kOS-Scriptable-Autopilot-System-v0-17-3-2015-6-27

Action Groups Extended: http://forum.kerbalspaceprogram.com/threads/74195-1-0-4-%28Jul09-15%29-Action-Groups-Extended-250-Action-Groups-in-flight-editing-Now-kOS-RemoteTech

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If you don't name it "Conestoga" after the covered wagons...

Actually the large hard shell storage module is already called the Conestoga. I was thinking of calling it the Buffalo. You know, give me a home where the buffalo roam...

- - - Updated - - -

looking interesting indeed.

Thanks. :)

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Could use a static solar part that snaps onto a node and sits just above the cargo as you have it shown. Or maybe deployable but non-tracking.

Buffalo sounds good. Oxen would be another possibility, since the covered wagons were pulled by oxen.

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Could use a static solar part that snaps onto a node and sits just above the cargo as you have it shown. Or maybe deployable but non-tracking.

Buffalo sounds good. Oxen would be another possibility, since the covered wagons were pulled by oxen.

Hm, not a bad idea. The Buckboard and Ponderosa now have stack nodes on their topside, so I could make stackable static solar panels that also snap together. They could also be mounted to a saddle, and the rover might gain a connector port. It would be available at the same time as the stock OX-Stat panel, and might be easier to build than the deployable circular solar array. I like it. :)

Edited by Angel-125
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Angel-125,

So i have been playing your mod for a few days now and love it. The mobility is great. I have an issue and have not been able to resolve it. I am unable to modify the drill, when I select the option on the drill I get a popup window that has nothing inside. I am also unable to close this window once it appears. I removed all mods and just had yours in and had the same issue. I also did a fresh install of KSP and still have the issue. Any pointers would be great and if you need more information let me know.

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Angel-125,

So i have been playing your mod for a few days now and love it. The mobility is great. I have an issue and have not been able to resolve it. I am unable to modify the drill, when I select the option on the drill I get a popup window that has nothing inside. I am also unable to close this window once it appears. I removed all mods and just had yours in and had the same issue. I also did a fresh install of KSP and still have the issue. Any pointers would be great and if you need more information let me know.

Same problem Here, other than that is possible to add support for USI_LS ?

Thanks again for this great mod, i love how you can start with different difficult lvls by disabling some options and learn with time how to have a functional and usefull outpost.

Regards Luca

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Same problem Here, other than that is possible to add support for USI_LS ?

Thanks again for this great mod, i love how you can start with different difficult lvls by disabling some options and learn with time how to have a functional and usefull outpost.

Regards Luca

The easy settings are very nice, I would suggest that the cost for building and changing be different settings, from what I have seen they both fall under the reconfigure setting.

William

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Angel-125,

So i have been playing your mod for a few days now and love it. The mobility is great. I have an issue and have not been able to resolve it. I am unable to modify the drill, when I select the option on the drill I get a popup window that has nothing inside. I am also unable to close this window once it appears. I removed all mods and just had yours in and had the same issue. I also did a fresh install of KSP and still have the issue. Any pointers would be great and if you need more information let me know.

Same problem Here, other than that is possible to add support for USI_LS ?

Thanks again for this great mod, i love how you can start with different difficult lvls by disabling some options and learn with time how to have a functional and usefull outpost.

Regards Luca

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?

My understanding of USI_LS is that the design is in flux, and I want to hold off until it is in a more stable release state. But if you want to look at the MM_Snacks.cfg file, you could make a copy of that file and change the Snacks resource to Supplies (I think that's the resource, it's been awhile since I looked at it in depth). I don't know how compatible the USI_LS greenhouse is with Pathfinder, though.

The easy settings are very nice, I would suggest that the cost for building and changing be different settings, from what I have seen they both fall under the reconfigure setting.

William

I'll have to consider that, the cost of building a module to the selected template and reconfiguring to that template are the same. I figured it would be easier to keep track of that way. :)

In the meantime, I'm messing around with the concept art a bit more:

T4iTstz.jpg

The crew cab will fold out ladders that extend over the wheels.

Edited by Angel-125
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The rover concept is shaping up nicely. The only problem I see is coming with the stock wheels and their lack of Carb steering which Nasa MMSEV have.

asme-design.png

This is mostly affect the usefulness of the side mounted docking ports because the lack of linear side lateral movement ability. An workaround could be to use the Mineshaft Portable Crew Tube for the side docking.

Making your own custom wheels with the crab-steering ability,(which will require its own custom plugin), is most likely a challenge and understandably fall well outside the scope of the project.

It will be exciting and enjoyable to see the progress of the project. Judging for the quality of your previous work, it will be very good and a "must install" mod.

Also the Kerbal Foundries wheels makes some very nice wheels I especially like the "medium rover wheels".

http://http://forum.kerbalspaceprogram.com/threads/84102-PARTS-PLUGIN-1-0-x-V1-9f-Kerbal-Foundries-wheels-anti-grav-repulsors-and-tracks

Edited by Prime flux
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The rover concept is shaping up nicely. The only problem I see is coming with the stock wheels and their lack of Carb steering which Nasa MMSEV have.

http://www.iitbombay.org/iitb_dean_acr/october-newsletter/asme-design.png

This is mostly affect the usefulness of the side mounted docking ports because the lack of linear side lateral movement ability. An workaround could be to use the Mineshaft Portable Crew Tube for the side docking.

Making your own custom wheels with the crab-steering ability,(which will require its own custom plugin), is most likely a challenge and understandably fall well outside the scope of the project.

It will be exciting and enjoyable to see the progress of the project. Judging for the quality of your previous work, it will be very good and a "must install" mod.

Also the Kerbal Foundries wheels makes some very nice wheels I especially like the "medium rover wheels".

http://http://forum.kerbalspaceprogram.com/threads/84102-PARTS-PLUGIN-1-0-x-V1-9f-Kerbal-Foundries-wheels-anti-grav-repulsors-and-tracks

I agree, stock wheels will make side docking a pain. Initially I will just use the stock balloon wheels but I do want to make crab wheels after the initial release. It may be as simple as installing Infernal Robotics and building something using IR, though I wonder if I can modify whatever transform tells the wheel which way is forward... And thanks for the link. :)

Edited by Angel-125
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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?

My understanding of USI_LS is that the design is in flux, and I want to hold off until it is in a more stable release state. But if you want to look at the MM_Snacks.cfg file, you could make a copy of that file and change the Snacks resource to Supplies (I think that's the resource, it's been awhile since I looked at it in depth). I don't know how compatible the USI_LS greenhouse is with Pathfinder, though.

My only suggestion about the drill can be that i'm using linux, something related to the Upper and lower case ?

About USILS i don't understand the ratio in snack cfg, but for USILS are need only 3 resources Supplies, Mulch and Fertilizer, probably watch what Roverdude have done for MKS-OKS can explain better how it work

Regards Luca

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I agree, stock wheels will make side docking a pain. Initially I will just use the stock balloon wheels but I do want to make crab wheels after the initial release. It may be as simple as installing Infernal Robotics and building something using IR, though I wonder if I can modify whatever transform tells the wheel which way is forward... And thanks for the link. :)

Angel,

you can check out IR wheels from IR model rework:

http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%2828-04-2015%29-On-Hiatus

besides normal steering they are also IR controlled so they can rotate 360 degrees. With a little bit of IR rigging and presets it's easy for them to perform all movements described by you.

more complicated to rig are mecanuum wheels from the same pack - they have total freedom of movement (but AFAIR they require kOS script to work properly)

Edited by riocrokite
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My only suggestion about the drill can be that i'm using linux, something related to the Upper and lower case ?

About USILS i don't understand the ratio in snack cfg, but for USILS are need only 3 resources Supplies, Mulch and Fertilizer, probably watch what Roverdude have done for MKS-OKS can explain better how it work

Regards Luca

I don't know the USI_LS production chain, so let's say that for discussion purposes, the greenhouse should produce Supplies instead of Snacks. In the case of Snacks, WBIGreenhouse produces Snacks after 540 hours (90 kerbal-days). The crop produced is controlled through the cropResource field, and the amount is controlled through the cropYield, so you'd need to change cropYield from Snacks to Supplies. For the INPUT_RESOURCE nodes, maybe look at one of the greenhouses in USI_LS and copy the values. If you find the OUTPUT_RESOURCE for Supplies and multiply by 3600, you'll get the amount of Supplies produced in an hour. Multiply that result by hoursPerCycle to get the cropYield for 90 days.

For linux, I'm not sure what the problem could be. I compile the mod's plugin for Windows, so I'm amazed that it works on linux at all.. Unfortunately I don't have a linux machine to do testing with.

- - - Updated - - -

Angel,

you can check out IR wheels from IR model rework:

http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%2828-04-2015%29-On-Hiatus

besides normal steering they are also IR controlled so they can rotate 360 degrees. With a little bit of IR rigging and presets it's easy for them to perform all movements described by you.

more complicated to rig are mecanuum wheels from the same pack - they have total freedom of movement (but AFAIR they require kOS script to work properly)

Yup, that is what I was thinking of. :)

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I don't know the USI_LS production chain, so let's say that for discussion purposes, the greenhouse should produce Supplies instead of Snacks. In the case of Snacks, WBIGreenhouse produces Snacks after 540 hours (90 kerbal-days). The crop produced is controlled through the cropResource field, and the amount is controlled through the cropYield, so you'd need to change cropYield from Snacks to Supplies. For the INPUT_RESOURCE nodes, maybe look at one of the greenhouses in USI_LS and copy the values. If you find the OUTPUT_RESOURCE for Supplies and multiply by 3600, you'll get the amount of Supplies produced in an hour. Multiply that result by hoursPerCycle to get the cropYield for 90 days.

Angel, I'll take a look at it and see what I can do since I'm extremely familiar with the USI resource chains. May not be able to have anything out until this weekend though, extremely busy week for me...

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i'm trying this, the only problem, i have always snaks production in the lab, with that config supplies can't be produced and you need a starting value and after increase de production with fertilizer


//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 = 705
}

}

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
}

}

@SCIENCELAB[Watney]:Needs[USILifeSupport]
{
MODULE
{
name = ModuleResourceConverter
ConverterName = Fertilizer
StartActionName = Start Fertilizer
StopActionName = Stop Fertilizer
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Engineer
EfficiencyBonus = 1


INPUT_RESOURCE
{
ResourceName = Ore
Ratio = 0.05
FlowMode = STAGE_PRIORITY_FLOW
}

INPUT_RESOURCE
{
ResourceName = Water
Ratio = 0.05
FlowMode = STAGE_PRIORITY_FLOW
}


INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 30
}

OUTPUT_RESOURCE
{
ResourceName = Fertilizer
Ratio = 0.1
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
}

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for the Pigpen, I would suggest replacing the composter inputs with Ore, Water, and Mulch, and then changing the output to Fertilizer. Then I would delete the entry for the Watney. Next, instead of mulch as an input in the greenhouse, use water. That way, the Pigpen produces fertilizer from ore, water, and mulch, and then the greenhouse uses that fertilizer with water to grow your supplies. What produces mulch?

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