Nils277 Posted December 18, 2017 Author Share Posted December 18, 2017 On 3.12.2017 at 10:48 PM, Odentin said: Whoo! Finally caught up! (Yes, I just read through 81 pages. Don't judge me!) @Nils277 I love this mod so much, and wanted to thank you so much for continuing to maintain it. I've been using it since I started playing in 1.2, and it has become my go-to mod for planetary research outposts. I honestly don't think I could play without it. I wonder if you've ever considered going larger with some pieces? Right now, the base pieces sit nicely in a 2.5m form factor, when placed bottom-to-bottom. I wonder if you'd ever consider making pieces that fit in the 3.75 form, or even going to 5, 7.5, or even 10m sizes, and making them fit for more permanent colonies. Like I said, I love this mod and the parts that it comes with. All of the habitation pieces seem sort of temporary, though. Not the buildings, themselves. Those all seem fit to stand the test of time, but they feel like places you'd spend a year or two in, doing research or whatnot, and then heading home. They're not homes, where you live long-term, settle down, start a family. My latest campaign in KSP is a quest for galactic domination system-wide colonization. I'm looking to make permanent cities on every planet and moon in the Kerbol system capable of being landed on, and I'd love to have larger community complexes for my kerbals. If not, I'll make do with what I have available (I am using Civilian Population, but their models are so sub-par compared to the work you do. You've spoiled me.), but I felt it couldn't hurt to ask. Please, keep up the good work. Unfortunately there are no plans to add any bigger part to KPBS at the moment. On 14.12.2017 at 2:26 AM, AccidentalDisassembly said: Had an idea, gave it a try. Here's a patch I'm trying out that others can use if they'd like - the goal is to better integrate KPBS parts when both EPL and MKS are installed. It changes EPL-specific parts (the workshop and smelter) over to MKS' converters to create MaterialKits and SpecializedParts instead of RocketParts. If both OSE Workshop and MKS are installed, it also changes the OSE Workshop converter part to create MaterialKits using MKS's system. In theory, this should make it so that all three of those parts will be roughly in line with MKS equivalents... ish. I took a wild guess at the balance. // What this does: // 1- Removes EL-specific RocketParts and related stuff // 2- Adds MKS resource converters that lead to MatKits and SpecParts (for rocket building) // 3- Changes the smelter to use MKS resources (Metals rather than Metal) // 4- If both OSE workshop AND MKS are installed, change the OSE workshop to use MKS' system for producing MatKits //Change the OSE Workshop part to use MKS's MatKits system if MKS is installed @PART[KKAOSS_OSEConverter]:NEEDS[KolonyTools,Workshop]:FINAL { !MODULE[ModuleResourceConverter] {} //This should delete only the MatKits converters !RESOURCE[Ore] {} //Ore not used any more //Set up new MatKits converter based on USI stuff MODULE { name = ModuleResourceConverter_USI ConverterName = MaterialKits StartActionName = Start MaterialKits StopActionName = Stop MaterialKits UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Metals Ratio = 0.00066 } INPUT_RESOURCE { ResourceName = Chemicals Ratio = 0.00033 } INPUT_RESOURCE { ResourceName = Polymers Ratio = 0.00033 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3.3 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000003 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.000003 DumpExcess = true } OUTPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.00165 DumpExcess = False } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 120 } } RESOURCE { name = MaterialKits amount = 0 maxAmount = 100 isTweakable = True } RESOURCE { name = Machinery amount = 12 maxAmount = 120 isTweakable = True } RESOURCE { name = Recyclables amount = 0 maxAmount = 180 isTweakable = True } } //Change the Smelter to produce Metals rather than Metal (using MKS' resource flow) @PART[KKAOSS_Smelter]:NEEDS[KolonyTools]:FINAL { !MODULE[ExConverter] {} !RESOURCE[Metal] {} !RESOURCE[MetalOre] {} !RESOURCE[ScrapMetal] {} MODULE { name = ModuleResourceConverter_USI ConverterName = Metals StartActionName = Start Metals StopActionName = Stop Metals Efficiency = 1 AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = false TemperatureModifier { key = 0 10000 key = 500 5000 key = 1000 2500 key = 1250 2500 key = 1500 500 key = 2000 0 } ThermalEfficiency { key = 0 0 key = 500 0.25 key = 1000 1.0 key = 1250 0.5 key = 1500 0.1 key = 2000 0 } INPUT_RESOURCE { ResourceName = MetallicOre Ratio = 0.0026 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3.62 } OUTPUT_RESOURCE { ResourceName = Metals Ratio = 0.00052 DumpExcess = False } OUTPUT_RESOURCE:NEEDS[ART] { ResourceName = Rock Ratio = 0.00052 DumpExcess = true } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.0000009 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.0000009 DumpExcess = true } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 180 } } MODULE { name = ModuleEfficiencyPart ConverterName = [Smelter] eTag = Smelter StartActionName = Start [Smelter] StopActionName = Stop [Smelter] UseBonus = false Efficiency = 1 eMultiplier = 0.481 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 2.405 } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 180 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.00000045 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.00000045 DumpExcess = true } } MODULE { name = USI_ModuleFieldRepair } RESOURCE { name = Machinery amount = 180 maxAmount = 180 isTweakable = True } RESOURCE { name = Recyclables amount = 0 maxAmount = 180 isTweakable = True } MODULE { name = MKSModule } MODULE { name = USI_InertialDampener } MODULE { name = ModulePlanetaryLogistics PushOnly = true } MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.25 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.05 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 2000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 250 //Maximum amount of radiator capacity we can consume - 50 = 1 small } } // Change the Workshop part if MKS and EPL are both installed @PART[KKAOSS_Workshop]:NEEDS:[KolonyTools,Launchpad]:FINAL { !MODULE[ExConverter] {} !RESOURCE[RocketParts] {} @MODULE[ExWorkshop] { @ProductivityFactor = 2 } @MODULE[GroundWorkshop] { @Efficiency = 1.5 } MODULE { name = ModuleResourceConverter_USI ConverterName = MaterialKits StartActionName = Start MaterialKits StopActionName = Stop MaterialKits UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Metals Ratio = 0.00132 } INPUT_RESOURCE { ResourceName = Chemicals Ratio = 0.00066 } INPUT_RESOURCE { ResourceName = Polymers Ratio = 0.00066 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6.6 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000006 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.000006 DumpExcess = true } OUTPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.0033 DumpExcess = False } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 250 } } MODULE { name = ModuleResourceConverter_USI ConverterName = SpecializedParts StartActionName = Start SpecializedParts StopActionName = Stop SpecializedParts UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Silicon Ratio = 0.001780 } INPUT_RESOURCE { ResourceName = RefinedExotics Ratio = 0.000178 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 } OUTPUT_RESOURCE { ResourceName = SpecializedParts Ratio = 0.00088 DumpExcess = False } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000006 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.000006 DumpExcess = true } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 250 } } MODULE { name = ModuleResourceConverter_USI ConverterName = Machinery StartActionName = Start Machinery StopActionName = Stop Machinery UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill Efficiency = 1 INPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.00264 } INPUT_RESOURCE { ResourceName = SpecializedParts Ratio = 0.00066 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6.6 } OUTPUT_RESOURCE { ResourceName = Machinery Ratio = 0.0033 DumpExcess = False } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000006 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.000006 DumpExcess = true } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 250 } } MODULE { name = MKSModule } MODULE { name = ModuleAutoRepairer } %MODULE[ModuleLifeSupport] { %name = ModuleLifeSupport } MODULE { name = USI_InertialDampener } MODULE { name = USI_ModuleRecycleBin } MODULE { name = USI_ModuleFieldRepair } RESOURCE { name = MaterialKits amount = 0 maxAmount = 150 isTweakable = True } RESOURCE { name = Machinery amount = 25 maxAmount = 250 isTweakable = True } RESOURCE { name = Recyclables amount = 0 maxAmount = 250 isTweakable = True } RESOURCE { name = SpecializedParts amount = 0 maxAmount = 100 isTweakable = True } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } } Thanks! There already is a thread and a patch that makes KPBS and MKS work together properly here. I don't know if this functionality is already part of it. Maybe @DStaal @tsaven can add to it? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted December 18, 2017 Author Share Posted December 18, 2017 (edited) Update to 1.5.8Sorry for the long wait. Been quite absent from KSP in the last months. Changelog: Quote Enhancements: HAL and MAL can hibernate now Localization: Updated chinese localization (thanks to EthanWang706) Mod Support: Change resource capacity of oxygen container for TAC-LS Added Science Experiment for USI-LS Greenhouse. (Thanks to @flart) Updated Support for USI-LS (Thanks to @tsaven) Bug Fixes: Fixed bug preventing depleted fuel from being transferred Fixed bugs relating to ModuleManager 3.0.1 (Thanks to Phlosioneer) Fixed IVA of EPL workshop causing artifacts when JSIATP is installed Added missing particle effects to the garage decoupler Download: Edited December 18, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted December 18, 2017 Share Posted December 18, 2017 15 hours ago, Nils277 said: Thanks! There already is a thread and a patch that makes KPBS and MKS work together properly here. I don't know if this functionality is already part of it. Maybe @DStaal @tsaven can add to it? Oops! I should have posted over there. My patch supplements what's already done with theirs. Quote Link to comment Share on other sites More sharing options...
jearner Posted December 20, 2017 Share Posted December 20, 2017 (edited) I'm having a problem with this mod wherein a number of the parts don't show up in VAB / Hanger despite having been unlocked in the tech tree. Specifically it seems parts under the "Advanced Exploration" tech tree unlock. The habitats, the lab, etc. I see the command module and many other parts, but not some of the key ones. I've searched thoroughly by MFG, by category, and manually by name. they simply aren't there. I've reinstalled the mod. I've made sure I've got the correct module manager. any thoughts? have you seen this before? The missing parts DO show up in sandbox mode. they are only missing in career mode. addendum: I think I've isolated the problem to compatability with communitytechtree mod. when I remove that mod and reload a game, all the parts I should have available to me, are. But this sucks because community tech tree is a great mod. Edited December 20, 2017 by jearner Quote Link to comment Share on other sites More sharing options...
Nils277 Posted December 20, 2017 Author Share Posted December 20, 2017 1 hour ago, jearner said: I'm having a problem with this mod wherein a number of the parts don't show up in VAB / Hanger despite having been unlocked in the tech tree. Specifically it seems parts under the "Advanced Exploration" tech tree unlock. The habitats, the lab, etc. I see the command module and many other parts, but not some of the key ones. I've searched thoroughly by MFG, by category, and manually by name. they simply aren't there. I've reinstalled the mod. I've made sure I've got the correct module manager. any thoughts? have you seen this before? The missing parts DO show up in sandbox mode. they are only missing in career mode. addendum: I think I've isolated the problem to compatability with communitytechtree mod. when I remove that mod and reload a game, all the parts I should have available to me, are. But this sucks because community tech tree is a great mod. This is an old and know bug i can't do anything against. The problem is that KSP forgets to remove unlocked parts from a Tech Tree node when the part itself is moved to another node in the TechTree. So basically you have phantom unlocked parts that confuse the user. This is especially the case when Advanced TechTree is installed, but it also occurres when an update of a mod changes the Tech Tree node. This means that the parts you don't find are now in some other nodes in the TechTree and still need to be unlocked. Quote Link to comment Share on other sites More sharing options...
chaos9830 Posted December 20, 2017 Share Posted December 20, 2017 On 12/11/2017 at 1:08 PM, Nils277 said: CKAN is supported (unless it has had some breaking changes in the last weeks). I would guess that CKAN has made some errors while installing. The command modules etc should be there by default. Try to uninstall KPBS with CKAN and reinstall it. If this does not work, try to install this mod by hand...This way we can see what is causing the errors. If the error persists with CKAN or even with a manuall install then i would need a screenshot of the mods folder and more important the "KSP.log" file from KSP main folder. It should contain the errors that might have caused your problems. Edit: Just another thought: Are you playing in career mode? If yes, are all the nodes and parts unlocked in the tech-tree? When you already have some nodes unlocked and installed the mod afterwards then you have to purchase the parts in the tech-tree individually. I was in career and now have most of the parts :). But i remember there being wheels for K&K like the special landing legs. The modular ones youd put on the sides Quote Link to comment Share on other sites More sharing options...
happliy Posted December 25, 2017 Share Posted December 25, 2017 Does this MOD need the Community Resource Pack? Quote Link to comment Share on other sites More sharing options...
TachyonGMZ Posted December 30, 2017 Share Posted December 30, 2017 Is there a heat shield for the bottom to allow horizontal reentry? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted December 31, 2017 Author Share Posted December 31, 2017 On 25.12.2017 at 5:40 AM, happliy said: Does this MOD need the Community Resource Pack? CRP is needed for the nuclear fuel for the reactor and many of the supported mods. 16 hours ago, TachyonGMZ said: Is there a heat shield for the bottom to allow horizontal reentry? No, there is not, entering this way does not seem very sensibly to me. There would also need to be a lot of different models for each size. Quote Link to comment Share on other sites More sharing options...
TachyonGMZ Posted December 31, 2017 Share Posted December 31, 2017 Is there good enough shielding on the parts normally to enter duna without burning up? I think it sounds sensible considering it is a horizontal base and it would have more drag entering like that. The meerkat engines with a hole in the heatshield for example for propulsive landing. I suggested it since on the original thread I think I saw it say that it was in future plans. Quote Link to comment Share on other sites More sharing options...
uk141 Posted January 7, 2018 Share Posted January 7, 2018 ksp 1.3.1 Planetary Base System 1.5.8 The game mode is science. Where is the button "turn ore into iron"? There are 3 scientists in the laboratory, but there are also no buttons to "turn iron into rocketparts". What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 9, 2018 Author Share Posted January 9, 2018 On 31.12.2017 at 12:43 PM, TachyonGMZ said: Is there good enough shielding on the parts normally to enter duna without burning up? I think it sounds sensible considering it is a horizontal base and it would have more drag entering like that. The meerkat engines with a hole in the heatshield for example for propulsive landing. I suggested it since on the original thread I think I saw it say that it was in future plans. I think the heatshield for the bottom has been asked while back when this mod still was in earlier development but it did not get included because it seemed sensible. It would need a heatshield for each and every part size and this adding a while lot of heatshields. I know this may be solved with switchable models but it just doesn't seem right to me. Especially because the heatshield would not fit on th bottom when the bases are stacked in the bi-coupler or the tri-coupler. I have not yet tried out to land a base on duna without a heatshield so i cannot say if this does work or not. The only thing i can say is that the bases do not have any kind of headshield or ablative by themselves, so it depends on how hot they get. On 7.1.2018 at 11:14 AM, uk141 said: ksp 1.3.1 Planetary Base System 1.5.8 The game mode is science. Where is the button "turn ore into iron"? There are 3 scientists in the laboratory, but there are also no buttons to "turn iron into rocketparts". What am I doing wrong? Regarding the conversion in the Smelter. Are you talking about the support for Extraplanetary Launchpads and the Conversion from MetalOre into Metal? If yes, is Extraplanetary Launchpads fully installed and functional? Meaning that all the parts from EPL are available and working? Additionally the conversion from Metal into RocketParts is not done in the Laboratory but in the Workshop, so this is where you have to look for the conversion. If this is missing as well, it is quite possible that the Plugin from EPL is missing. To be sure, you need to send me the KSP.log file that is created in KSPs main folder. Quote Link to comment Share on other sites More sharing options...
uk141 Posted January 9, 2018 Share Posted January 9, 2018 2 hours ago, Nils277 said: Regarding the conversion in the Smelter. Are you talking about the support for Extraplanetary Launchpads and the Conversion from MetalOre into Metal? If yes, is Extraplanetary Launchpads fully installed and functional? Meaning that all the parts from EPL are available and working? Additionally the conversion from Metal into RocketParts is not done in the Laboratory but in the Workshop, so this is where you have to look for the conversion. If this is missing as well, it is quite possible that the Plugin from EPL is missing. To be sure, you need to send me the KSP.log file that is created in KSPs main folder. Yes. That's my fault. I removed the Extraplanetary Launchpads and all Planetary Base Systems converters work well. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 9, 2018 Author Share Posted January 9, 2018 1 hour ago, uk141 said: Yes. That's my fault. I removed the Extraplanetary Launchpads and all Planetary Base Systems converters work well. Okay. Glad to know that it works again Quote Link to comment Share on other sites More sharing options...
Stairdeck Posted January 14, 2018 Share Posted January 14, 2018 Hello, i have a problem with docking ports. I can't connect any part of my base. I installed k&k docking ports in 2 sides of 2 differents parts, and it can't to connect. Please help. Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted January 14, 2018 Share Posted January 14, 2018 Are the 2 ports facing the right way? If on backwards, they won't attatch. Quote Link to comment Share on other sites More sharing options...
Stairdeck Posted January 14, 2018 Share Posted January 14, 2018 It must be place at the front? Hmmm, thanks. Some docks are working, but other don't. How i can know, where is front? Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted January 14, 2018 Share Posted January 14, 2018 If I remember, one side is blank and the other has a door and lights. The door faces out, I believe. Quote Link to comment Share on other sites More sharing options...
Madmax Posted January 14, 2018 Share Posted January 14, 2018 The door is visible on both sides. But the "outward" facing side has text on the left side of the door ("CAUTION...") and red and green lights on the right side. If you want to dock then both vessels need to connect with that side. On the image you posted I believe the right docking port on each vessel needs to be turned around... Quote Link to comment Share on other sites More sharing options...
ToxicSerum Posted January 16, 2018 Share Posted January 16, 2018 For some reason when i use your mod, which I totally love, don't get me wrong, half of my ships are with your parts But once i establish a base of like 10 meters in length, it starts lagging very very bad, when driving a single undocked piece it's fine, but once i dock, my fps drops to 10 fps around that area. Any way to fix this? Or are there known things that cause lagg? Quote Link to comment Share on other sites More sharing options...
dericke Posted January 17, 2018 Share Posted January 17, 2018 Thank you very much for the mod; I've been enjoying it for quite a while now. I'd like to request either a thin, standalone Vernor component in the K&K profile, or to integrate Vernor engines into the Meerkat. My usual strategy when landing unbalanced designs is to have a semi-central main thrust (like the Meerkat) and then put Vernors at the ends, facing down, to balance the thrust. Trouble is, the Vernor engines stick out from the bottom and keeps a base from sitting flat on the ground, and they don't come in a side mounted version. Quote Link to comment Share on other sites More sharing options...
Smelly Nicholas Posted January 17, 2018 Share Posted January 17, 2018 I don't have the option to activate the K&K Nuclear Reactor - when I click on it I can only either transfer enriched Uranium or transfer depleted fuel. Am I missing something? Quote Link to comment Share on other sites More sharing options...
AlliedForth Posted January 21, 2018 Share Posted January 21, 2018 I don’t know when or why you deleted the flexible corridors/tubes, but i just downloaded the new version and i miss them. Any chance to put them in again? Or went something wrong? Quote Link to comment Share on other sites More sharing options...
Madmax Posted January 21, 2018 Share Posted January 21, 2018 (edited) In the OP there's a link to the deprecated parts in the download section. Ohh, and the current release does have the flexible corridors, just not the old ones... Edited January 21, 2018 by Madmax Quote Link to comment Share on other sites More sharing options...
MK Ultra Posted January 23, 2018 Share Posted January 23, 2018 Hi i am wondering if anyone has a fix for why the parts supplied by this mod are highlighted in light blue when I load a craft in situ. This is extremely obnoxious and requires hovering the mouse over the parts for the highlighting to go away. Thanks for any suggestions! Quote Link to comment Share on other sites More sharing options...
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