Starwaster Posted February 23, 2019 Share Posted February 23, 2019 @Nils277 Reactor questions Why is the goal temp 850 when the reactor requires a temperature of 1250 to run at maximum load? Set up in that manner with sufficient radiators to cool it, it will never run above 69.72% because the radiators keep it at 850. (in essence the radiators fight to keep it from ever reaching 100%) The TemperatureModifier is strange too, starting out high, dipping to an output of 10000 at 1000K and then rising back up to 100000 at 4000K - what's the intention there? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted February 24, 2019 Author Share Posted February 24, 2019 @Starwaster will take a look at the reactor. This behaviour is definitely not as intended. Will fix that for the next release Quote Link to comment Share on other sites More sharing options...
alien_wind Posted February 25, 2019 Share Posted February 25, 2019 (edited) @Nils277 may I ask a question about kpbs category placement? in my career save it shows all the kpbs in one centralized category,only in advanced mode I can see you sorted it out into nice categories. but in the sandbox save suddenly all the parts are in the right categories in the functions sorting system is this a bug? or am I missing something.. -edit- I fount in difficulty settings the option to turn part grouping off. Edited February 26, 2019 by alien_wind Quote Link to comment Share on other sites More sharing options...
Jaeleth Posted February 28, 2019 Share Posted February 28, 2019 (edited) This mod looks GREAT, one of the best looking mods I ever tried. But something is not right, at least with me. The planetary Greenhouse, for instance, is not producing anything, neither Oxygen, nor food. It does not spend fertilizer, either. It has energy, it is started (farming), it has access to water... When crewed, the food depletes to zero, when uncrewed it just stands in there, doing nothing and nothing changes on the base supplies (oxygen, water, fertilizer, waste, food). I left enough empty storage space for these items to increase if they were produced, but they are not being produced. I am using this with version 1.3.1 of the game with RealIsm Overhaul (RP-1) installed. I know this MOD is not supported by RO BUT it should grow food and Oxygen anyway since those resources exist both in stock game and in RO By the way, I saw the above post about the reactor. In my installation, the nuclear reactor, apparently does nothing also. Just rises to some 130% or so effeiciency, then drops to zero and stops producing energy. I made the greenhouse tests with solar power though Any help? Edited February 28, 2019 by Jaeleth Quote Link to comment Share on other sites More sharing options...
tttttimur1 Posted February 28, 2019 Share Posted February 28, 2019 how can I switch language? Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted February 28, 2019 Share Posted February 28, 2019 @Nils277 I think I may have asked this before but I'm unsure and can't recall, I also searched to be sure. I wanted to know if the reactors in PBS can work without near future electrics and also if the fuel for it can be mined without pbs? Quote Link to comment Share on other sites More sharing options...
Wovejulio Posted March 1, 2019 Share Posted March 1, 2019 This is a great mod, thanks for making it! I am using TAC life support and I want to make a self-sufficient base on Duna. Is the spreadsheet with all the calculations up to date? (this one: https://docs.google.com/spreadsheets/d/e/2PACX-1vSAjJHZ9jjlLu6ZHKv_RHNnWMImPfngq2GuRoEKy1UsMwd4Q2D5o2vgkAx0ieWamEfJgf-qWKS7klge/pubhtml) So on the "rates" tab, all of the numbers given are amount of each resource consumed/generated per second? How is this calculated for ore, water, and the air purifier, which presumably have variable rates of being generated based on the abundance of the resource? According to the sheet, it seems like it's possible to make a self-sustaining base on any body, which I don't think was true in past versions of the mod. Is that true, and when did it change if so? Additionally, I noticed that hydrogen and uranium have been added to the game by your mod, do these do anything on their own or are they meant to be used with additional mods? Again, thanks for your excellent work! Quote Link to comment Share on other sites More sharing options...
Nils277 Posted March 2, 2019 Author Share Posted March 2, 2019 On 2/25/2019 at 10:06 AM, alien_wind said: @Nils277 may I ask a question about kpbs category placement? in my career save it shows all the kpbs in one centralized category,only in advanced mode I can see you sorted it out into nice categories. but in the sandbox save suddenly all the parts are in the right categories in the functions sorting system is this a bug? or am I missing something.. -edit- I fount in difficulty settings the option to turn part grouping off. On 2/28/2019 at 11:13 AM, tttttimur1 said: how can I switch language? You can only switch the language of the whole game, the this mod only. If you have steam, right click on KPS, select Settings and then Languages to change the language of KSP. On 2/28/2019 at 10:58 PM, The-Doctor said: @Nils277 I think I may have asked this before but I'm unsure and can't recall, I also searched to be sure. I wanted to know if the reactors in PBS can work without near future electrics and also if the fuel for it can be mined without pbs? I think you asked that before. The reactor will also work without Near Future Electrics. On 3/1/2019 at 10:24 AM, Wovejulio said: This is a great mod, thanks for making it! I am using TAC life support and I want to make a self-sufficient base on Duna. Is the spreadsheet with all the calculations up to date? (this one: https://docs.google.com/spreadsheets/d/e/2PACX-1vSAjJHZ9jjlLu6ZHKv_RHNnWMImPfngq2GuRoEKy1UsMwd4Q2D5o2vgkAx0ieWamEfJgf-qWKS7klge/pubhtml) So on the "rates" tab, all of the numbers given are amount of each resource consumed/generated per second? How is this calculated for ore, water, and the air purifier, which presumably have variable rates of being generated based on the abundance of the resource? According to the sheet, it seems like it's possible to make a self-sustaining base on any body, which I don't think was true in past versions of the mod. Is that true, and when did it change if so? Additionally, I noticed that hydrogen and uranium have been added to the game by your mod, do these do anything on their own or are they meant to be used with additional mods? Again, thanks for your excellent work! The speadsheed should be up to date. The amounts are per seconds. And the the resources that can be gathered, i just assumed that the player is able to produces/mine/gather the needed amount of the resources. I think making a self sufficient base has been possible for quite long time. Hydrogen and Uranium are used for the Reactor of KPBS. Quote Link to comment Share on other sites More sharing options...
Jaeleth Posted March 5, 2019 Share Posted March 5, 2019 (edited) Hi there. Can someone help me out here. Apparently the mod is not working. That is, I set up a greenhouse, batteries, solar panels, right outside kerbal space center. all necessary resources stocked in attached tanks and crewed by a pilot and a scientist. But no food or Oxygen is produced. I am using KSP 1.3.1, used CKAN to download and install this mod, I use quite a lot of other mods which details must be listed in the log file, here is the compreensive list (as per CKAN export mods output) RealSolarSystem RSSTextures8192 RealismOverhaul KSCSwitcher RSSDateTimeFormatter ModuleManager Kopernicus ModularFlightIntegrator AdvancedJetEngine FerramAerospaceResearch SolverEngines KerbalJointReinforcement RealChute RealFuels CommunityResourcePack RealHeat RealPlume SmokeScreen ProceduralParts MainSailorTextures-Historical MainSailorTextures-Essentials ProceduralFairings CapsuleCorporationEndeavourMarsBaseCamp MechJeb2 FASA HangerExtenderExtended Firespitter FirespitterCore FirespitterResourcesConfig FMRSContinued RecoveryController HaystackReContinued ToolbarController HyperEdit KerbalFoundriesContinued KSPWheel Graphotron KerbalAlarmClock TriggerAu-Flags DockingPortAlignmentIndicator RasterPropMonitor RasterPropMonitor-Core FlexibleDocking kOS RemoteTech BonVoyage SXTContinued RetractableLiftingSurface TACLS BackgroundResources ThrottleControlledAvionics AT-Utils ConfigurableContainers-Core HeatControl CommunityTechTree TweakScale Konstruction USITools CommunityCategoryKitKAS KerbalPlanetaryBaseSystemsKIS UKSUSI-Core GroundConstruction-Core I attach log file and an explaining picture of my setup, as you can see, after 1 day (or so) the base is almost running out of Oxygen, no fertilizer has been spent and food is only being consumed (not produced) http://www.filedropper.com/logandpic This first picture had the "start farming" button not pressed. Here is another where the button has been pressed. Another 18 hours or so pass and... To no avail, farming never produces Oxygen or Food... http://www.filedropper.com/screenshot160 Thanks for any help. Edited March 5, 2019 by Jaeleth Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted March 6, 2019 Share Posted March 6, 2019 @Nils277 will the EL parts work with just the Extraplanetary launch pads dll? Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted March 19, 2019 Share Posted March 19, 2019 Question...? How are you all decoupling your three seperate base buildings from the tricoupler? I'm having issues when trying to decouple one base at a time in orbit and have a tricoupler adapter mounted top and bottom with base decouplers at each end of my three bases. When I stage the three bottom decouplers to eject the bottom tricoupler all three bases also simultaneously detach from the top decouplers and top tricoupler adapter... ? Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted March 24, 2019 Share Posted March 24, 2019 On 3/19/2019 at 1:06 PM, Kilo60 said: Question...? How are you all decoupling your three seperate base buildings from the tricoupler? I'm having issues when trying to decouple one base at a time in orbit and have a tricoupler adapter mounted top and bottom with base decouplers at each end of my three bases. When I stage the three bottom decouplers to eject the bottom tricoupler all three bases also simultaneously detach from the top decouplers and top tricoupler adapter... ? Check your staging or decouple manually. I have no problems with either bi or tri couplers Quote Link to comment Share on other sites More sharing options...
Friznit Posted March 24, 2019 Share Posted March 24, 2019 I stack 'em all on one tri-coupler with a strong reaction wheel and some (auto)struts to keep it together. Land the whole lot in one go then roll the thing around decoupling one bit at a time and drive them over to the main base. Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted March 24, 2019 Share Posted March 24, 2019 10 hours ago, Rafael acevedo said: Check your staging or decouple manually. I have no problems with either bi or tri couplers Hmmmmm Even decoupling manually one side at a time on one base module decouples the opposite end on all bases attached ... Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted March 25, 2019 Share Posted March 25, 2019 9 hours ago, Kilo60 said: Hmmmmm Even decoupling manually one side at a time on one base module decouples the opposite end on all bases attached ... Are you using decouplers or the tricoupler decoupling option. what I mean tricoupler base with kk decouler attached and then base parts, or decoupler and then base parts? Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted March 26, 2019 Share Posted March 26, 2019 On 3/24/2019 at 10:47 PM, Rafael acevedo said: Are you using decouplers or the tricoupler decoupling option. what I mean tricoupler base with kk decouler attached and then base parts, or decoupler and then base parts? Using tricoupler base with kk decouler attached and then base parts. Also tried with KK docking ports on either end of tricoupler adapter with same issues... Quote Link to comment Share on other sites More sharing options...
Friznit Posted April 11, 2019 Share Posted April 11, 2019 I'm testing various mods in 1.7 - KPBS appears to have lost its PAWS menus. I need to do proper regression testing and dig up some logs but if anyone else could repro that would be helpful. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted April 11, 2019 Share Posted April 11, 2019 1 hour ago, Friznit said: I'm testing various mods in 1.7 - KPBS appears to have lost its PAWS menus. I need to do proper regression testing and dig up some logs but if anyone else could repro that would be helpful. If you look in the logs you'll find the PlanetarySurfaceStructures.dll is no longer loading, so all KPBS functions that rely on the .dll for functionality are broken. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 12, 2019 Author Share Posted April 12, 2019 On 3/19/2019 at 6:06 PM, Kilo60 said: Question...? How are you all decoupling your three seperate base buildings from the tricoupler? I'm having issues when trying to decouple one base at a time in orbit and have a tricoupler adapter mounted top and bottom with base decouplers at each end of my three bases. When I stage the three bottom decouplers to eject the bottom tricoupler all three bases also simultaneously detach from the top decouplers and top tricoupler adapter... ? I thinks this happens when you put the decouplers on the rocked with the help of part symmetry. When placed with part symmetry they are all decoupled at the same time. When you just place them on by one without symmetry it should work. 18 hours ago, Friznit said: I'm testing various mods in 1.7 - KPBS appears to have lost its PAWS menus. I need to do proper regression testing and dig up some logs but if anyone else could repro that would be helpful. 16 hours ago, Tonka Crash said: If you look in the logs you'll find the PlanetarySurfaceStructures.dll is no longer loading, so all KPBS functions that rely on the .dll for functionality are broken. Oh, this sounds rather bad. Will try to take a look at it but it will probably not be before monday that i get time to do stuff on KSP. With luck i only need to recompile the plugin to run. Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted April 12, 2019 Share Posted April 12, 2019 1 hour ago, Nils277 said: I thinks this happens when you put the decouplers on the rocked with the help of part symmetry. When placed with part symmetry they are all decoupled at the same time. When you just place them on by one without symmetry it should work. Oh, this sounds rather bad. Will try to take a look at it but it will probably not be before monday that i get time to do stuff on KSP. With luck i only need to recompile the plugin to run. Hmmmm. I have been placing them one at a time. What do you mean by one at a time without part Symmety? I thought placing them one at a time meant without symmetry? Thanks! Quote Link to comment Share on other sites More sharing options...
KingKerb Posted April 12, 2019 Share Posted April 12, 2019 Just wondering, when will you update for 1.7? Quote Link to comment Share on other sites More sharing options...
Friznit Posted April 12, 2019 Share Posted April 12, 2019 (edited) See post two above yours: 8 hours ago, Nils277 said: Oh, this sounds rather bad. Will try to take a look at it but it will probably not be before monday that i get time to do stuff on KSP. With luck i only need to recompile the plugin to run. Edited April 12, 2019 by Friznit Quote Link to comment Share on other sites More sharing options...
TiberiusPimpstik Posted April 13, 2019 Share Posted April 13, 2019 (edited) 16 hours ago, Nils277 said: Oh, this sounds rather bad. Will try to take a look at it but it will probably not be before monday that i get time to do stuff on KSP. With luck i only need to recompile the plugin to run. I've (badly and with zero experience) compiled from the latest source with VS and after gutting out the save upgrader and changing a couple lines to fix errors VS helpfully guided me to... IT COMPILED! And the modules deploy once again! https://imgur.com/a/DWfDHuR Edited April 13, 2019 by TiberiusPimpstik Quote Link to comment Share on other sites More sharing options...
fulgur Posted April 17, 2019 Share Posted April 17, 2019 (edited) This is a great mod, I really like the parts and think it is better than Pathfinder in terms of gameplay. One question though: isn't this habitat meant to inflate? Downloaded in 1.7 with few mods other than USI-LS, KPBS, Outer Planets and a couple of visual mods. Thanks for this mod. Edited April 17, 2019 by fulgur Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 17, 2019 Share Posted April 17, 2019 30 minutes ago, fulgur said: This is a great mod, I really like the parts and think it is better than Pathfinder in terms of gameplay. One question though: isn't this habitat meant to inflate? Downloaded in 1.7 with few mods other than USI-LS, KPBS, Outer Planets and a couple of visual mods. Thanks for this mod. Known issue with 1.7. Wait for an update. Quote Link to comment Share on other sites More sharing options...
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