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


Nils277

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5 hours ago, Nils277 said:

Well, the garage cannot be fit inside the size3 for a spaceplane is it is the size of the spaceplane. The central base hub will also be too big to be stored inside a spaceplane. These parts should be a real challange to be flown to other planets :D (late game ect.)

A rover mod would definitely be in a separate mod. I count myself to the people who have a slight urge to uninstall a mod again when it overwhelms me with too many things at once :wink:

Looks cool. Is the base finished yet? 

Thanks for this interesting bit of information. I always connected or with metals. It's somehow sad that something like this isn't tought at school...

Thanks for the kind words :) And yeah loading times are a mess still.

I have thought about spliting up the mod as it is now some time ago. One part with the bases etc and one for the storage system so they could coexist. Also thought about splitting the parts that were added for mods into a third sub-mod...or lets say a mod-suppor- addon so one has more options to decide what to use and what not.

But this would have been a pain to maintain and also would eventually break the mod for everyone that has used it before...so this was not a good idea. But the rover would be in a separte mod.

Yay! Rovers confirmed in the future. It can wait. Seeing this mod to its completion is its own reward. And plus, this mod makes base building pratical to a much larger degree than the stock parts allow. I still cant stop praising this mod, over a month or two after first getting it. Amazing work.

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Bob knows cause he always conducts a taste test in minmus

10 hours ago, Nils277 said:

Does frozen liquid oxygen (solid oxygen) count as Ice-Kream? And more importantly: What does it taste like?

That would be if crushed the slushie rover

Edited by Rafael acevedo
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9 hours ago, Nils277 said:

Does frozen liquid oxygen (solid oxygen) count as Ice-Kream? And more importantly: What does it taste like?

Your tongue (and tastebuds) will freeze solid long before you can process any flavor from it

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@Nils - I noticed a while ago you mentioned something about "how you WILL find out how to make CO2." I'm working on a modular base right now (running TAC in companion with KPBS), and it doesn't seem like it's possible to close the loop, even with mining capabilities. As a previous person mentioned, there is not enough CO2 generation at the moment. So, two questions. 1) Is this something you're still thinking about? 2) How should I go about closing the loop in the mean time? Should I just make a "cheaty" part? 

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18 hours ago, wolfman29 said:

@Nils - I noticed a while ago you mentioned something about "how you WILL find out how to make CO2." I'm working on a modular base right now (running TAC in companion with KPBS), and it doesn't seem like it's possible to close the loop, even with mining capabilities. As a previous person mentioned, there is not enough CO2 generation at the moment. So, two questions. 1) Is this something you're still thinking about? 2) How should I go about closing the loop in the mean time? Should I just make a "cheaty" part? 

Hmm you are right. I totally forgot about that sorry. Hmm i would suggest to make a modified version of the airfilter that does not gather oxygen but CO2. Might be a solution for bases on planets with an atmosphere :wink: I'll try to find an appriopriate method to close this gap. 

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3 hours ago, Nils277 said:

Hmm you are right. I totally forgot about that sorry. Hmm i would suggest to make a modified version of the airfilter that does not gather oxygen but CO2. Might be a solution for bases on planets with an atmosphere :wink: I'll try to find an appriopriate method to close this gap. 

I dont personally use life support mods, so forgive me if I dont actually end up knowing what im talking about, but what about an oxygenater module (similar to the one mentioned in the martian). Basiclly, it constantly refreshes the air by ripping the carbon off of CO2 inorder to generate O2. Just a thought.

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I seem to have a problem with tourist contracts:
I used two of the smaller housing units (Mk 1) to ferry a couple of tourists to Minmus and back. However, they don't get their sub-objectives (suborbital flight at Kerbin, Minmus-flyby,...) checked, even if they are in that situation. Do the base parts not count considering contracts?

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20 hours ago, MrMeeb said:

I'm surprised I took so long to use this mod...it's amazing! :D 

*shameless self-promotion" It starred in my Christmas film too :3

I cannot watch the video. YouTube states that it might contain content from the UMG and therefore the video is blocked in my country. :(

 

On 19.12.2015 at 9:24 PM, daltonater said:

I dont personally use life support mods, so forgive me if I dont actually end up knowing what im talking about, but what about an oxygenater module (similar to the one mentioned in the martian). Basiclly, it constantly refreshes the air by ripping the carbon off of CO2 inorder to generate O2. Just a thought.

There are recyclers but the problem is that the conversion do not have a 100% yield (wanted) and CO2 is consumed too much so there has to be a way to gather "new" CO2 or a resource to get CO2 from :wink:

 

9 hours ago, Elmotrix said:

Sorry if this is mentioned allready, but i didn't read 49 pages.

 

Would it be posible to add a cargo part? :)

 

Simmular in functionality to the MK2 and MK3 cargo bays. That would be the icing on the cake for me <3

They are already made and will be released with the next update :wink: As seen here

 

8 hours ago, Orbin said:

I seem to have a problem with tourist contracts:
I used two of the smaller housing units (Mk 1) to ferry a couple of tourists to Minmus and back. However, they don't get their sub-objectives (suborbital flight at Kerbin, Minmus-flyby,...) checked, even if they are in that situation. Do the base parts not count considering contracts?

Hmm this is the first time that i heard of this problem. They should be ok to use with the contracts. There are no needed parts specified for that kind of contracts. Would it be possible to provide the savegame?

6 hours ago, Rafael acevedo said:

Little bit out of topic, but congrats to Space X on the first stage landing

 

Yeah was excited too to see that they finally succeeded in landing that rocked back at the barge!

Edited by Nils277
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7 hours ago, Nils277 said:

Hmm this is the first time that i heard of this problem. They should be ok to use with the contracts. There are no needed parts specified for that kind of contracts. Would it be possible to provide the savegame?

Of course, here you go: https://www.dropbox.com/s/af4o08y1638cga2/Tourists%20%40%20Minmus.sfs?dl=0
It's the ship called Tourist Rescue orbiting Minmus...
Other mods installed are: KIS/KAS, KER, KAC, SCANSat, Chatterer, Trajectories and a few minor tweaks I can't imagine interfering. (To still name them: AviationLights, TCshipInfo and RadiatorToggle)
Thanks for looking into...

 

On a different matter: Searching the thread for a solution to this problem (yeah, I really did) I found this post. Is there an easy way for me to implement this?
 

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3 hours ago, Orbin said:

Of course, here you go: https://www.dropbox.com/s/af4o08y1638cga2/Tourists%20%40%20Minmus.sfs?dl=0
It's the ship called Tourist Rescue orbiting Minmus...
Other mods installed are: KIS/KAS, KER, KAC, SCANSat, Chatterer, Trajectories and a few minor tweaks I can't imagine interfering. (To still name them: AviationLights, TCshipInfo and RadiatorToggle)
Thanks for looking into...

 

On a different matter: Searching the thread for a solution to this problem (yeah, I really did) I found this post. Is there an easy way for me to implement this?
 

Although this sounds quite similar it does not apply to the contracts for tourists. The last time i looked into these contracts they did not require a defined part to be fulfilled. Only base/station contracts and of course the part Tests need them. I don't know if/how a config can fix the bug...yet. When i find an easy way, i will let you know ;-)

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I have an issue. It's not anything major, but it is literally driving me nuts. In the VAB and SPH all of the parts appear double. The Custom tabs appear double as well, even though I was unable to find a fix in the game files. I reinstalled, and it didn't fix it. at all. other than that, Amazing mod. trying to build a base on the Mun, again, great mod!

 

Note:other mods in use:

Outer Planets Mod

Kerbol Plus

Chatterer

Yet another Edit, this time with a suggestion/Question.

Is KabinKraziness Kompatible? if not, Kould you try to make that work? Thanks!

Edited by Andem
Removed a mod.
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use massive VASMIR engines to transport that.

On ‎3‎/‎07‎/‎2015 at 5:09 PM, Nils277 said:

Thanks! I'll come back to that when i integrate the LS mods.

Thought that was already in the descriptions of the expandable modules...will fix that.

Regarding the Heatshields, it may be a good idea to make the bottom of the modules ablative. Also thought about a heatshield with tweakable size. So this would go into a "one shield fits all" way.

Another idea was a giant heatshield unterneath the complete base...like in this picture i found

TN_MLM_detail.jpg

But who in Kermans name would be able to bring this into space? :D

I'll take a look into that once the vanilla and LS mods are done.

This will probably be in one of the next two or three updates. :wink:

Not sure about the doors yet, they really seem a bit small for the Kerbals. On the other side the hatches in the stock parts aren't much bigger.

The problem is that i wanted to make all the parts fit into the MK3 cargo bay so there is not much space to scale them up.

Phew..there is still a lot of work to do to support the whole mod ecosystem...

 

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if you download TAC life support with this you will get around 20 new epic parts. very good mod, but you will probably need another mod to move the bases to their destinations. (VASMIR engines would work) also, you should add some sort of powerful efficient engine, to transport engines.

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Dear Nils,

I just wanted to say 'Thank you' for this great mod, I am already having great fun with the Base parts and really looking forward to play with the announced garage etc.

happy holidays and seasons greetings!

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