shuggaloaf Posted July 28, 2016 Share Posted July 28, 2016 13 minutes ago, Angel-125 said: That sounds like a bug, I'll look into it. Thanks for the report. No problem! Nice to be "part of the process" and to have such a receptive developer! Quote Link to comment Share on other sites More sharing options...
lukeduff Posted July 31, 2016 Share Posted July 31, 2016 (edited) How do you get EnrichedUranium out of a Nukeworks? I'm using Near Future reactors. The normal resource transfer method and Ship Manifest aren't working. Edit: I ended up using these two MM patches. One to allow for Uraninite in WBI template containers (reuses the Fusion Pellets logo) and one to enable NFE Transfer Fuel functionality on the Nukeworks, STORAGE_TEMPLATE { name = Uraninite author = Angel-125 shortName = Uraninite logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/FusionPellets glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/FusionPelletsGlow description = This kit stores uraninite. RESOURCE { name = Uraninite amount = 5400 maxAmount = 5400 } } @PATH_INDUSTRY[Nukeworks] { MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } } Edited July 31, 2016 by lukeduff Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 31, 2016 Author Share Posted July 31, 2016 18 hours ago, lukeduff said: How do you get EnrichedUranium out of a Nukeworks? I'm using Near Future reactors. The normal resource transfer method and Ship Manifest aren't working. Edit: I ended up using these two MM patches. One to allow for Uraninite in WBI template containers (reuses the Fusion Pellets logo) and one to enable NFE Transfer Fuel functionality on the Nukeworks, STORAGE_TEMPLATE { name = Uraninite author = Angel-125 shortName = Uraninite logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/FusionPellets glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/FusionPelletsGlow description = This kit stores uraninite. RESOURCE { name = Uraninite amount = 5400 maxAmount = 5400 } } @PATH_INDUSTRY[Nukeworks] { MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } } Great! I can incorporate these into the next release if you like. Quote Link to comment Share on other sites More sharing options...
DStaal Posted August 1, 2016 Share Posted August 1, 2016 If you include it, the second should probably depend on NFE. Quote Link to comment Share on other sites More sharing options...
vardicd Posted August 1, 2016 Share Posted August 1, 2016 Finally got around to starting to play with this mod today, and loving ti so far, made some beginner bungles, but got a basic hab and geo lab up now.: Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted August 1, 2016 Share Posted August 1, 2016 I really haven't had a chance to play with this mod yet (been having too much fun with MOLE! :D) but was wondering: If you have "require resources to reconfigure" check, then you have to have Equipment to inflate these modules. Is any Equipment reclaimed when you deflate them? If the Equipment represents furniture, storage and other things you'd need, I would think they could be broken back down. There would be a loss involved - maybe you'd only get back 50 to 75%. Is this currently in the mod, or has it been considered? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 1, 2016 Author Share Posted August 1, 2016 5 hours ago, vardicd said: Finally got around to starting to play with this mod today, and loving ti so far, made some beginner bungles, but got a basic hab and geo lab up now.: Looks great! Thanks for posting the pics of your base. It's nice to see what others have done. 43 minutes ago, Bombaatu said: I really haven't had a chance to play with this mod yet (been having too much fun with MOLE! :D) but was wondering: If you have "require resources to reconfigure" check, then you have to have Equipment to inflate these modules. Is any Equipment reclaimed when you deflate them? If the Equipment represents furniture, storage and other things you'd need, I would think they could be broken back down. There would be a loss involved - maybe you'd only get back 50 to 75%. Is this currently in the mod, or has it been considered? I vaguely recall for some reason turning off the reclaiming of equipment feature. I don't recall why. I think it had to do with some refactoring that I was doing at the time. I'll take a look and see if it can be reinstated. Quote Link to comment Share on other sites More sharing options...
lukeduff Posted August 1, 2016 Share Posted August 1, 2016 19 hours ago, Angel-125 said: Great! I can incorporate these into the next release if you like. Makes sense to have a template for Uraninite. It's CRP and you have the Nukeworks. I guess the only way to use the Nukeworks without a container is if there happens to be Uraninite in the ground below your base. Mine was 50km away, so I had a fun Buffalo rover mission to mine some and bring it back, so I needed to make a container. USI probably has a container for it, but I'm just using USI-LS in my current game. The template needs a new decal though (I just reused Fusion Pellets decal for my game). The second patch should require Near Future Electrical. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted August 1, 2016 Share Posted August 1, 2016 @Angel-125 - I just had a idea you might be interested in: a Ponderosa or Casa configuration called "Veranda" that could function as a Cupola with regards to habitation multiplier, as well as fulfill the Bases contracts "have a cupola" requirement. The model might have transparent or reflective panels whereas the Ponderosa Habitat configuration has opaque panels. Thoughts? Quote Link to comment Share on other sites More sharing options...
vardicd Posted August 1, 2016 Share Posted August 1, 2016 3 hours ago, Angel-125 said: Looks great! Thanks for posting the pics of your base. It's nice to see what others have done. I will say I greatly underestimated the amount of equipment needed to inflate one of those modules, glad I was testing this out on kerbin, not the Mun or Duna. Quote Link to comment Share on other sites More sharing options...
DiceCaller Posted August 1, 2016 Share Posted August 1, 2016 1 hour ago, Bombaatu said: @Angel-125 - I just had a idea you might be interested in: a Ponderosa or Casa configuration called "Veranda" that could function as a Cupola with regards to habitation multiplier, as well as fulfill the Bases contracts "have a cupola" requirement. The model might have transparent or reflective panels whereas the Ponderosa Habitat configuration has opaque panels. Thoughts? Or you could just make the "Spyglass" a cupola. It already looks like one and has room for one Kerbal.. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 1, 2016 Author Share Posted August 1, 2016 2 hours ago, Bombaatu said: @Angel-125 - I just had a idea you might be interested in: a Ponderosa or Casa configuration called "Veranda" that could function as a Cupola with regards to habitation multiplier, as well as fulfill the Bases contracts "have a cupola" requirement. The model might have transparent or reflective panels whereas the Ponderosa Habitat configuration has opaque panels. Thoughts? Is this for USI-LS? If so, I though I already had a habitation multiplier set up for the Ponderosa template. 1 hour ago, vardicd said: I will say I greatly underestimated the amount of equipment needed to inflate one of those modules, glad I was testing this out on kerbin, not the Mun or Duna. Yeah, the amount of Equipment required is steep initially, but a skilled Engineer/Scientist can reduce that amount. Plus, later on you can make your own Equipment. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted August 2, 2016 Share Posted August 2, 2016 2 hours ago, Angel-125 said: Is this for USI-LS? If so, I though I already had a habitation multiplier set up for the Ponderosa template The habitat multiplier is for USI-LS, yes - I didn't realize the Ponderosa already did that. Although the idea of a Pathfinder module that would satisfy the cupola module requirement of a base contract would still be very useful, IMO. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 2, 2016 Author Share Posted August 2, 2016 20 minutes ago, Bombaatu said: The habitat multiplier is for USI-LS, yes - I didn't realize the Ponderosa already did that. Although the idea of a Pathfinder module that would satisfy the cupola module requirement of a base contract would still be very useful, IMO. I think @DiceCaller is on the right track with using the SpyGlass as a cupola. Now I just need some info on how to modify contracts so that it will count. Quote Link to comment Share on other sites More sharing options...
lukeduff Posted August 2, 2016 Share Posted August 2, 2016 12 hours ago, Angel-125 said: I think @DiceCaller is on the right track with using the SpyGlass as a cupola. Now I just need some info on how to modify contracts so that it will count. Station Parts Expansion does this: // Cupolas count as cupolas for contracts @Contracts { @Base { @PART_REQUEST:HAS[#Part[cupola]] { @Title = Have a cupola/observation/aperture module at the outpost Part = crewpod-observation-25 Part = crewpod-cupola-375 Part = crewtube-cupola-125 } } @Station { @PART_REQUEST:HAS[#Part[cupola]] { @Title = Have a cupola/observation/aperture module at the station Part = crewpod-observation-25 Part = crewpod-cupola-375 Part = crewtube-cupola-125 } } } Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 2, 2016 Author Share Posted August 2, 2016 1 hour ago, lukeduff said: Station Parts Expansion does this: // Cupolas count as cupolas for contracts @Contracts { @Base { @PART_REQUEST:HAS[#Part[cupola]] { @Title = Have a cupola/observation/aperture module at the outpost Part = crewpod-observation-25 Part = crewpod-cupola-375 Part = crewtube-cupola-125 } } @Station { @PART_REQUEST:HAS[#Part[cupola]] { @Title = Have a cupola/observation/aperture module at the station Part = crewpod-observation-25 Part = crewpod-cupola-375 Part = crewtube-cupola-125 } } } Very cool, thanks for the example. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 3, 2016 Author Share Posted August 3, 2016 0.9.36 is here! New Part - Added 2U Slim Chassis. Flex Fuel Power Pack - The Flex Fuel Power Pack now uses the standard configurable storage window to select flex fuel types. You still need to go EVA to change it, and it requires an Engineer (unless you turn off the skill requirement). - The Flex Fuel Power Pack will have the appropriate fuel resource storage for the selected fuel type. Spyglass - The Spyglass now counts as a cupola in base building contracts. Thanks for the suggestion, @lukeduff! Resources - Added the Uraninite template. Thanks for the suggestion, lukeduff! - All Buffalo chassis parts can now participate in Pathfinder's resource distribution. - The Outback now uses the standard resource configuration window. - You can now change the configuration on tanks with symmetrical parts. In the SPH/VAB it will happen automatically when you select a new configuration. After launch, you'll have the option to change symmetrical tanks. Nukeworks - The Nukeworks can serve as a radioactive storage container if you have Near Future Electrical installed. Thanks for the suggestion, lukeduff! Bug Fixes - Fixed an issue where the Buffalo asteroid scanner would not display the results window after scanning an asteroid. - Fixed an issue where duplicate entries for the commercial science lab were visible in KPBS labs. - Fixed an issue where the JetWing hover GUI would not appear. - Fixed an issue where the JetWing would disable RCS on the entire vessel when it had no engine thrust. Quote Link to comment Share on other sites More sharing options...
Vegvisir Posted August 3, 2016 Share Posted August 3, 2016 (edited) I've had this installed for a while, but I've only just started to play around with it. So. Awesome. Hah! Just set up that first Ponderosa on a Kerbin mountainside, and the team all got inside to crank the Ghetto Blaster and have a cool Beer after the hard work. That IVA is gorgeous. Again, so awesome. Thanks EDIT: Since the Ponderosa's resources didn't register them after I stuck them to the side of the entry block, I'm assuming that "normal" batteries can't be used for power? Edited August 3, 2016 by Doslidnyk Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted August 3, 2016 Share Posted August 3, 2016 Thanks for fixing the kpbs lab issue Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 3, 2016 Author Share Posted August 3, 2016 4 hours ago, Doslidnyk said: I've had this installed for a while, but I've only just started to play around with it. So. Awesome. Hah! Just set up that first Ponderosa on a Kerbin mountainside, and the team all got inside to crank the Ghetto Blaster and have a cool Beer after the hard work. That IVA is gorgeous. Again, so awesome. Thanks EDIT: Since the Ponderosa's resources didn't register them after I stuck them to the side of the entry block, I'm assuming that "normal" batteries can't be used for power? Do you have screenshots? The base modules should recognize batteries like vessels do with any other parts. Quote Link to comment Share on other sites More sharing options...
vardicd Posted August 3, 2016 Share Posted August 3, 2016 After may experiments and refinements, the auto-rove Kargo Drone 001 for basic habitat and geo lab set up: Everything needed for a small base transport and setup. Optional Air breathing power generator featured in this module, only usable in oxygen rich atmospheres. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 3, 2016 Author Share Posted August 3, 2016 1 hour ago, vardicd said: After may experiments and refinements, the auto-rove Kargo Drone 001 for basic habitat and geo lab set up: Everything needed for a small base transport and setup. Optional Air breathing power generator featured in this module, only usable in oxygen rich atmospheres. Outstanding! Looks like a great design. Stuff like your auto-rove are why I made Buffalo so modular. Thanks for sharing, it's really nice to see more than just bug reports. Quote Link to comment Share on other sites More sharing options...
Vegvisir Posted August 4, 2016 Share Posted August 4, 2016 13 hours ago, Angel-125 said: Do you have screenshots? The base modules should recognize batteries like vessels do with any other parts. Sure. This is what I tried doing. It may be I'm just doing it wrong Tried attaching (by holding [h] with node SrfAttach) and plonking the battery on the erm...door block thingy... I've put solar panels on the top side, and they generated the charge, so it is recognising things. I've also attached a Buckboard containing TAC LS resources to the other side, and those resources were recognised also. Quote Link to comment Share on other sites More sharing options...
subyng Posted August 4, 2016 Share Posted August 4, 2016 The tutorial in the wiki requires you to hookup the first habitat to the rover to supply equipment. How do I do this without using the rover? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 4, 2016 Author Share Posted August 4, 2016 (edited) Ok, I've just checked, I don't see issues with attaching batteries to the sides of the Ponderosa module: I'm able to see and access the extra batteries, and they charge without issue. 7 minutes ago, subyng said: The tutorial in the wiki requires you to hookup the first habitat to the rover to supply equipment. How do I do this without using the rover? You'd need to use a KAS pipe to hook up a link between the hab module and the supply tank. Alternately, connect your inflatable modules to the Conestoga and use its Equipment stores to inflate your modules. Edited August 4, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
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