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


Nils277

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Can you try making hatch collider smaller and closer to the hatch itself? It is a very frequent problem, especially when hatch is inside cargo bay made of other parts.

I'll see what i can do ;-)

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So, uh, is it still too late to ask for an increase to the impact tolerance of the cupolas? I had a parachuted section touch the ground at a ~30 degree angle, have the parachutes all cut accordingly... and slam down, with the cupola exploding.

The cupola was holding the pilot. :(

It would also help make the rover configurations a little more sturdy when they run into things. ;) I'm not talking a massive resistance (Though I note the command pod is 30ms/s, for comparison), but less prone to explodeyness would sure be nice on such a pretty part.

Aside: I love love love those new base cross-pieces! The way it manages roof attachments is sheer brilliance; well done! Them and the new flexible tubes make me a very happy man indeed. :)

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With stuff getting resorted around in the CTT, we are getting more chicken/egg parts where parts are unlocked with one window, but useless until another is unlocked. In this case I still have a KIS container wedge unlocked but no modular holders.

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So, uh, is it still too late to ask for an increase to the impact tolerance of the cupolas? I had a parachuted section touch the ground at a ~30 degree angle, have the parachutes all cut accordingly... and slam down, with the cupola exploding.

The cupola was holding the pilot. :(

It would also help make the rover configurations a little more sturdy when they run into things. ;) I'm not talking a massive resistance (Though I note the command pod is 30ms/s, for comparison), but less prone to explodeyness would sure be nice on such a pretty part.

Aside: I love love love those new base cross-pieces! The way it manages roof attachments is sheer brilliance; well done! Them and the new flexible tubes make me a very happy man indeed. :)

Upsi, i totally forgot about the crash-tolerance, sorry. I will put it on the list of things to do! :wink:

With stuff getting resorted around in the CTT, we are getting more chicken/egg parts where parts are unlocked with one window, but useless until another is unlocked. In this case I still have a KIS container wedge unlocked but no modular holders.

You are right, the science category for the KIS-container is a bit out of place, i will change that. I will look through the definitions and will eliminate the "race-conditions" :wink:

Are there more parts with this problem you came across?

The mod works for me, it was supposed to be a joke.

Okay :D I suspected it but wasn't 100% sure.

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I wanted to share a patch I made for KPBS and USI-LS. I had three goals in mind:

  • Create a gameplay incentive to build on a planetary surface, as opposed to KPBS modules having identical functionality in space.
  • Give airlocks a practical gameplay purpose.
  • Keep supply management simple.

The recent release of MKS-Lite provided some inspiration. MKS-Lite introduced 'Dirt', a resource abundant on all planets and required to operate the 'Agricultural Module', restricting its use to planetary surfaces. I decided to replicate this arrangement for KPBS, but without the additional complexity of MKS-Lite (I prefer the simplicity of 'dirt + mulch -> supplies', without involving fertilizer/organics). Airlocks are used to collect dirt (but only with an engineer on-board), based on the idea that an airlock is necessary to facilitate the frequent excursions & hauling of materials necessary to gather soil for plant cultivation.

I'm quite happy with the result, so I thought I'd post it here for others who might be interested.

This patch adds the functionality described above for the KPBS greenhouse and airlocks:

@PART[KKAOSS_Greenhouse_g]:Final
{
@RESOURCE[Fertilizer]
{
@name = Dirt
@amount = 0
@maxAmount = 500
}
@RESOURCE[Mulch]
{
@maxAmount = 500
}
@RESOURCE[Supplies]
{
@amount = 500
@maxAmount = 500
}
@MODULE[PlanetaryGreenhouse] //supplies output 0.000225 = 4.5 Kerbals
{
@INPUT_RESOURCE:HAS[#ResourceName[Fertilizer]]
{
@ResourceName = Dirt
@Ratio = 0.01
}
@INPUT_RESOURCE:HAS[#ResourceName[Mulch]]
{
@Ratio = 0.0001 //2 Kerbals
}
@INPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]]
{
@Ratio = 6
}
}
}
@PART[KKAOSS*airlock*]:Final
{
@description = Airlocks are essential for tasks requiring frequent excursions. This module can facilitate the gathering of soil for plant cultivation, if an engineer is on-board.
MODULE
{
name = ModuleResourceHarvester
HarvesterType = 0
Efficiency = 0.00000001
ResourceName = Dirt
ConverterName = Soil Gathering
StartActionName = Start Gathering Dirt
StopActionName = Stop Gathering Dirt
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 100000000
SpecialistBonusBase = 1
Specialty = Engineer
EfficiencyBonus = 1
}
}

And this patch adds Dirt as a planetary resource (copied from MKS-Lite):

RESOURCE_DEFINITION
{
name = Dirt
density = 0.0016
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = true
unitCost = 0.3
color = 1,1,0
}
PLANETARY_RESOURCE
{
ResourceName = Dirt
ResourceType = 0
PlanetName = Jool

Distribution
{
PresenceChance = 0
MinAbundance = 0
MaxAbundance = 0
Variance = 0
Dispersal = 0
}
}
GLOBAL_RESOURCE
{
ResourceName = Dirt
ResourceType = 0

Distribution
{
PresenceChance = 100
MinAbundance =20
MaxAbundance = 50
Variance = 50
Dispersal = 3
}
}

Edited by Fraz86
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Didn't notice any other parts yet from this mod. I've noticed it in other mods. I think there is even a part or two in stock that are like this. I am only at tech 3 or 4 right now. I spend most of my in game times tinkering with designs.

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The Flexible Corridor's max length of 100m seems rather excessive. For comparison, the parts included in KAS have max lengths of 8m for the CS-R2 Strut and 20m for the CC-R2 Connector port. Also, the K&K Two-End Corridor 3 has the same mass as two Flexible Corridors, but is only 2.5m long. Granted, the Flexible Corridor has lower crashTolerance, but this minor weakness cannot justify its 4000% 'length per mass' advantage. A max length of 10m might be reasonable, but even at 10m, I might also suggest increasing its mass to 0.15t.

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The Flexible Corridor's max length of 100m seems rather excessive. For comparison, the parts included in KAS have max lengths of 8m for the CS-R2 Strut and 20m for the CC-R2 Connector port. Also, the K&K Two-End Corridor 3 has the same mass as two Flexible Corridors, but is only 2.5m long. Granted, the Flexible Corridor has lower crashTolerance, but this minor weakness cannot justify its 4000% 'length per mass' advantage. A max length of 10m might be reasonable, but even at 10m, I might also suggest increasing its mass to 0.15t.

Actually, that point reminds me - especially on rovers, it'd can be nice to have a corridor connector of some variety. But especially with the way Rovers tend to be a single row of the base parts, and frequently cupola'd or worse at each end, it can be hard to find a spot on the side of the vehicle that can fit a flexible connector 'flush' - could we have a structural part that doesn't have the landing leg spots?

There's an interesting thought you pulled off beautifully with the cross-peice: Could the sides of the structural members be flush until a landing leg is attached on the side? You could have the node in its current spot and angle, but not have the sticky-out bit on the side until you put something onto it... or perhaps I'm being too clever for my own good? ;)

(Curious aside: Could you do similar for the connector pipes? A multiconnector that starts as a 'dead end' with five nodes, that add to make a tube/bend/crosspeice as parts are added to them? That would cut down on part clutter in the VAB a whole lot... but might be awful tricky. Worth asking!)

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Found a tiny little quirk, not sure if it's just module manager being weird, or how the part cfg is written...

Anyway, I have this mod along with USI-LS installed via CKAN. In that setup, both the Algae and Greenhouse containers don't do anything. No resource storage or resource converter. Example

But, if I take the USI-LS MM patch from inside their part cfgs, and put it in a separate file, then they work as they are supposed to. Example

Just thought I'd drop that here...

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The Flexible Corridor's max length of 100m seems rather excessive. For comparison, the parts included in KAS have max lengths of 8m for the CS-R2 Strut and 20m for the CC-R2 Connector port. Also, the K&K Two-End Corridor 3 has the same mass as two Flexible Corridors, but is only 2.5m long. Granted, the Flexible Corridor has lower crashTolerance, but this minor weakness cannot justify its 4000% 'length per mass' advantage. A max length of 10m might be reasonable, but even at 10m, I might also suggest increasing its mass to 0.15t.

You are right, the part is a bit OP. I will rebalance it.

A nice idea to make the greenhouse need dirt to work. This prevents it from being used in space. I also have thought about making the parts only usable when the craft is landed. E.g. the expandable parts can only expand on the surface of a planet.

I'm still thinking about thisb But i quess that there are also some ppl that want to use the parts in space.

Actually, that point reminds me - especially on rovers, it'd can be nice to have a corridor connector of some variety. But especially with the way Rovers tend to be a single row of the base parts, and frequently cupola'd or worse at each end, it can be hard to find a spot on the side of the vehicle that can fit a flexible connector 'flush' - could we have a structural part that doesn't have the landing leg spots?

There's an interesting thought you pulled off beautifully with the cross-peice: Could the sides of the structural members be flush until a landing leg is attached on the side? You could have the node in its current spot and angle, but not have the sticky-out bit on the side until you put something onto it... or perhaps I'm being too clever for my own good? ;)

(Curious aside: Could you do similar for the connector pipes? A multiconnector that starts as a 'dead end' with five nodes, that add to make a tube/bend/crosspeice as parts are added to them? That would cut down on part clutter in the VAB a whole lot... but might be awful tricky. Worth asking!)

I also have thought about that. But as far as i remember that parts that are only made visible when attaching something to the node can't have colliders. I'm not sure though and will check that.

This would reduce the number of corridor-parts. But when i remove them now, it will make all the previous saves unusable. :(

Found a tiny little quirk, not sure if it's just module manager being weird, or how the part cfg is written...

Anyway, I have this mod along with USI-LS installed via CKAN. In that setup, both the Algae and Greenhouse containers don't do anything. No resource storage or resource converter. Example

But, if I take the USI-LS MM patch from inside their part cfgs, and put it in a separate file, then they work as they are supposed to. Example

Just thought I'd drop that here...

Thanks for the Bug-Report. I will check that and try to find out whats going wrong. Strange that such a huge bug has not been reported for the long time the parts are out...

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A nice idea to make the greenhouse need dirt to work. This prevents it from being used in space. I also have thought about making the parts only usable when the craft is landed. E.g. the expandable parts can only expand on the surface of a planet.

I'm still thinking about thisb But i quess that there are also some ppl that want to use the parts in space.

You could simply let greenhouses extract Fertilizer from the ground, or something. I approve of 'terrestial bases can function indefinitely while space-based ones need resupply', but I'm also cautious of having too many extra-extra resources added when the fundamental goal is 'stuff on ground lasts forever, stuff in space doesn't'. I seem to recall debates over simply using 'ore' for a similar purpose. :)

Please let them stay expanding in space - they look so cool as space stations! It's not like you couldn't do 90% of it with the little recyclers and Mk1 cabins anyway, so might as well let 'em grow big and pretty, right? ;)

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Thanks for the Bug-Report. I will check that and try to find out whats going wrong. Strange that such a huge bug has not been reported for the long time the parts are out...

Algae and Greenhouse containers used to work and this bug is introduced in the recent updates. That's why no reports.

Hint: screw-up is in Connected living space module implementation in the config for the parts. :wink:

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Algae and Greenhouse containers used to work and this bug is introduced in the recent updates. That's why no reports.

Hint: screw-up is in Connected living space module implementation in the config for the parts. :wink:

Oh man, that is a big one. Thanks to copy & past all the recyclers aren't working now. There will be an update to fix that ASAP. I will do that once i finished setting up my PC...The Win10 update technically bricked it :rolleyes:

Edited by Nils277
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A nice idea to make the greenhouse need dirt to work. This prevents it from being used in space. I also have thought about making the parts only usable when the craft is landed. E.g. the expandable parts can only expand on the surface of a planet.

I'm still thinking about thisb But i quess that there are also some ppl that want to use the parts in space.

Making base parts usable only when landed is a reasonable option, but would likely be controversial. The Dirt option (or something similar) would allow players to continue using the parts in space, but ensure that surface usage has a clear advantage. I actually kind of like the idea of using KPBS parts as hab modules on an interplanetary ship, which are then landed and reconfigured into a planetary base upon arrival. If you decide to condone use of the parts in space, I would love to have a CLS-passable version of the Bi-Cupler (it would obviously need to be much thicker to plausibly accommodate crew movement through it).

You could simply let greenhouses extract Fertilizer from the ground, or something. I approve of 'terrestial bases can function indefinitely while space-based ones need resupply', but I'm also cautious of having too many extra-extra resources added when the fundamental goal is 'stuff on ground lasts forever, stuff in space doesn't'. I seem to recall debates over simply using 'ore' for a similar purpose.

Mining Fertilizer from the ground would still require adding resource definitions to make Fertilizer present on planetary surfaces. Also, the concept of harvesting Fertilizer from planetary surfaces may be confusing or immersion-breaking for some players. Frankly, I'm not a fan of Fertilizer in the first place - it doesn't really add meaningful/interesting gameplay, it just requires the player to do extra math to calculate the optimal ratio of supplies/fertilizer/greenhouses. Moreover, mulch (Kerbal poop) and fertilizer seem conceptually redundant.

Using Ore would avoid the need for new resource definitions, but - again - may be confusing or immersion-breaking. Also, it forces the player to bring a mining drill to cultivate plants, which is a bit odd.

I like Dirt because it's intuitive and allows for a harvesting method separate from drills (e.g., airlocks in my patch above).

Hint: screw-up is in Connected living space module implementation in the config for the parts. :wink:

Indeed, looks like there's a missing {. By the way, Nils, there's really no need to add CLS modules to parts that are both non-crewable and impassible.

Edited by Fraz86
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Well....i said that the next update will be the release. But as some (big) errors were reported, i decided to release a "maintenance" update in the meantime:

Changelog:

Mod Support (Tweaks)

  • Removed HUD for RPM from Cupola, it did not fit
  • Rebalanced weight and lenght of the flexible corridor

Enhancements:

  • The Airlocks on the parts now look similar
  • Texture and UV tweaks for a more unified look
  • The Corridor airlock now has a stack node on the opposite site too
  • Rebalanced max. impact-speed for the parts

Bug Fixes:

  • Moved Throttle in Cupola to avoid clipping
  • Fixed Errors in *.cfg files preventing life-support recyclers to work
  • Fixed several typos in the descriptions

Download:

From Kerbalstuff

From Curse

Edited by Nils277
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Hi!

I want to thank you. This is a very great mod!!!

But I would like to ask a favor. May it be possible to fix the two landing gears so that both have the same height above ground?

It would be helpful. See, I use the X-Centerpiece with 4 landing gears and 4 combined wheels/gears. Or better I would like to do so. But the 2 landing gear types have different heights. So it don't make sense to do so.

Do you think it would be possible to fix that?

And sorry if this has been discussed earlier. I have not searched it.

Best wishes,

Isabelle

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Hi!

I want to thank you. This is a very great mod!!!

But I would like to ask a favor. May it be possible to fix the two landing gears so that both have the same height above ground?

It would be helpful. See, I use the X-Centerpiece with 4 landing gears and 4 combined wheels/gears. Or better I would like to do so. But the 2 landing gear types have different heights. So it don't make sense to do so.

Do you think it would be possible to fix that?

And sorry if this has been discussed earlier. I have not searched it.

Best wishes,

Isabelle

I'd thought this had already been done; if it hasn't, I second the motion entirely.

I quite like the idea of the cheaper/tougher feet and the wheeled ones being compatible, so you can, eg, land the heaviest bits and then drive the lighter ones into position. ;)

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Hi!

I've been using this mod since the begining and today I have ground bases on several planets of the kerbal system. This is one of these mods I think is a "must" in the game. The only thing I miss is the possibility to have a workshop module to create parts needed for the base survival. I mean, when I arrived EVE and mount the base, I opened all my solar panels to charge batteries and all of them were immediately destroyed by wind forces. So the base stayed with no energy production and three frightened kerbals. Then I tryed to add compatibility with "OSE Workshop" mod and it worked fine, but I think a big Workshop module to create big things would be great!

The compatibility was as simple as add a cfg file to the Config folder with the definitions (for the science part).

@PART[KKAOSS_Science_g]:FOR[Workshop]:NEEDS[Workshop]:HAS[!MODULE[OseModuleWorkshop]]

....

If you need more information pm me.

Regards.

OSE Workshop: http://forum.kerbalspaceprogram.com/threads/108234-0-90-OSE-Workshop-KAS-KIS-Addon

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Hi!

I want to thank you. This is a very great mod!!!

But I would like to ask a favor. May it be possible to fix the two landing gears so that both have the same height above ground?

It would be helpful. See, I use the X-Centerpiece with 4 landing gears and 4 combined wheels/gears. Or better I would like to do so. But the 2 landing gear types have different heights. So it don't make sense to do so.

Do you think it would be possible to fix that?

And sorry if this has been discussed earlier. I have not searched it.

Best wishes,

Isabelle

You are right, it would be better if they were the same length. I will make them even :wink:

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