SkyFall2489 Posted April 29, 2022 Share Posted April 29, 2022 14 hours ago, Nils277 said: @The Credible Bulk and @SkyFall2489 the problem with SimpleRepaint has to come from this mod itself. There is a way around it you can do. Just put this in a CFG file: Spoiler @PART[KKAOSS_drill,KKAOSS_MetalOreDrill,KKAOSS_LS_drill_water]:BEFORE[zzz_SimpleRepaint] { %SR_Ignore = true } This will blacklist the KPBS drill parts from SimpleRepaint. Quote Link to comment Share on other sites More sharing options...
gameskipper Posted April 29, 2022 Share Posted April 29, 2022 For some reason, the KPBS greenhouse is not appearing for me, is there something I missed in the changelog? (using all near future mods, far future, OPT and OPT reconfig + Visual and IVA mods) Quote Link to comment Share on other sites More sharing options...
gameskipper Posted May 2, 2022 Share Posted May 2, 2022 On 4/30/2022 at 12:34 AM, gameskipper said: For some reason, the KPBS greenhouse is not appearing for me, is there something I missed in the changelog? (using all near future mods, far future, OPT and OPT reconfig + Visual and IVA mods) hmm, I seemed to have figured it out, for some odd reason, it was caused by the TAC Life Support mod Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 3, 2022 Author Share Posted May 3, 2022 (edited) On 4/29/2022 at 2:27 AM, SkyFall2489 said: There is a way around it you can do. Just put this in a CFG file: Reveal hidden contents @PART[KKAOSS_drill,KKAOSS_MetalOreDrill,KKAOSS_LS_drill_water]:BEFORE[zzz_SimpleRepaint] { %SR_Ignore = true } This will blacklist the KPBS drill parts from SimpleRepaint. Thanks! Will add the blacklist to the next update. Are the any other parts known to have problems with SimpleRepaint? 20 hours ago, gameskipper said: hmm, I seemed to have figured it out, for some odd reason, it was caused by the TAC Life Support mod Thanks for the report. I will take a look at this and see why the greenhouse disappears for TAC-LS. It should be moved to the live support category. Maybe something changed and this causes problems. Edit: @gameskipper I have checked it out and privided that ModuleManager, CCK and CRP are installed correctly too, the greenhouse appears in the "Life Support" main category in the VAB/SPH. Edited May 3, 2022 by Nils277 Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted May 3, 2022 Share Posted May 3, 2022 7 hours ago, Nils277 said: Thanks! Will add the blacklist to the next update. Are the any other parts known to have problems with SimpleRepaint? Not in KPBS. I have not tried your other mods yet. Quote Link to comment Share on other sites More sharing options...
gameskipper Posted May 5, 2022 Share Posted May 5, 2022 (edited) On 5/3/2022 at 6:21 PM, Nils277 said: I have checked it out and privided that ModuleManager, CCK and CRP are installed correctly too, the greenhouse appears in the "Life Support" main category in the VAB/SPH. Hmm, well I did install the one that was bundled in, but i did write into and overwrite some files due to other mods also having it bundled in, I'm not sure that would cause a difference though. Edit: I just installed a bunch of mods and I didn't find the greenhouse, BUT it turns out it is in the Life Support category, but for some reason, doesn't appear when searching "greenhouse" Edited May 5, 2022 by gameskipper Clarification Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted May 7, 2022 Share Posted May 7, 2022 Bug report: Mass of recycler too high steps to reproduce: pull up the info in the editor for the recycler part I don't think it should be 2 tons, given that the EL recyclers are super light, and @taniwha seems to have done the math for all the other parts of EL... Quote Link to comment Share on other sites More sharing options...
Zozaf Kerman Posted May 7, 2022 Share Posted May 7, 2022 Is this mod CKAN enabled? Quote Link to comment Share on other sites More sharing options...
Guest Posted May 7, 2022 Share Posted May 7, 2022 32 minutes ago, Zozaf Kerman said: Is this mod CKAN enabled? Yes Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 12, 2022 Author Share Posted May 12, 2022 Update to 1.6.16 Quote Mod Support: Fixed compatibility issues with Simple Repaint Fixed mass of Recycler for EPL Quote Link to comment Share on other sites More sharing options...
Fendrin Posted May 15, 2022 Share Posted May 15, 2022 (edited) Hello space travelers, to satisfy the TAC Live support needs for the Kerbonauts on their Mün base, mission control took a look at the hardware K&K offers. So far the Kerbals in charge are rather impressed with the product palette offered but there is a question left regarding power management. During Mün's daytime the Electron can split water into its contents to store energy in a more compact way than it could be done with accumulators. But K&K's fuel cell operates only with liquid fuel and oxidizer with no way to switch to hydrogen and oxygen for the process. It is possible to use a fuel cell from several other vendors thus the solution is still in consideration. Still the question lingers, why isn't K&K offering a closed cycle without the need for foreign parts? Are the brains at mission control missing something? Edited May 15, 2022 by Fendrin Corrected wrong capitals Quote Link to comment Share on other sites More sharing options...
glorsh66 Posted May 25, 2022 Share Posted May 25, 2022 Does it work well in the career mode? (I mean does it change the tech tree?) Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 26, 2022 Share Posted May 26, 2022 17 hours ago, glorsh66 said: Does it work well in the career mode? (I mean does it change the tech tree?) Only to add its own parts in Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 1, 2022 Author Share Posted June 1, 2022 (edited) @Fendrin The designers at K&K did not consider a Fuel-Cell converting hydrogen and oxygen into EC because they did not think anybody would be ready to turn the Electron and Fuel-Cell on and off depending on whether it is day or night to have a mixed cycle (they have not heard of any automatic way to do this until now). However, if provided with a good example of an existing version of a fuel-cell from another vendor that does have this ability, the designers at K&K are positive that they are able to work out a workaround for this shortcoming. Edited June 1, 2022 by Nils277 Quote Link to comment Share on other sites More sharing options...
littlecaptian Posted July 5, 2022 Share Posted July 5, 2022 Are you have interesting to made the base could be print by mod sandcastle? Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 5, 2022 Share Posted July 5, 2022 1 hour ago, littlecaptian said: Are you have interesting to made the base could be print by mod sandcastle? @Nils277 shouldn't have to do anything. Sandcastle uses EL (for non-inventory builds) and EL builds most parts without issue. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted July 5, 2022 Share Posted July 5, 2022 On 6/1/2022 at 2:38 PM, Nils277 said: @Fendrin The designers at K&K did not consider a Fuel-Cell converting hydrogen and oxygen into EC because they did not think anybody would be ready to turn the Electron and Fuel-Cell on and off depending on whether it is day or night to have a mixed cycle (they have not heard of any automatic way to do this until now). However, if provided with a good example of an existing version of a fuel-cell from another vendor that does have this ability, the designers at K&K are positive that they are able to work out a workaround for this shortcoming. On Demand Fuel Cells (ODFC) Quote Link to comment Share on other sites More sharing options...
Fisherman Posted July 24, 2022 Share Posted July 24, 2022 (edited) Nerd time! I am playing with RealFuels and was frustrated that fuel cells aren't changed. So, I thought about converting generic Fuel Cell Arrays into proper H2+O2 fuel cells (and CH4+O2, CH3OH+O2 and C2H5OH+O2 after that). Since I didn't want to make fuel consumption and energy generation purely arbitrary, I started some calculations. The biggest struggle for me was the amount of ElectricCharge that needed to be generated, but luckily KPBS has Elektron Container unit, which was a great help. Another help was this thread: So, assuming that Unit of "ElectricCharge" is indeed equals 113 joules, we now have this equations: Spoiler As you can see, Elektron container is super effective, having so negligible losses that they can be ignored! Oops! Related: Why do you use separate module for your resource converters instead of stock ModuleResourceConverter? Does ModuleKPBSConverter have advantages compared to stock one? Edited July 24, 2022 by Fisherman Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 24, 2022 Share Posted July 24, 2022 (edited) @Fisherman that posting you cited is nine years old and is purely stock-centric. Why go with that when you are using Real Fuels where 1 ElectricCharge = 1 kilojoule? Here's some alternate sample fuel cell generator configs (for the small/large stock fuel cells. Just the ModuleGenerator part) these will give you appropriate O2/H2 -> water by mass and I believe I based the EC output by the Apollo fuel cells as a guideline. Fuel Cell Spoiler MODULE { name = ModuleGenerator statusGUIName = Fuel Cell requiresAllInputs = false INPUT_RESOURCE { name = Hydrogen rate = 0.09023775 } INPUT_RESOURCE { name = Oxygen rate = 0.0456694575 } OUTPUT_RESOURCE { name = Water rate = 0.0000725063088 } OUTPUT_RESOURCE { name = ElectricCharge rate = 0.75 } } Fuel Cell Array Spoiler MODULE { name = ModuleGenerator statusGUIName = Fuel Cell requiresAllInputs = false INPUT_RESOURCE { name = Hydrogen rate = 0.5414265 } INPUT_RESOURCE { name = Oxygen rate = 0.274016745 } OUTPUT_RESOURCE { name = Water rate = 0.0004350378528 } OUTPUT_RESOURCE { name = ElectricCharge rate = 4.5 } } Edit: Clarification: EC as 1 kilojoule actually only makes sense for storage. Given that the article was specifically talking about solar panels and we're talking about generators, we should actually be using watts, where output in EC is in kilowatts. Edited July 24, 2022 by Starwaster Clarification on joules and watts Quote Link to comment Share on other sites More sharing options...
Fisherman Posted July 25, 2022 Share Posted July 25, 2022 (edited) 2 hours ago, Starwaster said: @Fisherman that posting you cited is nine years old and is purely stock-centric. Why go with that when you are using Real Fuels where 1 ElectricCharge = 1 kilojoule? Probably because I didn't find anything related beside that thread. That said, if EC=1kJ and Fuel Cell has efficiency of 70% then with input you proposed Output of Fuel Cell is closer to .81 per second. Which is, honestly, not bad. I guess I can scale it up somewhat to get 1,5 kW Fuel Cells. Edited July 25, 2022 by Fisherman Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 25, 2022 Share Posted July 25, 2022 @Fisherman I'm pretty sure most mods (and even stock for many things) assumes 1u = 1kJ. I know for absolute fact EL does (btw, if you want some help with EL recipes for RF, holler). Quote Link to comment Share on other sites More sharing options...
Frostiken Posted August 19, 2022 Share Posted August 19, 2022 (edited) Did nobody notice that the greenhouse module Kerbalism config grow rate is one decimal point off and takes five years to grow food? Edited August 19, 2022 by Frostiken Quote Link to comment Share on other sites More sharing options...
jebycheek Posted September 28, 2022 Share Posted September 28, 2022 (edited) There is a problem,my base can walk!same at every planet surface,even stock friction parts can‘t stop it... HELP Edited September 28, 2022 by jebycheek Quote Link to comment Share on other sites More sharing options...
Space Kerbalisation Tech Posted September 29, 2022 Share Posted September 29, 2022 @jebycheek by “stock friction parts“ i assume you mean the grip pads from breaking ground dlc. try downloading KAS (kerbal attachment system) and use the base ground anchor parts that will appear with that mod installed, or just use the stock ground anchor parts if you are using 1.12. Hope this helps! Quote Link to comment Share on other sites More sharing options...
jebycheek Posted September 30, 2022 Share Posted September 30, 2022 19 hours ago, Space Kerbalisation Tech said: @jebycheek by “stock friction parts“ i assume you mean the grip pads from breaking ground dlc. try downloading KAS (kerbal attachment system) and use the base ground anchor parts that will appear with that mod installed, or just use the stock ground anchor parts if you are using 1.12. Hope this helps! It worked!thankyou! Quote Link to comment Share on other sites More sharing options...
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