Nils277 Posted February 27, 2017 Author Share Posted February 27, 2017 33 minutes ago, BigJammy said: Uh, now I understand why the legs from a mod I have are rigid and make everything explode... I didn't know about this Alternative option (I know I'm being a little pedantic): what about a wide "Little Bigfoot" leg below adaptor that goes from one side to another? Technically it's only one leg, but I don't know if it's possible to have a leg with a wide contact "line" instead of a point. That is not possible either. The legs and wheels can only have one infinite small point of contact. Quote Link to comment Share on other sites More sharing options...
FellipeC Posted February 27, 2017 Share Posted February 27, 2017 May I do a request? Now MKS uses Ground Construction instead of Extraplanetary Launchpads. It's possible to make a patch for this mod so it can work with GC instead of EL? Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 27, 2017 Share Posted February 27, 2017 12 minutes ago, FellipeC said: May I do a request? Now MKS uses Ground Construction instead of Extraplanetary Launchpads. It's possible to make a patch for this mod so it can work with GC instead of EL? Working on it. We're working on a big patchset for full MKS compatibility - Thread below. We've got logistics and materials basically done (some texture issues remain) and then we want to get life support balanced out, but GC will be in there. Of course, Nils could do GC on his own, independently. The new workshop part could be good for it. Quote Link to comment Share on other sites More sharing options...
BigJammy Posted February 27, 2017 Share Posted February 27, 2017 2 hours ago, Nils277 said: That is not possible either. The legs and wheels can only have one infinite small point of contact. Uh ok, nevermind then. Thanks for the patience Quote Link to comment Share on other sites More sharing options...
FellipeC Posted February 27, 2017 Share Posted February 27, 2017 @DStaal thanks for this! Quote Link to comment Share on other sites More sharing options...
overkill13 Posted February 28, 2017 Share Posted February 28, 2017 Just wanted to note that the TAC-LS patch has an error in the oxygen amount on the MK2 Habitat. To have equal supply levels (4 daysish) of each resource the oxygen should be 666.228 not 6662.28 Quote Link to comment Share on other sites More sharing options...
Polkjm Posted February 28, 2017 Share Posted February 28, 2017 So I've been making a sweet moon base with this mod, but I can't seem to find the research to get the launchpad. It's all I'm missing now Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 1, 2017 Share Posted March 1, 2017 22 hours ago, Polkjm said: So I've been making a sweet moon base with this mod, but I can't seem to find the research to get the launchpad. It's all I'm missing now Do you have EL? Quote Link to comment Share on other sites More sharing options...
Cassiopee Posted March 1, 2017 Share Posted March 1, 2017 22 hours ago, Polkjm said: So I've been making a sweet moon base with this mod, but I can't seem to find the research to get the launchpad. It's all I'm missing now i just reinstalled my whole KSP and i noticed that lot of part for planetary base system (such the launchpad) are hidden in KSP if you dont have the mod used by the part. If you look in \GameData\PlanetaryBaseInc\ModSupport\Parts you will see that the parts are here. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted March 2, 2017 Author Share Posted March 2, 2017 On 4.2.2017 at 2:41 PM, Eleusis La Arwall said: Gratz on the update Nils277! The launchpad is just awesome I plan on balancing my own stuff, now that KPBS offeres support EL and I've got couple of questions: As I was working my way through the configs, I've noticed that your workshop converts only 33.3 mass-% of Metal into RocketParts and ScrapMetal (1.638 t Metal are converted to 0.382 t RocketParts & 0.164 t ScrapMetal). Is that intentional? Usually the Metal/RocketParts converter runs at >99 mass-%. Since there is no ScrapMetal storage (yet), the Ratio for ScrapMetal could be increased to 0.766666666. That way conversion runs at 99.9 mass-% without changeing the RocketParts output. So far I've not found any resouce definitions or recepies. Do you plan on adding those in the future? The reason I'm asking this is because the recycle recipie works global and I want to prevent any compatibility issues. Currently I use 10% Metal & 80% ScrapMetal with 10% loss and EL uses 80% Metal with 20% loss. Also I have a small suggestion that is not really related to this mod but it fits the topic: A recycler part that fits the form of the Feline rover would be amazing. So you could just drive around and collect garbage. How did you measure these values for the mass conversion? I used the original values from the "Construction Workshop" from EPL and divided them by 3 for the Workshop of KPBS. I do not see an error there. Quote Link to comment Share on other sites More sharing options...
Eleusis La Arwall Posted March 2, 2017 Share Posted March 2, 2017 3 hours ago, Nils277 said: How did you measure these values for the mass conversion? I used storage tanks with Interstellar Fuel Switch to show the resource mass in the right-click menu and also checked the total mass with KER. The ExConverter doesn't work the same way the stock ModuleResourceConverter works. I haven't fully understood how it actually works but it seems to me like the INPUT rate is density-independant. Multiply or divide (can't remember right now) the INPUT rate by the density and the result is actual ingame-units per second. Most important is the OUTPUT rate. It should have a value between 0 and 1 because it gives the percentage of INPUT mass that is converted to OUTPUT mass. If set to 1, 100 kg of INPUT resource is converted to 100 kg of OUTPUT. If set to 0.5, 100 kg of INPUT resource is converted to 50 kg OUTPUT resource. So far I've used stock converters because I didn't understand the ExConverter but the density-independance is a really nice thing. Hope this helps. If there's something wrong with my observations please let me know. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted March 2, 2017 Author Share Posted March 2, 2017 10 minutes ago, Eleusis La Arwall said: I used storage tanks with Interstellar Fuel Switch to show the resource mass in the right-click menu and also checked the total mass with KER. The ExConverter doesn't work the same way the stock ModuleResourceConverter works. I haven't fully understood how it actually works but it seems to me like the INPUT rate is density-independant. Multiply or divide (can't remember right now) the INPUT rate by the density and the result is actual ingame-units per second. Most important is the OUTPUT rate. It should have a value between 0 and 1 because it gives the percentage of INPUT mass that is converted to OUTPUT mass. If set to 1, 100 kg of INPUT resource is converted to 100 kg of OUTPUT. If set to 0.5, 100 kg of INPUT resource is converted to 50 kg OUTPUT resource. So far I've used stock converters because I didn't understand the ExConverter but the density-independance is a really nice thing. Hope this helps. If there's something wrong with my observations please let me know. Ah thanks, that makes sense acutally! Will change the config for the parts accordingly I think there will be a release with some fixes etc tomorrow. Quote Link to comment Share on other sites More sharing options...
Madmax Posted March 2, 2017 Share Posted March 2, 2017 2 hours ago, Eleusis La Arwall said: I used storage tanks with Interstellar Fuel Switch to show the resource mass in the right-click menu and also checked the total mass with KER. The ExConverter doesn't work the same way the stock ModuleResourceConverter works. I haven't fully understood how it actually works but it seems to me like the INPUT rate is density-independant. Multiply or divide (can't remember right now) the INPUT rate by the density and the result is actual ingame-units per second. Most important is the OUTPUT rate. It should have a value between 0 and 1 because it gives the percentage of INPUT mass that is converted to OUTPUT mass. If set to 1, 100 kg of INPUT resource is converted to 100 kg of OUTPUT. If set to 0.5, 100 kg of INPUT resource is converted to 50 kg OUTPUT resource. So far I've used stock converters because I didn't understand the ExConverter but the density-independance is a really nice thing. Hope this helps. If there's something wrong with my observations please let me know. @taniwha wrote up a great manual for EL aimed also at modders: EL_Manual.pdf It explains all the conversions. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 3, 2017 Share Posted March 3, 2017 Hmm, I don't properly explain the converters, but the conversions themselves are explained in section 2.1 (as of this writing: the doc linked above is a WIP and subject to change). Quote Link to comment Share on other sites More sharing options...
Nils277 Posted March 3, 2017 Author Share Posted March 3, 2017 (edited) Update to 1.4.1 Quote 1.4.1General: Updated CRP Updated CCK Enhancements: The Container Science Bay satisfies contracts for the materials bay now Mod Support: Improved Habitation Support for Kerbalism (Thanks to @ShotgunNinja and @schrema) Added Container for Hydrogen and Nitrogen for Kerbalism Added Survey Station to the Cupola and Central Hub for Extraplanetary Launchpads Bug Fixes: The docking-ports can now dock to the standard 1.25m ports (hopefully fixed this time) Corrected conversion rate of the workshop for RocketParts Fixed the description of some parts because they were obsolete Fixed the amount of oxygen for the Habitat MK2 for TAC-LS Edited March 3, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
eberkain Posted March 3, 2017 Share Posted March 3, 2017 (edited) I seem to be encountering a bug with the real fuel support, If I play around with the buttons in the engine gui I can get a negative mass and it starts spamming the engine properties with fuel configs. I tried the same with a dozen or so other engines and didn't encounter it with any of them using the Real Fuels - Stockalike configs. . EDIT: I did find a part that is setup the same, multiple engine configs and a built in fuel tank, it has the same bug with auto fuel combinations getting spammed to the part window. But I was unable to make it have a negative weight by messing with the tech level buttons. The edamame engine from Homegrown Rockets. The config for that engine is provided from here. Edited March 3, 2017 by eberkain Quote Link to comment Share on other sites More sharing options...
Nils277 Posted March 3, 2017 Author Share Posted March 3, 2017 40 minutes ago, eberkain said: I seem to be encountering a bug with the real fuel support, If I play around with the buttons in the engine gui I can get a negative mass and it starts spamming the engine properties with fuel configs. I tried the same with a dozen or so other engines and didn't encounter it with any of them using the Real Fuels - Stockalike configs. . EDIT: I did find a part that is setup the same, multiple engine configs and a built in fuel tank, it has the same bug with auto fuel combinations getting spammed to the part window. But I was unable to make it have a negative weight by messing with the tech level buttons. The edamame engine from Homegrown Rockets. The config for that engine is provided from here. Hmm...i haven't tested the Stockalike RF Engine Configs for compatibility with KPBS yet but i think spamming the engine properties with fuel configs is a bug of realfuels when Fueltank and Engine are in the same part. Can you try this out with the "Mammoth" Liquid Fuel Engine please? It is the only stock part that has the same kind of configuration. If you encounter the same problem there, then it is defintely a bug of realfuels. The negative mass is because the preset mass in the config of the Meerkat is too low. (The mass of the fuel it is holding is higher than the mass of the part). Will correct that in the next update. Quote Link to comment Share on other sites More sharing options...
eberkain Posted March 3, 2017 Share Posted March 3, 2017 2 minutes ago, Nils277 said: Hmm...i haven't tested the Stockalike RF Engine Configs for compatibility with KPBS yet but i think spamming the engine properties with fuel configs is a bug of realfuels when Fueltank and Engine are in the same part. Can you try this out with the "Mammoth" Liquid Fuel Engine please? It is the only stock part that has the same kind of configuration. If you encounter the same problem there, then it is defintely a bug of realfuels. The negative mass is because the preset mass in the config of the Meerkat is too low. (The mass of the fuel it is holding is higher than the mass of the part). Will correct that in the next update. Yes I get the same bug with the Twin Boar with fuel configs getting spammed which is a stock engine with a fuel tank built in. So I think that is just a real fuels problem. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted March 3, 2017 Author Share Posted March 3, 2017 (edited) 1 minute ago, eberkain said: Yes I get the same bug with the Twin Boar with fuel configs getting spammed which is a stock engine with a fuel tank built in. So I think that is just a real fuels problem. Thanks for confirming Will take care of the other bug. How negative is the mass of the part when there is no fuel in it? Edited March 3, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
eberkain Posted March 3, 2017 Share Posted March 3, 2017 The only difference between these shots is I changed the real fuels tech level to max. The part description says 0.25t, the right click menu says 11.16kg, the engineer report and real fuel window both show -0.009t Just to be sure some other config wasn't messing with the part I did a quick search. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted March 3, 2017 Author Share Posted March 3, 2017 1 hour ago, eberkain said: The only difference between these shots is I changed the real fuels tech level to max. The part description says 0.25t, the right click menu says 11.16kg, the engineer report and real fuel window both show -0.009t Just to be sure some other config wasn't messing with the part I did a quick search. It seems that a higher tech level of Realfuel reduces the mass of the engine. I was not aware of that feature at all. Will increase the mass of the Meerkat for Realfuels in the next update. Quote Link to comment Share on other sites More sharing options...
FellipeC Posted March 3, 2017 Share Posted March 3, 2017 I wish to thank @Nils277 for this awesome mod and also for the Lynx rover. Those two mods changed the way I play Kerbal! Quote Link to comment Share on other sites More sharing options...
mikerl Posted March 3, 2017 Share Posted March 3, 2017 Curious if anyone;s made a config to have a workshop for Ground Construction. There's already one for EL, so really just need a config file. Quote Link to comment Share on other sites More sharing options...
Foxbat Posted March 3, 2017 Share Posted March 3, 2017 Thanks for all the hard work on this mod. Great functionality that looks cool in the process! Quote Link to comment Share on other sites More sharing options...
VaPaL Posted March 4, 2017 Share Posted March 4, 2017 (edited) @Nils277 After the last update, I'm encoutering a MM error on Container_USILS_small.cfg. Just tested with the old version and everything went fine. This is my mod list (note that KPBS isn't updated because I was testing with the last version): Spoiler KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit 000_AT_Utils - 1.4.2 Toolbar - 1.7.13USI Tools - 0.8.16 B9 Part Switch - 1.7.1 Bon Voyage - 0.11.1 Chatterer - 0.9.92.1622 Community Category Kit - 1.2.2 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 Contract Configurator - 1.22.2 Contract Pack: Kerbal Academy - 1.1.6 Contract Pack: Bases and Stations - 3.5.3 Contract Pack: Sounding Rockets - 1.2 CryoEngines - 0.4.5 CustomBarnKit - 1.1.10 DMagic Orbital Science - 1.3.0.8 Contract Parser - 1.0.5 Contracts Window Plus - 1.0.7.3 Progress Parser - 1.0.6 EditorExtensionsRedux - 3.3.11.1 Firespitter - 7.5.1 GroundConstruction - 1.1.2.1 HeatControl - 0.3.4 Impact - 1.5 Kerbal Attachment System - 0.6.2 KerbalAtomics - 0.3.4 Kerbal Engineer Redux - 1.1.2.8 InlineBallutes - 1.2.7 Kerbal Inventory System - 1.4 Historian Extended - 1.2.7 KSP-AVC Plugin - 1.1.6.2 KSPRescuePodFix - 1.0.0.6 KWRocketryRedux - 3.0.24.1 ModularFlightIntegrator - 1.2.3 NearFutureElectrical - 0.8.4 NearFuturePropulsion - 0.8.4 NearFutureSolar - 0.7.2 Final Frontier - 1.2.7.3080 NRAP - 1.5.5.1 Outer Planets Mod - 2.0 Kerbal Planetary Base Systems - 1.4 PlanetShine - 0.2.5.2RCS Build Aid - 0.9.1 RealChute - 1.4.1.2 RealPlume - Stock - 0.11.4 ReentryParticleEffect - 1.2.0.1 AmpYear - 1.4.6 DeepFreeze Continued... - 0.23.3 SCANsat - 1.1.6.11 Surface Mounted Stock-Alike Lights for Self-Illumination - 1.3.1 Stock Visual Terrain - 2.0.2 Kerbal Alarm Clock - 3.8.4USI Core - 0.3.9 Konstruction - 0.1.11USI-LS - 0.5.23 Malemute Rover - 0.2.7 MKS - 0.50.17 Sounding Rockets - 0.5.8 Universal Storage - 1.2.2 Waypoint Manager - 2.6.2 IVA Kerbal Identifier - 1.0.2 OSE Workshop - 1.0.8 If you need anything else to help you track the error, please let me know, and if I miss something on my part, sorry Love this mod BTW, great work EDIT: There are some mods that KSP-AVC don't list: Spoiler Audio Muffler Redux BoxSat DeltaV Map KSPedia Engine Lightning Eve Optimized Engines GravityTurn Continued Hide Empty Tech Nodes (CTT) Karibou Expedition Rover Kerbalized Flag Pack Kopernicus MechJeb Mini Sample Return Capsule Minimum Ambient Lightining Module Maneger Orbital Utility Vehicle Procedural Fairings SmokeScreen Solar Science Station Science Surface Experiments Pack TextureReplacer Windows Shine Edited March 4, 2017 by VaPaL Quote Link to comment Share on other sites More sharing options...
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