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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]


Nils277

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  • 2 weeks later...

I'm having an issue with the resource water not appearing on Minmus on the K&K Water Scanner, despite the Github page saying there should be water.

I use more mods than this so I'm trying to find the cause - what is needed for water to properly be assigned to the planets? Community Resource Pack?

 

Edit: I installed Rational Resources for TAC LS and it's dependencies, now water is showing up on scans. but on the Mun AND Minmus, on the poles, unlike suggested by the TAC-LS Spreadsheet on github for this mod.

Edited by Chakkoty
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  • 3 weeks later...

I use the Snacks mod for Life Support, and I use the optional Air and Stress resources within that mod. I noticed that Kerbal Planetary Base Systems doesn't interface with those elements of Snacks, and it made the prospect of base building using this mod a challenge. I tinkered around with the config file for a bit and eventually got it to a place where I feel it now works well with those elements of Snacks. Specifically, my changes do the following:

  •  Add an "Air Maker" mode to the Planetary ISRU part that matches the statistics of the stock ISRU 
  • Added "Fresh Air", "Stale Air", and "Fresh and Stale Air" options to the small and big Snacks container parts, matching the volume to the other resources those containers provide
  • Added a "Soil Recycler" module to the MK2 and MK1 Habitats. The MK2 matches the Hitchhiker's efficiency from Snacks, the MK1 process half as much soil per unit of electricity
  • Added an "Air Scrubber" module to the MK2 and MK1 Habitats. The MK2 matches the Hitchhiker's efficiency from Snacks, the MK1 process half as much Stale Air per unit of electricity
  • Added an "Entertainment Center" module to the MK2 and MK1 Habitats. The MK2 and MK1 match the Hitchhiker's efficiency from Snacks
  • Added Stale Air and  Soil resource storage to the MK2 and MK1 Habitats. The MK2 matches the Hitchhiker's storage volume from Snacks, the MK1 has 3/4 of that volume
  • Adjusted the mass of the MK2 and MK1 habitats to compensate for the above changes. The changes match the adjusted mass values from the config file for the USI Life Support mod 

I'd be happy to share it with the community but I'm not sure what the proper etiquette for this is, since this isn't my mod and 95% of  this work was just copying code from the config files for this mod and Snacks. @Nils277, if this is helpful, I can send the file to you, or I can post them here if that's appropriate. 

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  • 3 weeks later...
  • 4 weeks later...
4 hours ago, Momadance said:

are the supported mods completely optional? And can I install this mod directly into the game data folder?

4 hours ago, Momadance said:

Also, will this go directly into the stock tech tree, add more nodes, or is putting it in the tech tree a whole different mod?

Supported mods are completely optional. It goes into gamedata the same way as most mods.

I think it will work with just about any tech tree - all parts should end up in a node even if the tree doesn't have specific support for KPBS.

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In addition to what @DeadJohn just said (he answered while I was typing the same things), as I recall, by default, this mod creates its own part category and the parts only show up in that KPBS category in the VAB/SPH.

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13 hours ago, DeadJohn said:

Supported mods are completely optional. It goes into gamedata the same way as most mods.

I think it will work with just about any tech tree - all parts should end up in a node even if the tree doesn't have specific support for KPBS.

thx man really helps 

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  • 4 weeks later...

This mod is so good, I almost forget it's not stock.  For several years, it has been a required part of my installs.  Recently, I've been learning to make a very particular type of modlet, the TURD, which stands for Textures Unlimited Recolor Depot.  These are config files and hand-made textures, tailored to a specific mod part-by-part, and what they do is simply spectacular.  They let you recolor said parts in pretty much any way you desire, using defined areas for the primary, secondary, and tertiary (re)colors. 

You know how you could paint parts in KSP2? Well they stole that from the TURD mod by ManWithNoName.  KSP1 has had that capability since before KSP2 was announced, but not everyone is aware of it.  Now this mod has that capability as well.

 That's right.  You can now paint the parts from Planetary Base Systems

You just need to download TexturesUnlimited....

....and my TURD files for this mod, which can be found at the top of the thread, here

Additionally, there's two parts from the 'ModSupport' folder that may not display correctly without the original Squad TURD by ManWithNoName, they are the two water-scanning devices that I believe are associated with USI LifeSupport.  (You won't even see them if you don't have that installed).  Both of these use clones of existing Squad models so I cobbled together configs that just used existing resources.  I plan on eventually fixing this.

Here are some examples of what you can achieve:

nZGlgM3.png

 

tOlksDr.png

Edited by UncleMateo
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On 9/23/2024 at 11:29 PM, UncleMateo said:

This mod is so good, I almost forget it's not stock.  For several years, it has been a required part of my installs.  Recently, I've been learning to make a very particular type of modlet, the TURD, which stands for Textures Unlimited Recolor Depot.  These are config files and hand-made textures, tailored to a specific mod part-by-part, and what they do is simply spectacular.  They let you recolor said parts in pretty much any way you desire, using defined areas for the primary, secondary, and tertiary (re)colors. 

You know how you could paint parts in KSP2? Well they stole that from the TURD mod by ManWithNoName.  KSP1 has had that capability since before KSP2 was announced, but not everyone is aware of it.  Now this mod has that capability as well.

 That's right.  You can now paint the parts from Planetary Base Systems

You just need to download TexturesUnlimited....

....and my TURD files for this mod, which can be found at the top of the thread, here

Additionally, there's two parts from the 'ModSupport' folder that may not display correctly without the original Squad TURD by ManWithNoName, they are the two water-scanning devices that I believe are associated with USI LifeSupport.  (You won't even see them if you don't have that installed).  Both of these use clones of existing Squad models so I cobbled together configs that just used existing resources.  I plan on eventually fixing this.

Here are some examples of what you can achieve:

nZGlgM3.png

 

tOlksDr.png

What trusses are those?

[snip]

Edited by Vanamonde
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