Eleusis La Arwall Posted January 9, 2017 Share Posted January 9, 2017 Perfect, thank you for the quick update, the Greenhouse works again with Snacks! Continued and USI LifeSupport. Now that I've seen the conversion rates for USI, the conversion rate for Snacks seems a bit overpowered. With default Snacks! settings and a production-rate of one Snack per second, the Greenhouse could sustain over 7000 Kerbals with Snacks each day. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 9, 2017 Author Share Posted January 9, 2017 (edited) 1 hour ago, Eleusis La Arwall said: Perfect, thank you for the quick update, the Greenhouse works again with Snacks! Continued and USI LifeSupport. Now that I've seen the conversion rates for USI, the conversion rate for Snacks seems a bit overpowered. With default Snacks! settings and a production-rate of one Snack per second, the Greenhouse could sustain over 7000 Kerbals with Snacks each day. Really? Maaaaaan, i must have forgotten a few zeros in the production rate (again) I'll put it on the list for the next update. Edited January 9, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted January 10, 2017 Share Posted January 10, 2017 This is amazing! Your stock-alike style is just perfect! I wish that there was more! On a side note, the depracated parts are not showing up in my part selection. I downloaded it and put it in my directory, yet I can't find them. I snooped through the config files, and I saw that under the category header it has it listed as "none". I'll try editing the category and I'll keep you posted on the results. If it works, I would recommend that you fix the files and re-upload them. Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 10, 2017 Share Posted January 10, 2017 16 minutes ago, Raptor22 said: This is amazing! Your stock-alike style is just perfect! I wish that there was more! On a side note, the depracated parts are not showing up in my part selection. I downloaded it and put it in my directory, yet I can't find them. I snooped through the config files, and I saw that under the category header it has it listed as "none". I'll try editing the category and I'll keep you posted on the results. If it works, I would recommend that you fix the files and re-upload them. The deprecated parts are kept in the game to prevent any vessels that already have them from being deleted by KSP, but they are hidden deliberately to prevent them from being used in any future vessels you are planning on making. They are, after all, deprecated. Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted January 10, 2017 Share Posted January 10, 2017 Ah. Well I planned to use it for the gangways, which currently we have to improvise by making a chain of hubs. And an update: even by changing the category, the parts do not show up. Oh well. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 12, 2017 Author Share Posted January 12, 2017 (edited) On 10.1.2017 at 9:59 PM, Raptor22 said: Ah. Well I planned to use it for the gangways, which currently we have to improvise by making a chain of hubs. And an update: even by changing the category, the parts do not show up. Oh well. You also have to set the 'TechRequired' field to a valid value (e.g. Start). The deprecated parts are only there to allow people to still use their old crafts which still use these parts and not to build new ones with them. The parts were deprecated because they were replaced by better ones. Why do you have to improvise? There are the corridor parts now that are meant for exactly that purpose. They have the benefit of not needing too many different parts because they adapt their appearance to where other parts are attached to them. Edited January 12, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted January 12, 2017 Share Posted January 12, 2017 Well yes there are the corridor/hub parts, but they are only one unit long. It would be nice to have slightly longer ones. Although I have found another way to improvise using the structural fuselages. Quote Link to comment Share on other sites More sharing options...
Kerbital Posted January 13, 2017 Share Posted January 13, 2017 This is an amazing mod and thanks for updating it so quickly. The look, style and features are a perfect match for the game. I used the hub and some smaller components to build ships too, not necessarily bases:) Great option for long interplanetary trips! Quote Link to comment Share on other sites More sharing options...
Tubal Posted January 14, 2017 Share Posted January 14, 2017 I can't get the corridor docking ports to dock with stock ports, or other mod ports. Is this intentional? They dock with each other just fine, both on land and in space. I've tried rotating them all angles, reinstalling the mod, uninstalling all others etc. Not sure what else to do. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted January 14, 2017 Share Posted January 14, 2017 4 hours ago, Tubal said: I can't get the corridor docking ports to dock with stock ports, or other mod ports. Is this intentional? They dock with each other just fine, both on land and in space. I've tried rotating them all angles, reinstalling the mod, uninstalling all others etc. Not sure what else to do. Did you read the description? Quote Due to compatibility issues (spontaneous combustion) with the Clamp-O-Tron K&K developed the all new "nudge and connect" Corridor-Dock. It can be connected to the standard K&K Docking port and fits on all corridors! So no, the corridor docking port uses a special port type that is not compatible with the default clamp-o-trons. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 14, 2017 Author Share Posted January 14, 2017 (edited) 5 hours ago, Tubal said: I can't get the corridor docking ports to dock with stock ports, or other mod ports. Is this intentional? They dock with each other just fine, both on land and in space. I've tried rotating them all angles, reinstalling the mod, uninstalling all others etc. Not sure what else to do. and 1 hour ago, Aelfhe1m said: Did you read the description? So no, the corridor docking port uses a special port type that is not compatible with the default clamp-o-trons. Actually the docking ports should work with the normal Clamp-O-Tron. They did not in the past, but there were many users asking why this did not work so i changed it to work with the Clamp-O-Tron (and any other size1 docking port). I have forgotten to change the description of the part though...will do that for the next update. Just looked at the docking-ports and they have the old type again, so they do not work with the other ports at the moment (this is the second time this happens, i really have to be more careful ). This will be fixed in the next update. In the meantime, you can open the files: GameData/PlanetaryBaseInc/BaseSystem/Parts/Structural/DockingPorts/dock_gangway.cfg and GameData/PlanetaryBaseInc/BaseSystem/Parts/Structural/DockingPorts/dock_habitat.cfg in any Texteditor and change the line: nodeType = sizeH to nodeType = size1 in each file. Edited January 14, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Tubal Posted January 14, 2017 Share Posted January 14, 2017 That absolutely worked, thanks I loaded up the mun base and the modules I had placed docked themselves while I wasn't watching http://steamcommunity.com/sharedfiles/filedetails/?id=842371915 (these were using flexible docking ports) Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 14, 2017 Author Share Posted January 14, 2017  12 minutes ago, Tubal said: That absolutely worked, thanks I loaded up the mun base and the modules I had placed docked themselves while I wasn't watching http://steamcommunity.com/sharedfiles/filedetails/?id=842371915 (these were using flexible docking ports) Cool, always looked for flexibly corridors/docking-ports. From which mod are they? Quote Link to comment Share on other sites More sharing options...
Tubal Posted January 14, 2017 Share Posted January 14, 2017 Flexible Docking: http://forum.kerbalspaceprogram.com/index.php?/topic/108704-11x-dmagics-modlets-latest-modlet-flexible-docking-wip-release-v04-7-8-2016/ Incredibly useful for ground bases obviously. They're only flexibly before docking btw, when seeking out a partner. It's rigid after docking. Quote Link to comment Share on other sites More sharing options...
Garlik Posted January 15, 2017 Share Posted January 15, 2017 (edited) Hi all, Hi Nils277 and thanks for this great mod. Much work put into it! I am new to this and trying to make a first permanent test base on Minmus using TACLS. But I am not able to make it perfectly permanent. I am following the guide you posted on Github, a base for 8 Kerbals: 2 algae farm, 1 elektron, 1 greenhouse container 1 greenhouse. But I am not producing enough food for them. Seems the waste is the main problem. So I've created a little excel sheet to try to understand the problem. I have been looking in the ingame mod values for converters, in the cfg values too to be sure. Also in TACLS values in the mods cfg. But before I go in deeper explanation of what I read, It seems either I am understanding the mods .cfg files wrong, either in game mod values are wrong. As a small example, the greenhouse ingame tells me it needs 0.58 EC per second, and the greenhouse .cfg seems to say in needs 0.5 EC (per second? or is it per game tick?). I see a lot of things like that that are not exactly the same (or completely different) in this mod and TACLS cfg values and what can be read in the game. So my question is, is the wiki/github guide up to date? Can I really make a permanent base on Minmus (and other planets containing water) and if so, what exact parts do I need to achieve that? Oh, I am on KSP 1.2.2 and keep mods updated with CKAN. Thanks for reading this far and thanks for all the help EDIT: Further testing creating crafts and sending them to Kerbin orbit. Instead of mining ore and water, I added huge amount of ore and water tanks, so I can test quickly. I am not able to produce enough Waste. Whatever I do, waste is always my bottleneck. Main parts are 2 greenhouse, 2 Elektron and 3 algae farms. For 8 Kerbals. Waste goes down. I have tried with many combinations, always with 8 Kerbals, but find no way to produce enough waste to have a complete cycle in TACLS Edited January 15, 2017 by Garlik Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 15, 2017 Author Share Posted January 15, 2017  1 hour ago, Garlik said: Hi all, Hi Nils277 and thanks for this great mod. Much work put into it! I am new to this and trying to make a first permanent test base on Minmus using TACLS. But I am not able to make it perfectly permanent. I am following the guide you posted on Github, a base for 8 Kerbals: 2 algae farm, 1 elektron, 1 greenhouse container 1 greenhouse. But I am not producing enough food for them. Seems the waste is the main problem. So I've created a little excel sheet to try to understand the problem. I have been looking in the ingame mod values for converters, in the cfg values too to be sure. Also in TACLS values in the mods cfg. But before I go in deeper explanation of what I read, It seems either I am understanding the mods .cfg files wrong, either in game mod values are wrong. As a small example, the greenhouse ingame tells me it needs 0.58 EC per second, and the greenhouse .cfg seems to say in needs 0.5 EC (per second? or is it per game tick?). I see a lot of things like that that are not exactly the same (or completely different) in this mod and TACLS cfg values and what can be read in the game. So my question is, is the wiki/github guide up to date? Can I really make a permanent base on Minmus (and other planets containing water) and if so, what exact parts do I need to achieve that? Oh, I am on KSP 1.2.2 and keep mods updated with CKAN. Thanks for reading this far and thanks for all the help Hey, the wiki on the Github page is not up to date (will have to do that at one point or mark it as outdated). You can take a look at the spreadsheet that is linked in the OP of this thread for ratios and configurations for bases using TAC-LS. Quote Link to comment Share on other sites More sharing options...
Darth Pseudonym Posted January 15, 2017 Share Posted January 15, 2017 (edited) I just installed PBS (via CKAN) into the most recent version of KSP. It seems like my PBS components are getting some anomalous acceleration going -- like if I have a base hub in orbit with time warp on, and then bring it back to normal x1, the hub immediately starts to rotate, and the rotation speed increases over time. Is this a known issue, intentional, etc? I'm having a heck of a time landing a starting base on Minmus just because I can't get the dang things to stay pointed upright. If it makes any difference, in this particular case I've got an RC-001S remote attached rather than a kerbal pilot. I also noticed that turning on the SAS didn't seem to have any effect on the spin, and the dials didn't show it putting any force on the capsule to even try to stop the spin. Edit: Never mind, I'm seeing some of my other ships from before I installed PBS doing the same thing. They're just bigger so it wasn't as obvious at first. Edited January 15, 2017 by Darth Pseudonym Quote Link to comment Share on other sites More sharing options...
Garlik Posted January 15, 2017 Share Posted January 15, 2017 21 minutes ago, Nils277 said:  Hey, the wiki on the Github page is not up to date (will have to do that at one point or mark it as outdated). You can take a look at the spreadsheet that is linked in the OP of this thread for ratios and configurations for bases using TAC-LS. Thanks! Had that to work indeed. Though for a reason I do not know, the water purifier runs at max 45% load. So I installed 3. Two of them are running at 45% and one at 10% giving the 100% needed. I supposed there is a good reason for that. But have not found it. I have enough EC and waste water and storage for water and waste. Again, great mod, but missing some updated info on Github, makes it difficult to grasp for newbies like me. If I can give you a help on updating those pages, feel free to ask. I've got some free time at work Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 17, 2017 Author Share Posted January 17, 2017 On 15.1.2017 at 10:35 PM, Garlik said: Thanks! Had that to work indeed. Though for a reason I do not know, the water purifier runs at max 45% load. So I installed 3. Two of them are running at 45% and one at 10% giving the 100% needed. I supposed there is a good reason for that. But have not found it. I have enough EC and waste water and storage for water and waste. Again, great mod, but missing some updated info on Github, makes it difficult to grasp for newbies like me. If I can give you a help on updating those pages, feel free to ask. I've got some free time at work Hmm, i don't know what could cause this. Can you send me the save file with the base? Maybe i can see what causes this there. Quote Link to comment Share on other sites More sharing options...
Garlik Posted January 18, 2017 Share Posted January 18, 2017 Ok, the case where my water purifier at% was just with a test ship having only one crew member on board. Now attached (with KIS/KAS) the exact same ship to a refueling station on Minmus with a total of 6 Kerbals, water purifer are at 120% (or 125?). Suppose it could be linked to either Kerbal count on board or higher engineer level or something along those lines? Sorry, forgot to take a save yesterday evening, if still needed I can do it tonight (europe time) Again, I'dd gladly help with the documentation, suppose it could help others like me trying to guestimate how it all works Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 18, 2017 Author Share Posted January 18, 2017 16 minutes ago, Garlik said: Ok, the case where my water purifier at% was just with a test ship having only one crew member on board. Now attached (with KIS/KAS) the exact same ship to a refueling station on Minmus with a total of 6 Kerbals, water purifer are at 120% (or 125?). Suppose it could be linked to either Kerbal count on board or higher engineer level or something along those lines? Sorry, forgot to take a save yesterday evening, if still needed I can do it tonight (europe time) Again, I'dd gladly help with the documentation, suppose it could help others like me trying to guestimate how it all works No worries. I think it has to do with the number of engineers on board. A little help for the documentation would be really appreciated. Can everyone edit the wiki on github or do you need to unlock it somehow? Quote Link to comment Share on other sites More sharing options...
dlrk Posted January 21, 2017 Share Posted January 21, 2017 Does KPBS integrate well, or at all with UKS/MKS? Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted January 21, 2017 Share Posted January 21, 2017 (edited) 7 hours ago, dlrk said: Does KPBS integrate well, or at all with UKS/MKS? yep, as extra science and snack production base aside the regular other bases ground-side i really wish for warehousing for the containers tho. Edited January 21, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Scoclema Posted January 22, 2017 Share Posted January 22, 2017 Do you have to deliver every section of the base or can you just teleport it on the surface or something like that. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 24, 2017 Author Share Posted January 24, 2017 @Scoclema you have to deliver them in pieces or ship the parts in a KIS storage and assembe them on site. Teleportation would be cheating Quote Link to comment Share on other sites More sharing options...
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