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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!


Nils277

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Not sure I understand the question... If you have any LS mod, then the next logical progression from that is to extend it to in-situ replenishment. Currently, the only mod with in-situ / self sustaining setups is MKS/OKS. RoverDude included all the code needed to setup these life support cycles.

Then there are those of us who do things like running Deep Freeze instead of closing the LS loop but continue using TACLS forcing resource and time management. There's also the method of using the S.E.T.I. Greenhouse/Munar Greenhouse or Soylent to acquire closed loop without using MKS. Additionally while using Civilian Population you can overproduce the LS needs for the colony to cover crew needs as well in order to close the loop. The point is, there's multiple other ways you left out to acquire either a closed loop or prolonged delay for LS needs that do not include MKS at all. To try covering all available methods is pointless anyway.

The easiest way to accomplish the needs for all LS mods is the simple way - an MM patch using the NEEDS: qualifier to determine which parts to load. Does this mean that people will end up with extra parts in the directory - unfortunately yes. But if you are ever going to expand to cover things like EPL that's going to happen anyway and can't be prevented since you can't avoid doubling up parts if you replace any of the EPL modules.

The only other possibility I could see to truly avoid extra parts would be to inquire with the CKAN guys about using a selected load feature based on the Depends/Supports metadata. TACLS already has to do this based on RO/Stock setups for it's configuration and if you really want to obsess over a few extra parts being loaded that would be the way to go - the extra CKAN configuration choice based on your installed mods. This has the side benefit of creating separate packages for LS setups that manual downloaders can select according to their needs.

OHHHHH Nils what do you think about a rocket parts converter module?

If you want Rocket Part production the easiest way to do it is another addition to your MM configs for the existing ISRU since Rocket Parts are already defined in the CRP. I've already added the code into my setup to allow the KPBS ISRU to produce them. Here's the code I use and it has the exact same conversion rate that's included with EPL so no differences.

//KPBS ISRU

@PART[KKAOSS_ISRU_g]

{

MODULE

{

name = ModuleResourceConverter

ConverterName = RocketParts

StartActionName = Start ISRU [Rocket Parts]

StopActionName = Stop ISRU [Rocket Parts]

AutoShutdown = false

GeneratesHeat = false

UseSpecialistBonus = true

SpecialistEfficiencyFactor = 0.2

SpecialistBonusBase = 0.05

Specialty = Engineer

EfficiencyBonus = 1

INPUT_RESOURCE

{

ResourceName = Ore

Ratio = 0.5

}

INPUT_RESOURCE

{

ResourceName = ElectricCharge

Ratio = 30

}

OUTPUT_RESOURCE

{

ResourceName = RocketParts

Ratio = 1

DumpExcess = false

}

}

}

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I don't run UKS, and there are, as noted, multiple other mods that 'close the loop'.

I note that if you can turn Ore to Mulch to help top off the mulch->noms->mulch wastage, you've still only closed the loop as long as you have ore handy - this means your space stations are either harvesting rocks, or sitting somewhere that isn't in space.

Given how heavy Ore is, and it'd be 'topping off' your Mulch rather than supercharging your supplies production like Fertiliser does (at a fraction of the weight, aka much more efficiently), I don't see an issue with this. Eating rocks to power your life support sounds glorious anyway... :D

I worry a little how much work you're piling on yourself, much as I admire the dedication, though. Have you considered simply making adapter parts so you can shoehorn other mods in? Not that I mind, really, the quarter-tanks are cute. :)

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All good points, and I'm glad we stirred up this conversation :)

First let me clarify something, All the greenhouse mods mentioned above, (at least to my knowlage please correct me here if I'm wrong) don't require you to find and aquire any resources in-situ in order to "close the loop". In other words you launch the greenhouse and place it where-ever, provide it electric charge and you're all set to go, right?

The following is what I wrote before I realized that RoverDude made some major changes to UKI (mks/oks). YOu can either skip the quoted section or read it to gain an understanding of what I was saying before and why.

So what I was saying about MKS is that it's the only one that I know of that forces you to find and acquire a consumable (substrate) in order to keep your greenhouse going. There's no "magic". Does that make more sense as to what I was getting at?

Even in USI-LS Rover included two greenhouse parts to make peoples lives easier. They convert electric charge mulch (optional fert) to make supplies.

However look at the TAC-LS loop in MKS. If you want to self sustain a colony for example, you have to collect substrate and water. In turn that get's converted in the hydroponics module to food and waste and greywater. Lemme dig up the charts so we can have something to reference, edit this post soon!

EDIT: found it https://github.com/BobPalmer/MKS/wiki/Life-Support

That link explains the two "loops". one for USI-LS and one for TAC-LS They explain things much better than I can....

Another thing I noted, I'm talking about the way I learned how to do things with UKI a version or two back. Looks like Rover has made some major changes to things since the last time I played Kerbal this much...

So if you look at the USI-LS flow chart, if have a surface base with a water and substrate drill, it's possible to turn that into organics and in turn that into Supplies. The idea being you can make a "farm" and over produce supplies to re-supply missions and stations. Think in terms of a farming colony.

So in that vien, would it not be nice to not simply recycle, but to over-produce resources to stock up your ships and other missions whithout the cost of launching off kerbin??

Maybe we need to find some time to jump on Teamspeak or something. I have a server if you wanna talk it out

So getting back to the root (two pages back the picture of the new tanks with the "ore -> Fert" line in it)... I'm going to remove my objection to this cycle. I've though it through and as long as you don't set the gains very high, then I think this does make sense after all. Just look at a backyard swimming pool, toss in some dirt, your're going to get algae to bloom ;) (yea oversimplified but whatever)

So I amend my proposal to the following:

If USI-LS installed - greenhouse should take in mulch (optionally fert) and electric and produce supplies, the Algae tank should take in ore and make fert

If USI-LS AND MKS - same as above except the algae tank should have another converter installed that takes water + Substrate and output organics, your hab module should have a converter for organics to supplies

If TAC-LS installed - I'm not sure here... I could see the Algae taking in waste and waste water to make Food , I can see the greenhouse taking in those same things to make food and clean water and O2.... So I'm not sure how to proceed there.

Edited by rottielover
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First thing for me to note is that I do not use USILS so all of my input is coming from the TACLS perspective since that's the only one I ever use anymore...

All good points, and I'm glad we stirred up this conversation :)

First let me clarify something, All the greenhouse mods mentioned above, (at least to my knowlage please correct me here if I'm wrong) don't require you to find and aquire any resources in-situ in order to "close the loop". In other words you launch the greenhouse and place it where-ever, provide it electric charge and you're all set to go, right?

That is accurate for the most part. The greenhouse mods are magic in that they are lifted, started and use the existing waste products to recycle the LS needs as does the Civilian Population cycle. These methods can be arranged to overproduce by transferring waste by-products every time you dock with a base. Soylent requires the addition of an extremely long lived additive that cannot be harvested/produced. If you manage it exactly right you will literally get years out of a single supply and if you manage it perfectly it will close the loop provided you can maintain constant sunlight exposure.

So I amend my proposal to the following:

If TAC-LS installed - I'm not sure here... I could see the Algae taking in waste and waste water to make Food , I can see the greenhouse taking in those same things to make food and clean water and O2.... So I'm not sure how to proceed there.

I've got no input for USILS but my 2 cents on the TACLS loop...

Foremost, I don't think the TACLS method, whatever is chosen, should be simplistic in nature or make managing the TACLS resources easy. It's more complicated for a reason. That said, I'd like to see some method introduced to allow the KPBS greenhouse to reprocess Waste into food. TACLS already provides various modules to recycle CO2 and Waste Water which could be duplicated for the KPBS form factor. However, using either Waste Water or CO2 as part of food production will break the TACLS balance for O2 and water. Instead, using the Waste resource itself as a basis for pushing the cycle forward adds a use for the only thing you end up dumping since it does nothing for you. Additionally, this provides additional functionality for the use of the Sabatier Recycler and Water Splitter, both of which produce excess waste while giving O2 and water.

Some possibilities I can think of right now with all stages processed using the greenhouse:

1) Waste to Algae to Food method

[-] Waste+Ore+Electricity = Algae

[-] Algae+Electricty = Food

A simple two stage process for producing the food that not only takes time and power but requires harvesting to achieve the end result of closing the loop.

2) Ore Growth Medium method

[-] Ore+Electricity = "growth medium" aka soil (mulch?) or fertilizer, whatever

[-] Waste+Electricity+"growth medium" = Food

Another 2 stage process that is basically the same as the first but with the added benefit that you could use existing CRP resources to achieve the ends by using USILS Mulch as the resulting growth medium but with a different production chain. I don't see a conflict with USILS because if you were to try exploiting it by running USILS and TACLS you'd be forced into providing both Supplies and the TACLS chain for crew support.

3) The hardest, most expensive method requiring Substrate and Ore

[-] Substrate+Electricity = Organics

[-] Organics+Waste+Electricity = Algae

[-] Algae+Ore+Electricity = Food

This chain is in the spirit of the MKS support for TACLS by requiring the use of Substrate as part of the process to generate food. This obviously makes the acquisition of Substrate a critical part of the chain which in turn makes closing the loop considerably harder. The ore part of this equation is the growth medium which could have the mulch process from USILS substituted for it to further amp the challenge. Obviously, this method would be far more difficult to achieve the end result of closing the loop.

4) The simplified, not as expensive method

[-] Ore+Electricity+Waste = Food

This is a solution that does meet the needs of closing the chain and doesn't require additional resources while still requiring harvesting to achieve the ends. That said, it seems too easy in relation to TACLS. This system is more complex and demanding and a simplified chain like this doesn't really fit the over all idea of TACLS.

All of these ideas (except #4) are coming from the perspective that TACLS is a harder system to use than USILS. It doesn't provide a means to close the loop within the mod itself intentionally because it is supposed to be harder to use and represents a more realistic way of having to deal with life support. With that in mind, I'd recommend going with something more difficult (like #3) since it should be complicated to close the TACLS loop to stay in the spirit of that mod.

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Using 'ore' doesn't make sense anyway because it doesn't imply anything organic...

Then how, pray tell, does it turn into the superdense carbohydrates in Liquid Fuel? As far as I'm concerned, the Ore is an ore the same way Spice is a spice. And it must flow, despite both presumably being a bit more of a dust [insert Endless reference here].

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Then how, pray tell, does it turn into the superdense carbohydrates in Liquid Fuel? As far as I'm concerned, the Ore is an ore the same way Spice is a spice. And it must flow, despite both presumably being a bit more of a dust [insert Endless reference here].

This, pretty much. We're not talking iron ores here (Which admittedly, is the more common type we think of on our blue and green rock), but minerals that can be mined and processed into fuel. I don't see it as much of a stretch that one could turn it into something you could feed a greenhouse with. (Technically, we can already turn oil into organics right now; it's just a terribly inefficient process when the oil is more valuable than the food even before you broke out chemistry sets, see? :D)

Edited by Reiver
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I worry a little how much work you're piling on yourself, much as I admire the dedication, though. Have you considered simply making adapter parts so you can shoehorn other mods in? Not that I mind, really, the quarter-tanks are cute. :)

Yeah, it's a lot of "work" to do, but it is also kinda relaxing and a welcome diversion from my studies. So it's not bad that there is a lot to do, it's just that it will take its time :wink:

[..]

The point is, there's multiple other ways you left out to acquire either a closed loop or prolonged delay for LS needs that do not include MKS at all. To try covering all available methods is pointless anyway.

The easiest way to accomplish the needs for all LS mods is the simple way - an MM patch using the NEEDS: qualifier to determine which parts to load. Does this mean that people will end up with extra parts in the directory - unfortunately yes. But if you are ever going to expand to cover things like EPL that's going to happen anyway and can't be prevented since you can't avoid doubling up parts if you replace any of the EPL modules.

The only other possibility I could see to truly avoid extra parts would be to inquire with the CKAN guys about using a selected load feature based on the Depends/Supports metadata. TACLS already has to do this based on RO/Stock setups for it's configuration and if you really want to obsess over a few extra parts being loaded that would be the way to go - the extra CKAN configuration choice based on your installed mods. This has the side benefit of creating separate packages for LS setups that manual downloaders can select according to their needs.

Hmm..i take a look into how TAC manages this with CKAN...thanks for the hint.

And you have a point there: Trying to cover all methods for a closed loop would be really pointless, there are just too many.

Using 'ore' doesn't make sense anyway because it doesn't imply anything organic...

Thats also a valid point. On the other hand getting Oxidizer, Liquid Fuel and Monoprop from Ore (on all planets and asteroids) is also not that realistic.

Another idea for USI i had:

Ore + Mulch → Algae Module → Organics

Organics → Pressure Tank(or something) → Fertilizer

That way you have an organic material (mulch) enriched with the minerals from the ores to grow algaes(organics) which in turn are then processed into fertilizer.

This would also make it possible to close the life-cycle loop but may (with the conversion rates set right) result in an unstable system. Too much mulch is used and you have to tweak it on a regular base to not run out of food because as all the mulch is now fertilizer.

[...]

using either Waste Water or CO2 as part of food production will break the TACLS balance for O2 and water. Instead, using the Waste resource itself as a basis for pushing the cycle forward adds a use for the only thing you end up dumping since it does nothing for you.

Some possibilities I can think of right now with all stages processed using the greenhouse:

1) Waste to Algae to Food method

2) Ore Growth Medium method

3) The hardest, most expensive method requiring Substrate and Ore

4) The simplified, not as expensive method

Regarding O2 and water for the greenhouse:

It would be unrealistic to not use water and CO2

My plan for the greenhouse without MKS was:

Waste + CO2 + Water + [Organics] → Greenhouse → Food + O2

I see that most greenhouses have Waste Water to Water conversion in it, but i don't like that idea. Yes the water is kinda filtered when it goes through the soil in the greenhouse, but not to a point where i think it would be edible again. Also the plants need water to grow ;)

The conversion rates for CO2 → O2 would be really low so the other parts to recover O2 will still be needed.

The options 1 and 4 may be too easy for the purpose of TAC-LS.

I think the greenhouse will, like in USI-LS, have two modes:

  • One without the organics but with a conversion efficiency of maybe 50%- to 80% (still considering)...
  • And another mode with organics which will close the loop because [Out] Food >= [in] Waste, but needs a more complex "production line" to get organics. Also you still would need a way to gather water.

EDIT:

To gather water i found an interesting article from the NASA:

NASA Looking to Mine Water on the Moon and Mars

Basically they are microwaving the regolith the extract oxigen from regolith to convert this in a reduction enviroment with hydrogen to create water.

In KSP (simplified ways) it would be something like Ore + Liquid Fuel →Reduction Enviroment → Water.

From which you could again extract Oxigen. I think that direct Ore → Oxigen conversion would be waaaay to easy. As a kerbal explaination: This is too obvious for the scientist to discover. :wink:

Edited by Nils277
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Hmm..i take a look into how TAC manages this with CKAN...thanks for the hint.

Sure, it's a good method that gives you some flexibility to address the extra files issue. IIRC RO and RealFuels also use a configuration choice method on CKAN too...

Regarding O2 and water for the greenhouse:

It would be unrealistic to not use water and CO2

My plan for the greenhouse without MKS was:

Waste + CO2 + Water + [Organics] → Greenhouse → Food + O2

I see that most greenhouses have Waste Water to Water conversion in it, but i don't like that idea. Yes the water is kinda filtered when it goes through the soil in the greenhouse, but not to a point where i think it would be edible again. Also the plants need water to grow

Very true, the water/CO2 needs for the greenhouse is thoroughly valid. Using them as part of the process will make it more difficult to balance out for the purpose of closing the system but TACLS is meant to be tough to use anyway.

I think the greenhouse will, like in USI-LS, have two modes:

  • One without the organics but with a conversion efficiency of maybe 50%- to 80% (still considering)...
  • And another mode with organics which will close the loop because [Out] Food >= [in] Waste, but needs a more complex "production line" to get organics. Also you still would need a way to gather water.

EDIT:

To gather water i found an interesting article from the NASA:

In KSP (simplified ways) it would be something like Ore + Liquid Fuel →Reduction Enviroment → Water.

From which you could again extract Oxigen. I think that direct Ore → Oxigen conversion would be waaaay to easy.

I really like the idea of combining these two ideas together which could be done with a complex chain using existing CRP assets. Substrate, water and organics are all defined CRP resources which could partner with the oxygen/water extraction methods to create something very fun and flexible. Maybe something along the lines of:

Ore+Liquid Fuel+Electricity = Water (the NASA baking process you mentioned)

Water+Electricity = Oxygen/Waste (TACLS Sabatier process)

WasteWater+Waste+Electricity = Organics (maybe add in a harvested resource or oxygen to help balance the process)

Organics+CO2+Water+Electricity = Food (50-75% effective to give a production system that doesn't close the loop but extends supplies)

Organics+CO2+Water+Substrate+Electricity = Food (100% effective and closes the loop)

This type chain is more complex to manage and would be able to provide all three needed pieces of support while also utilizing all 3 pieces of waste. It also adds in the need to harvest ore and substrate both in order to close the loop. At the same time this gives the option to simply extend the life of supplies by not utilizing substrate if it is difficult to harvest allowing longer lived supplies that would still need to be replenished occasionally. This would be a lot more complicated to balance out for you though so I don't know if you want to go that far or not. Either way, I really like the idea of combining these together in some fashion.

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Yeah, it's a lot of "work" to do, but it is also kinda relaxing and a welcome diversion from my studies. So it's not bad that there is a lot to do, it's just that it will take its time :wink:

Then I'm glad! :D

Thats also a valid point. On the other hand getting Oxidizer, Liquid Fuel and Monoprop from Ore (on all planets and asteroids) is also not that realistic.

Another idea for USI i had:

Ore + Mulch → Algae Module → Organics

Organics → Pressure Tank(or something) → Fertilizer

I'm OK with that, though I question why you'd want an intermediate resource that doesn't do much (Unless 'Organics' can also be turned into fuel or something). And I reiterate that the 'ore' you're harvesting is presumably oxygen and carbon-bearing substrates, rather than metals - if you can turn it to fuel, you can turn it to organics, aka mulch :)

That said, I'd be OK with it turning to fertilizer too. This would increase the number of Kerbals a greenhouse could maintain, correct? But then, I'd also be happy with the exact opposite - fertilizer would be containing the essential extras and minerals that aren't in the local ore, thus supercharging your supplies.

I guess the biggest advantage of mulch+ore -> Fertilizer is that it does mean there's a third step in the loop before the rocks become food, and that particular resource is already present in the system... so which way you go on that part is up to you, really. :)

Edited by Reiver
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Just a quick tyvm for all the time and effort expended in creating this wonderful mod. Love the concept, the IVA's, the attention to detail and all the parts - almost every time I've thought of a nice part I've found it to be already included :)

One part I would like to see (or maybe I've missed it) is an in-line drill. Open a hatch, it rotates 90 degrees, extends and starts pounding rocks. I suppose I could tweak scale and IR something, oh well.

Anyway, thanks again :)

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Another part I'd like to see is 4-way adapter with profiles like the modules, not square. WOuld look awsum. :P

Also, landing gear fix is a must. Currently they spam a message I've posted a few posts back.

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Yes, the landing gear spam, appears to only happen when the legs are deployed. eg, started game, made a simple craft with legs attached to the appropriate module and deployed, launched on runway:


[LOG 19:02:30.168] ------------------- initializing flight mode... ------------------
[LOG 19:02:30.670] Loading ship from file: F:/Games/ksp-win-1-0-4/KSP_win/KSP_Data/../saves/First-C/Ships/SPH/Auto-Saved Ship.craft
[ERR 19:02:30.751] ModuleLandingLeg.cs :Failed to find suspension Transform

[LOG 19:02:30.752] Untitled Space Craft loaded!
[LOG 19:02:33.118] putting ship to ground: 9.139397
[ERR 19:02:33.120] ModuleLandingLeg.cs :Failed to find suspension Transform

[LOG 19:02:33.122] [Untitled Space Craft]: Ready to Launch - waiting to start physics...
[LOG 19:02:33.128] Crewmember Valentina Kerman assigned to K&K Planetary Cupola, seat # 0 (crew seat index: 0)
[LOG 19:02:33.128] Crewmember Traliana Kerman assigned to K&K Planetary Command Module, seat # 0 (crew seat index: 0)
[LOG 19:02:33.128] Crewmember Matsey Kerman assigned to K&K Planetary Habitat MK1, seat # 1 (crew seat index: 1)
[LOG 19:02:33.129] Crewmember Dunberry Kerman assigned to K&K Planetary Habitat MK2, seat # 2 (crew seat index: 2)
[LOG 19:02:33.129] Crewmember Williana Kerman assigned to K&K Planetary Greenhouse, seat # 0 (crew seat index: 0)
[LOG 19:02:33.130] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ----------------------
[LOG 19:02:33.131] setting new dominant body: Kerbin
FlightGlobals.mainBody: Kerbin
[LOG 19:02:33.132] Reference Frame: Rotating
[ERR 19:02:33.140] InternalCameraSwitch: cameraTransform 'Window1EyeTransform' is null

[ERR 19:02:33.140] InternalCameraSwitch: colliderTransform 'Window1FocusPoint' is null

[ERR 19:02:33.141] InternalCameraSwitch: cameraTransform 'Window2EyeTransform' is null

[ERR 19:02:33.141] InternalCameraSwitch: colliderTransform 'Window2FocusPoint' is null

[LOG 19:02:33.147] stage manager resuming...
[LOG 19:02:33.149] Vessel assembly complete!
[LOG 19:02:33.149] stage manager starting...
[LOG 19:02:33.149] all systems started
[LOG 19:02:33.167] [SCANsatMechJeb] Starting SCANsat - MechJeb Interface...
[LOG 19:02:33.196] [RESOURCES] - Error in - BaseConverter_SetupModule - Object reference not set to an instance of an object
[LOG 19:02:33.266] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag
[LOG 19:02:33.268] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Vessel Change from 'No Vessel' to 'Untitled Space Craft'
[LOG 19:02:33.306] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Loading Textures
[LOG 19:02:33.328] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Loaded Textures
[LOG 19:02:33.339] [KAE] Registering field prefabs for version 1.7.5.0 (latest)
[LOG 19:02:33.340] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_5_0 for KSPAPIExtensions.UIPartActionFloatEdit
[LOG 19:02:33.340] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_5_0 for KSPAPIExtensions.UIPartActionFloatEdit
[LOG 19:02:33.342] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_5_0 for KSPAPIExtensions.UIPartActionChooseOption
[LOG 19:02:33.342] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_5_0 for KSPAPIExtensions.UIPartActionChooseOption
[LOG 19:02:33.457] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 19:02:33.458] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered
[LOG 19:02:33.459] Loading Depletion Nodes
[LOG 19:02:33.459] DepNodeCount: 0
[LOG 19:02:33.459] Loading Biome Nodes
[LOG 19:02:33.460] BiomeNodeCount: 7
[LOG 19:02:33.460] Loading Planet Nodes
[LOG 19:02:33.460] PlanetNodeCount: 5
[LOG 19:02:33.462] [SCANsat] SCANsat Controller: Loading 3 known vessels
[LOG 19:02:33.462] [SCANsat] SCANsat Controller: Loading map for Kerbin
[LOG 19:02:33.469] [SCANsat] SCANsat Controller: Loading map for Mun
[LOG 19:02:33.476] [SCANsat] SCANsat Controller: Loading map for Minmus
[LOG 19:02:33.483] [SCANsat] SCANsat Controller: Loading map for Sun
[LOG 19:02:33.491] [SCANsat] SCANsat Controller: Loading map for Moho
[LOG 19:02:33.498] [SCANsat] SCANsat Controller: Loading map for Duna
[LOG 19:02:33.505] [SCANsat] SCANsat Controller: Loading map for Eve
[LOG 19:02:33.513] [SCANsat] SCANsat Controller: Loading map for Ike
[LOG 19:02:33.520] [SCANsat] SCANsat Controller: Loading map for Gilly
[LOG 19:02:33.529] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize
[LOG 19:02:33.529] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize
[LOG 19:02:33.530] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 0 Maneuver Nodes to deserialize
[LOG 19:02:33.530] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize
[LOG 19:02:33.531] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize
[LOG 19:02:33.531] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize
[LOG 19:02:35.393] 8/9/2015 7:02:35 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue
[LOG 19:02:35.393] 8/9/2015 7:02:35 PM,KerbalAlarmClock,Skipping version check
[LOG 19:02:35.443] 8/9/2015 7:02:35 PM,KerbalAlarmClock,Contracts System Ready
[LOG 19:02:35.484] [PlanetariumCamera]: Focus: Untitled Space Craft
[LOG 19:02:35.677] Flight State Captured
[LOG 19:02:35.686] Saving Achievements Tree...
[LOG 19:02:35.686] Saving Achievements Tree...
[LOG 19:02:35.687] Saving Achievements Tree...
[LOG 19:02:35.687] Saving Achievements Tree...
[LOG 19:02:35.687] Saving Achievements Tree...
[LOG 19:02:35.688] Saving Achievements Tree...
[LOG 19:02:35.688] Saving Achievements Tree...
[LOG 19:02:35.688] Saving Achievements Tree...
[LOG 19:02:36.074] Game State Saved as persistent
[LOG 19:02:37.072] [Untitled Space Craft]: ground contact! - error: -0.120m
[LOG 19:02:37.073] Unpacking Untitled Space Craft
[ERR 19:02:37.074] ModuleLandingLeg.cs :Failed to find suspension Transform

[EXC 19:02:37.082] NullReferenceException: Object reference not set to an instance of an object
ModuleLandingLeg.DynamicAnimation ()
ModuleLandingLeg.FixedUpdate ()
[EXC 19:02:37.103] NullReferenceException: Object reference not set to an instance of an object
ModuleLandingLeg.DynamicAnimation ()
ModuleLandingLeg.FixedUpdate ()
[EXC 19:02:37.114] NullReferenceException: Object reference not set to an instance of an object
ModuleLandingLeg.DynamicAnimation ()
ModuleLandingLeg.FixedUpdate ()

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Just a quick tyvm for all the time and effort expended in creating this wonderful mod. Love the concept, the IVA's, the attention to detail and all the parts - almost every time I've thought of a nice part I've found it to be already included :)

One part I would like to see (or maybe I've missed it) is an in-line drill. Open a hatch, it rotates 90 degrees, extends and starts pounding rocks. I suppose I could tweak scale and IR something, oh well.

Anyway, thanks again :)

Hmm, the drill was requested a few times already. I will add it to the list of potential new parts :wink:

Another part I'd like to see is 4-way adapter with profiles like the modules, not square. WOuld look awsum. :P

Also, landing gear fix is a must. Currently they spam a message I've posted a few posts back.

The 4-Way Adapter was also requested before, i'll add it to the list too. :wink:

Oh sorry, i wanted to post a hotfix you can apply to the part to fix that issue until the update is released. Somehow i forgot about that...

In the file: [I]KSP_INSTALL_DIR\GameData\PlanetaryBaseInc\Parts\Utility\habitat_mk1_g\LandingLeg.cfg
[/I]change the line 61: [B][I]suspensionTransformName = LegPiston[/I]
[/B]to: [B][I]suspensionTransformName = Pneuma[/I][/B]

That will fix the error.

And also a new update to the LS-Parts: Here are the "standard" container for TAC-LS(Oxygen,CO2 will also be used for IONCROSS and ECLSS)

AqfCeSl.png

Edited by Nils277
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Instead of a built-in drill, how hard would it be to have a part that simply rotates up to vertical from the horizontal? You could mount a drill to it, sure... or a rocket or antenna or something. :D

Come to think of it, is that actually possible? I know landing gear twirls around, but I don't know whether there's any stock stuff that moves and can be mounted on. Hm. Now I'm outright curious.

Edited by Reiver
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Then how, pray tell, does it turn into the superdense carbohydrates in Liquid Fuel? As far as I'm concerned, the Ore is an ore the same way Spice is a spice. And it must flow, despite both presumably being a bit more of a dust [insert Endless reference here].

Carbohydrate????

Why would you think LiquidFuel is a carbohydrate? Perhaps you're thinking hydrocarbon which is something entirely different from a carbohydrate. Carbohydrates are things that the body can turn into sugar. Rocket fuel is not a carbohydrate and your body cannot process it into sugar or any other nutrient.

Dear god what are they teaching people in school these days?

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Loving the look for the TACLS containers! Easy to identify the separates and the tanks just look cool.

Instead of a built-in drill, how hard would it be to have a part that simply rotates up to vertical from the horizontal? You could mount a drill to it, sure... or a rocket or antenna or something. :D

Believe it or not Reiver, making a part that has an attachment point or surface mount capability that moves/rotates is actually very difficult. Look at cargo bay doors as an example. That's the normal KSP behavior and it takes rather unique programming to make the moving, mountable part hence the world of IR.

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Loving the look for the TACLS containers! Easy to identify the separates and the tanks just look cool.

Believe it or not Reiver, making a part that has an attachment point or surface mount capability that moves/rotates is actually very difficult. Look at cargo bay doors as an example. That's the normal KSP behavior and it takes rather unique programming to make the moving, mountable part hence the world of IR.

Interesting. I suppose that's fair enough - thanks for the warning on that. I've never been able to make IR function right, so I'm not much of an expert in how that all works out. :)

Disregard my suggestion!

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Dear god

ModZero shall suffice, thanks.

what are they teaching people in school these days?

That English isn't everyone's first language, and that saying that thing makes you instantly age 30 years. But nice nitpicking. You Tried.

/me out.

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