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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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8 hours ago, Babalas said:

In my case I think it is the item names having changed (a WBI_ prefix added?) that is causing the selection to not work. I did see your post and had added those to the MM_USI config but they weren't being picked up. Think I'll just add them directly to the parts. Thanks.

yank it and use tac instead, it slot simpler these days and still compatible with mks and all the fun mods

 

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3 hours ago, Space Kadet said:

yank it and use tac instead, it slot simpler these days and still compatible with mks and all the fun mods

 

USI is out of date in my mods, and is low priority to adjust. Since nobody want's to fix them, I suggest switching to Snacks or TAC.

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11 hours ago, Angel-125 said:

Yup! I'm working on a top secret project this month, but DSEV is next up on my parts list. I plan to finish the Kopernicus by adding an inflatable module, that will be used by the Nautilus. There are other parts as well. The only downside is that with my new job, I don't have as much time as I did in the past several months, so I'll have to do smaller releases to get stuff done. But yes, Nautilus is almost on the radar. :)

Ran out of likes LOL +1 Like

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17 hours ago, Babalas said:

In my case I think it is the item names having changed (a WBI_ prefix added?) that is causing the selection to not work. I did see your post and had added those to the MM_USI config but they weren't being picked up. Think I'll just add them directly to the parts. Thanks.

cant figure whats gone wrong there aside from being out of date, but honestly id pull it and gofor Tac (or snacks but ive never used it) the umbra mods seem to get alot of 'savegame breaking' changes more regularly than any other mod. im currently adjusting my save from within to pull out mks....
 

 

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13 minutes ago, Space Kadet said:

cant figure whats gone wrong there aside from being out of date, but honestly id pull it and gofor Tac (or snacks but ive never used it) the umbra mods seem to get alot of 'savegame breaking' changes more regularly than any other mod. im currently adjusting my save from within to pull out mks....
 

 

Don't know if this answers your life support needs, but Snacks was specifically made by Angel-125 and is certainly compatible.

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4 hours ago, Krakatoa said:

Don't know if this answers your life support needs, but Snacks was specifically made by Angel-125 and is certainly compatible.

Yup, and it's undergoing revisions to fix bugs, so it'll be even better. And no game breaking changes either.

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8 hours ago, Angel-125 said:

@Space Kadet Love seeing your videos! :) Glad you're enjoying the mods too. I was curious to know how you are transmitting science up to your Utopia Planitia station.

i use the science relay, it is really well balenced for the game and stall has transmission degredation like transmitting to kerbin
https://spacedock.info/mod/988/Science Relay

as for the videos....

 

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7 hours ago, Space Kadet said:

i use the science relay, it is really well balenced for the game and stall has transmission degredation like transmitting to kerbin
https://spacedock.info/mod/988/Science Relay

as for the videos....

 

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.

Edited by Angel-125
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5 hours ago, Angel-125 said:

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

 

Thanks for all that its really helpfull! (now i can kill one base i hate), I knew about the equipment recycling but now about the conversion, i was using the dismantle function from mks because it went straight to materalkits (mks makes EL need them and specialised parts when mks in installed but i tore out the SP requirement) however as on right now i do not have mks installed! i managed to delete all parts and shave down the mod list to 80 ro so..... but no crashes on returning to the vab now!

you don't need to add support science relay, it just allows you to transfer it to any vessel with a science lab (there's an option for just any vessel too) and is recognised your labs already!

wait till you see how one of the ships i built works, it was in one of those videos, but i haven't shown its coolness yet!

 

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1 hour ago, Space Kadet said:

I still havent gotten to the cool ship, but im having a right laugh with pathfinder!

Nice, just finished watching it. :) Your Duna team should be ok if you packed a Doc Science Lab and Hacienda, or you have a Casa or Ponderosa set up,was a workshop. The Doc's Watney lab can crack water into liquid hydrogen, and the Hacienda can pull water from the ground using the Prospector. The Pathfinder also has a Prospector, but it operates much more slowly.

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9 hours ago, Angel-125 said:

Nice, just finished watching it. :) Your Duna team should be ok if you packed a Doc Science Lab and Hacienda, or you have a Casa or Ponderosa set up,was a workshop. The Doc's Watney lab can crack water into liquid hydrogen, and the Hacienda can pull water from the ground using the Prospector. The Pathfinder also has a Prospector, but it operates much more slowly.

Ah ha! I do, however i only have a level 1 engineer, and i havent landed where there are rare metals, so the saga continues, there was also a small.....problem, you'll see what i mean.... :o 

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2 hours ago, Krakatoa said:

Hey there, @Angel-125, when you do the update to DSEV, do you anticipate any parts that will change in such a way that the game will try to despawn the craft?  Planning out a Duna fleet and want to make sure they'll stay there.

No game-breaking changes. Right now I'm doing maintenance updates (bug fixes), but next month I plan to revamp the fuel tanks. There will be no game-breaking changes there either; just the meshes and textures are going to be redone.

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2 hours ago, Angel-125 said:

No game-breaking changes. Right now I'm doing maintenance updates (bug fixes), but next month I plan to revamp the fuel tanks. There will be no game-breaking changes there either; just the meshes and textures are going to be redone.

Like a silver texture to match the crew part hulls... :P

I was going to look for a cryo tanks support patch for you, but im having eay too much fun with playing the game at the moment! Pathfinder is a great laugh

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On 25/5/2017 at 5:47 AM, Angel-125 said:

No game-breaking changes. Right now I'm doing maintenance updates (bug fixes), but next month I plan to revamp the fuel tanks. There will be no game-breaking changes there either; just the meshes and textures are going to be redone.

Regarding the tanks, will you add a 2.5 m 800 unit tank now that you have retired the Titan II 800 unit tank? I found it had a lot of uses.

Another thought, gameplay related: Right now, tank layout can be changed on the fly. It is extremely convenient when doing refuel vessels, to the point that I feel it might be abusive. I know I can just elect to set it as a rule for myself, but I feel an engineer should be present to switch tank layout.

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4 minutes ago, Freshmeat said:

-snip-

Another thought, gameplay related: Right now, tank layout can be changed on the fly. It is extremely convenient when doing refuel vessels, to the point that I feel it might be abusive. I know I can just elect to set it as a rule for myself, but I feel an engineer should be present to switch tank layout.

seems an od thing when you think of a tank in real life, its the same tank that holds kerosene as liquid o2, i could understand if you where changing size or volume, but not just for what your putting into it...

 

On 5/22/2017 at 9:32 AM, Angel-125 said:

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ive launched a few of these now, i hope i can land em!

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4 minutes ago, Space Kadet said:

seems an od thing when you think of a tank in real life, its the same tank that holds kerosene as liquid o2, i could understand if you where changing size or volume, but not just for what your putting into it...

<snip>

First of all, really cool video. I like your way of building.

To counter your point, I have switched between fuel, LO2, ore, and iirc equipment in the same tank. And I could conceivably change to food afterwards, if I wanted to. Or dirt or fertilizer, for that matter, which might lead to fun stuff if you add LO2 to an unclean tank.

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3 minutes ago, Freshmeat said:

First of all, really cool video. I like your way of building.

To counter your point, I have switched between fuel, LO2, ore, and iirc equipment in the same tank. And I could conceivably change to food afterwards, if I wanted to. Or dirt or fertilizer, for that matter, which might lead to fun stuff if you add LO2 to an unclean tank.

yeah i do get it for switching between solid and liquid, i know roverdude has separate containers for liquids and solids, i do agree in principle, but i like mods to be simpler :P its a cool idea thow!

For the moment ill take all the help i can get , my poor kerbals are stranded, though the rescue will be fun! 

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