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[Min KSP: 1.12.2] Deep Space Exploration Vessels - Build NASA Inspired Ships In KSP


Angelo Kerman

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Just now, Krakatoa said:

I'm making a guess, and I'll need @Angel-125 to confirm this, but having wbi before AdvNuclearPropulsion probably makes it miss the actual tech node, which should probably be just AdvNuclearPropulsion.

No, actually there is a node I created for advanced nuclear propulsion. Check mm_techtree.cfg

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Just now, Krakatoa said:

I'm making a guess, and I'll need @Angel-125 to confirm this, but having wbi before AdvNuclearPropulsion probably makes it miss the actual tech node, which should probably be just AdvNuclearPropulsion.

 

Okay.

Well, I'm not going to mess with anything, but I'm going to run KSP and see if it shows up in my sandbox save, I was only looking in science mode until my game crapped out and I could do anything except hover over pieces.

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Hmm, so, on opening my game, I don't have that tech node, either, or the Aerospike.  Is it supposed to be added in if you're using CTT?  It does exist in Sandbox mode, but R&D is disabled in it, so I can't see the tree it was using to give me everything.

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24 minutes ago, Krakatoa said:

Hmm, so, on opening my game, I don't have that tech node, either, or the Aerospike.  Is it supposed to be added in if you're using CTT?  It does exist in Sandbox mode, but R&D is disabled in it, so I can't see the tree it was using to give me everything.

Should be there in career or science mode, and only when you don't have CTT installed 

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Just now, Angel-125 said:

Should be there in career or science mode, and only when you don't have CTT installed 

Must be my problem.  Would you accept "Improved Nuclear Propulsion" in CTT as the node for the aerospike if I send a PR to add it to your CTT patch?

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5 minutes ago, Angel-125 said:

Yup, that would do it. :)

Sent it in.  Going through to see if there are other wondrous hidden parts I've never seen.  A few, but I'm recognizing that they only appear with the appropriate other mods installed.

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On 5/21/2017 at 6:15 PM, Angel-125 said:

Nice! Just saw both episode 22 and 23. :) Some things that might help you in the future:

All WBI labs, including the DSEV labs, Heisinberg's GondoLab, MOLE, and the DocScience lab have a data transfer utility that lets you transfer the science data out of one mobile processing lab and into another. So long as a lab is connected to your base (Heisenberg's parts count as a "MOLE on wheels" base), you can shift around your data.

Also, I can't tell if you knew this from the video, but if you turn on Pathfinder's resource distribution (found in Manage Operations) and set them to Consume Equipment, when you scrap parts for Equipment, you can recover a portion of the part's mass in Equipment. You can then use the Hacienda's IronWorks to convert Equipment into ScrapMetal (which can in turn be converted to RocketParts) if you have Extraplanetary Launchpads installed. Resource distribution also works to shift resources around disconnected vessels that are landed and in physics range (or it will once I fix a couple of bugs introduced when I made it possible to capture recycled resources while disassembling vessels in orbit).

Finally, the next version of Pathfinder will have this added to the Clockworks:

    MODULE
    {
        name = ModuleResourceConverter
        ConverterName = Equipment Recycler
        StartActionName = Start Equipment Recycler
        StopActionName = Stop Equipment Recycler
        AutoShutdown = false
        GeneratesHeat = false
        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        ExperienceEffect = ConverterSkill
        EfficiencyBonus = 1

        INPUT_RESOURCE
        {
            ResourceName = Equipment
            Ratio = 1
        }

        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 10
        }

        OUTPUT_RESOURCE
        {
            ResourceName = MaterialKits
            Ratio = 2.5
            DumpExcess = false
        }
    }

That will let you convert your recycled Equipment into MaterialKits- perfect for recycling landing vehicles into the raw materials for new parts for your base- when you have OSE Workshop installed. :)

Thanks for the link to Science Relay! @DMagic makes great stuff, I especially love his science parts and SCANSat. I found an anomaly on Kerbin yesterday and flew to it in my airship thanks to SCANSat. :) Anyway, Science Relay is awesome, I'll be sure to add support for it into my mods if it needs it.

ok, help, where do i find this? i finally got a lvl 4 engineer to duna, and i cant work out where this is...

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27 minutes ago, Space Kadet said:

ok, help, where do i find this? i finally got a lvl 4 engineer to duna, and i cant work out where this is...

The Hacienda's Clockworks and the Casa/Ponderosa's Blacksmith have them. They are only available if you have OSE Workshop installed.

28 minutes ago, Spaceception said:

So if I downloaded the reworked version of infernal robotics, would this still work just fine?

The should, though I stopped using then when I finished the D2 centrifuge.

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1 hour ago, Angel-125 said:

The Hacienda's Clockworks and the Casa/Ponderosa's Blacksmith have them. They are only available if you have OSE Workshop installed.

The should, though I stopped using then when I finished the D2 centrifuge.

ah yeah, i have it installed, but its not been updated so it dosent work! (but the parts are there) 

so much waiting for updates :P

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33 minutes ago, Angel-125 said:

You'll,have to talk to @ObiVanDamme about that one, my hands are full at the moment...

i was just waiting patiently, once i realised what the problem was. its so funny trying to carry a save over major kerbal updates! never mind deleting core mods and using your large DSEV engines to land on duna :P its been an interesting week in ksp!

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so i have a really funny bug for you, if you have planitary base systems installed, and you right click on the sci lab, there is a reconfigure button. however if you click on that you get a blank box that cant be closed and you have to scene change to get rid of it :P
 

 

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9 hours ago, Space Kadet said:

so i have a really funny bug for you, if you have planitary base systems installed, and you right click on the sci lab, there is a reconfigure button. however if you click on that you get a blank box that cant be closed and you have to scene change to get rid of it :P

Nice new video. :) How reproducible is the issue with the science lab?

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On 6/18/2017 at 8:04 PM, Angel-125 said:

Thanks. :) I'll look into it and figure out what's going on.

also i cant seem to make the cryo shelter work and the funny bug is still there with the truss sections, not all the time but i can make it happen when i try, or when i dont want it to:P
 

 

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1 hour ago, Space Kadet said:

also i cant seem to make the cryo shelter work and the funny bug is still there with the truss sections, not all the time but i can make it happen when i try, or when i dont want it to:P

 

I have not tried the cryo shelter with the latest KSP 1.3 version of DeepFreeze, what isn't working for you? For the D2 trusses I'll have a look this week.

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7 hours ago, Angel-125 said:

I definitely need help from @JPLRepo for that one, it was all working in KSP 1.2.2 and I haven't touched anything in that part.

And DeepFreeze hasn't changed much since 1.2.2 either other than being localized. Should work.
I'd suggest a test and a log?

[Edit] Found the issue to be in the part cfg. PMd @Angel-125

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