Nils277 Posted October 20, 2016 Author Share Posted October 20, 2016 (edited) 3 hours ago, ethambutol said: @Nils277 I think I noticed an error in the K&K Container Greenhouse TAC-LS production rates as the production rates does not tally with my spreadsheet values. You are missing a zero. K&K Greenhouse (1.3.1) - Output resource Food is 0.0003441840277699824 K&K Greenhouse (1.x.x) - Output resource Food is 0.00003441840277699824 (the old figure in the spreadsheet derived from multipling some figures) K&K Planetary (1.3.1) - Greenhouse production rate is 0.000103255208331 Pulled straight from the .cfg files (Container_Greenhouse and KPBS_MM_TAC_LS) so unless it's intentionally that the tiny greenhouse produces more than the big greenhouse (doubt it as you are getting more food out from less inputs - MAGIC!), there is a missing 0. For me it is an easy correction to make in the file: add 0 Actually this bug report is pretty funny Not long ago a got the bug report that the Container Greenhouse is producing 10 times less Food than expeced and changed it for version 1.1.5. (as in removed a zero).And to be honest, at that time looking at the configs it made sense to me. Must have been a bit absentminded. You are right, the small one should not produce more than the big one. Will fix that for the next update. Oh, and would it be possible to have a copy of your spreadsheet? It would be really helpful to make sure all is balanced and a closed cycle is hard but not impossible Edited October 20, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
Stratickus Posted October 20, 2016 Share Posted October 20, 2016 (edited) On 4/5/2016 at 7:46 AM, Nils277 said: Regarding the deprecated parts: The deprecated landing gear/landing leg comination (that shouldn't be used anymore) is still missing its functionality. The conversion is somewhat annoying and i don't know if two landing-legs/gears still would work with the new wheel system. Therefore it is not yet decided if it will remain unfunctional. It is best to not use them anymore and replace the ones already at crafts. PS: Is anyone still using this part? I found this somewhat dated post early in the thread and if this has been covered already in later posts my apologies. Is there a download available that excludes the deprecated parts? I have downloaded the mod off both CKAN and manually off Space dock (haven't tried the others) and get all the parts including the deprecated ones. Do I need to manually delete the deprecated parts? Cheers, Edited October 20, 2016 by Stratickus Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 21, 2016 Author Share Posted October 21, 2016 (edited) 10 hours ago, Stratickus said: I found this somewhat dated post early in the thread and if this has been covered already in later posts my apologies. Is there a download available that excludes the deprecated parts? I have downloaded the mod off both CKAN and manually off Space dock (haven't tried the others) and get all the parts including the deprecated ones. Do I need to manually delete the deprecated parts? Cheers, Hey, you have to delete the deprecated parts manually at the moment. They are all in a separate folder to make this easy. This is also described in the latest read-me. I have long played with the though about removing them altogether and providing an optional download for the deprecated parts. So the question to all: Edit: I started a poll to decide which of the deprecated parts should be removed. Edited October 21, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
rattman Posted October 22, 2016 Share Posted October 22, 2016 Hi There might be some issues with the 6 way corridor. http://imgur.com/a/aVHka Seems the attach point is to deep. You can drag out the item, in this case a docking port senior Quote Link to comment Share on other sites More sharing options...
stali79 Posted October 22, 2016 Share Posted October 22, 2016 1 minute ago, rattman said: Hi There might be some issues with the 6 way corridor. http://imgur.com/a/aVHka Seems the attach point is to deep. You can drag out the item, in this case a docking port senior I have a similar issue with the garage adapter. Quote Link to comment Share on other sites More sharing options...
Dr.Wolfram Posted October 22, 2016 Share Posted October 22, 2016 (edited) Hi Nills, do u moved Central Hub from Meta-Materials? It's arrived that nice time of Career when you start to build your first science/colony/ISRU/factory-outpost on Mun. Just researched meta Materials and i cant find Central Hub part, so i looked in all of the technology tree branches and didnt saw it. So then i started Sandbox to just verify if Hub exists in game ...aaaand yup it is... probably its some kind of mod interference, first thing that comes in mind is Community Tech Tree... Edit: so i updated CTT, now i can see Planetary Hub in MetaMaterials, but nothing else, part is still missing Edited October 22, 2016 by Dr.Wolfram Situation Update Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 22, 2016 Author Share Posted October 22, 2016 (edited) 17 hours ago, rattman said: Hi There might be some issues with the 6 way corridor. http://imgur.com/a/aVHka Seems the attach point is to deep. You can drag out the item, in this case a docking port senior You forgot to mention that you are using TweakScale. Their default size is the one of the normal Clamp O-Tron Docking Port, not the docking port Sr. I'm sure that TweakScale is messing with the parts and forgets to update the position of the nodes. To fix this, update tweakscale to version 2.3.1. There was a bug that caused the nodes to get back to the original position when copying a scaled part in the Editor. I just tried out both versions and 2.3.1 fixed the exact issue you mentioned. @stali79 Can you elaborate this a bit more? As the Garage Adapter does not support tweakscale it is not affected by the bug in it. For me the Adapter behaves perfectly normal in the editor. Maybe a picture of the problem might be of help. @Dr.Wolfram You guessed right, for CTT i placed the Cental Hub in "Long Term Habitation". I thought that this was a more appropiete place for it. Edited October 22, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
Dr.Wolfram Posted October 22, 2016 Share Posted October 22, 2016 1 minute ago, Nils277 said: You guessed right, for CTT i placed the Cental Hub in "Long Term Habitation". I thought that this was a more appropiete place for it. Oh yeah, just noticed it there ... Nuuuu! I always started my outposts with Central Hub, i'll need lots of science to unlock that. Oh, well, time to commit some science genocide *ehm* expeditions Quote Link to comment Share on other sites More sharing options...
stali79 Posted October 23, 2016 Share Posted October 23, 2016 (edited) 6 hours ago, Nils277 said: You forgot to mention that you are using TweakScale. Their default size is the one of the normal Clamp O-Tron Docking Port, not the docking port Sr. I'm sure that TweakScale is messing with the parts and forgets to update the position of the nodes. To fix this, update tweakscale to version 2.3.1. There was a bug that caused the nodes to get back to the original position when copying a scaled part in the Editor. I just tried out both versions and 2.3.1 fixed the exact issue you mentioned. @stali79 Can you elaborate this a bit more? As the Garage Adapter does not support tweakscale it is not affected by the bug in it. For me the Adapter behaves perfectly normal in the editor. Maybe a picture of the problem might be of help. @Dr.Wolfram You guessed right, for CTT i placed the Cental Hub in "Long Term Habitation". I thought that this was a more appropiete place for it. From what I am seeing, the Garage node is overriding the Garage Adapter node, so instead of snapping to the adapter's node, parts are snapping to the garage's node instead. http://imgur.com/a/2t72O Edited October 23, 2016 by stali79 Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 23, 2016 Author Share Posted October 23, 2016 (edited) @stali79 Oh, you are right, one of the stack nodes in the inside is facing in the wrong direction. Will take care of that. Won't be long until the next update. There is a bug in one module of KPBS that causes massive NREs when a kerbal goes on EVA, so i have to fix that rather fast. Edited October 23, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
Palec Posted October 23, 2016 Share Posted October 23, 2016 Hello, Greetings to author of this mod, I recently discovered it and I love it. Can someone recommend me some other mod which I could use together with this to construct new crafts in the colony? As easy to use as possible, I dont want to install 5 other mods just for this feature Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 24, 2016 Author Share Posted October 24, 2016 (edited) Bugfix Update to 1.3.2 Changelog: Quote 1.3.2 General: Added missing license for Community Category Kit Cleanup: Removed all the deprecated parts Mod Support: Updated support for Kerbalism (converter now have reliability) Bug Fixes: Fixed invalid entry for field researchTime for cental-hub Removed artifacts in Portraits in the Central Hub and the Science Lab Fixed malfunction and resulting NREs of Module for JSIATP support Reduced too high resource ration of the Greenhouse Container for TAC-LS (now 10 times less) Cargo Attachment-Point in the "K&K Garage with Side-Door" now points into to right direction Removed unnecessary Module for CLS from the big Oxygen container The greenhouse is now only in the life support tab when an LS mod is installed Download: Note on the removed deprecated parts: From this update on, all the deprecated parts are not anymore a part of this mod. I did my best to remove almost all occurences of the deprecated parts in the VAB/SHP so they should not have been used for any new craft. They were completely unavailable in the Science and Career mode and only persisted in already launched crafts. However if you still need them, they are still availabled from here Download deprecated parts @Palec Welcome to the Forums If you like a bit more thrill keeping your kerbals alive, i'd suggest one of the life support mods . E.g. (in decreasing order of complexity) TAC-LS, USI-LS or Snacks. Other fun mods also include rovers, like the Buffalo or the Malemute Edited October 24, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
dmav522 Posted October 24, 2016 Share Posted October 24, 2016 can somebody post a download link for 1.1.3 version ? Quote Link to comment Share on other sites More sharing options...
Kerbital Posted October 24, 2016 Share Posted October 24, 2016 Sorry, I'm new to KSP. How do I actually build those bases and/or how do I get them to the planets? I can't seem to find any information on that. I saw few videos where people used Hyperedit, but I was hoping for a more immersive way of building those. Thanks! Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted October 24, 2016 Share Posted October 24, 2016 42 minutes ago, Kerbital said: Sorry, I'm new to KSP. How do I actually build those bases and/or how do I get them to the planets? I can't seem to find any information on that. I saw few videos where people used Hyperedit, but I was hoping for a more immersive way of building those. Thanks! Have you looked at the first post (OP)? There are a bunch of image galleries and linked videos. They might give you some ideas. Quote Link to comment Share on other sites More sharing options...
Dr.Wolfram Posted October 24, 2016 Share Posted October 24, 2016 On 23/10/2016 at 0:11 PM, Palec said: Hello, Greetings to author of this mod, I recently discovered it and I love it. Can someone recommend me some other mod which I could use together with this to construct new crafts in the colony? As easy to use as possible, I dont want to install 5 other mods just for this feature Hello Palec, Here're some mods that could be usefull for you : Spoiler I really like NearFutureConstruction for those modular multi-purpose girders in which you can stuff different tanks or even corridors, but i suggest you to try some moar NearFuture stuff, those are really nice mods Another piece of jewel: 'Wanna assembly giant ships? Build a base without using KAS?...Or some cranes/magnets/forklifts to help you in building your stuff? Construction ports are amazing for this! (warranty voids if items are 10m above the launchpad)' aand if you're interested you can grab more awesome mods on RoverDude's GitHub. Quote Link to comment Share on other sites More sharing options...
DStaal Posted October 25, 2016 Share Posted October 25, 2016 4 hours ago, Kerbital said: Sorry, I'm new to KSP. How do I actually build those bases and/or how do I get them to the planets? I can't seem to find any information on that. I saw few videos where people used Hyperedit, but I was hoping for a more immersive way of building those. Thanks! Beyond what Dr.Wolfram has said, I'd take a look at Extraplanatary Launchpads for building in-place - and just using the docking, mounting, and engine parts included in the set to launch and assemble the base. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 25, 2016 Author Share Posted October 25, 2016 (edited) 10 hours ago, dmav522 said: can somebody post a download link for 1.1.3 version ? Just look at the downloads listed in the OP. You can find downloads for older version of this mod that run with KSP 1.1.3 under all three. (Under Changelog at Spacedock, under files at Curse and just lower in the list at Github). Out of curiosity, why do you want to use KSP 1.1.3? Edited October 25, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
dmav522 Posted October 25, 2016 Share Posted October 25, 2016 8 hours ago, Nils277 said: Just look at the downloads listed in the OP. You can find downloads for older version of this mod that run with KSP 1.1.3 under all three. (Under Changelog at Spacedock, under files at Curse and just lower in the list at Github). Out of curiosity, why do you want to use KSP 1.1.3? never mind,I just updated... Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 25, 2016 Author Share Posted October 25, 2016 (edited) 59 minutes ago, dmav522 said: never mind,I just updated... Okay Might have been the case that you have OSX Sierra installed and are unable to run 1.2 or similar. When there are a lot of people with this problem it might have been an option to also keep a 1.1.3 version up-to-date for them until KSP can run on their devices. Oh and btw. welcome to the forums! Edited October 25, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
Gilph Posted October 25, 2016 Share Posted October 25, 2016 (edited) 10 hours ago, Nils277 said: Out of curiosity, why do you want to use KSP 1.1.3? For me, I'm still playing a 1.1.3 career mode with a whole bunch of mods. Not all have been moved nicely to 1.2. Also plan on doing that for a while, as I am using TAC-LS/KPBS combo in 1.1.3, and decided to use USI/KPBS in 1.2. Your version 1.1.5 was the first to support 1.2 and had the fixes I asked for regarding the storage rebalancing. But, I kinda wanted them on 1.1.3. Is that not possible anymore? Not a big issue, more of a nice to have. Edited October 25, 2016 by Gilph Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 25, 2016 Author Share Posted October 25, 2016 24 minutes ago, Gilph said: For me, I'm still playing a 1.1.3 career mode with a whole bunch of mods. Not all have been moved nicely to 1.2. Also plan on doing that for a while, as I am using TAC-LS/KPBS combo in 1.1.3, and decided to use USI/KPBS in 1.2. Your version 1.1.5 was the first to support 1.2 and had the fixes I asked for regarding the storage rebalancing. But, I kinda wanted them on 1.1.3. Is that not possible anymore? Not a big issue, more of a nice to have. In general you can use the parts and configs from KPBS 1.3.2 in KSP 1.1.3. The parts did not change (except for bugfixes). You only have to take care to still have to old plugin dll. Unfortunately there is one exception, which is support for TAC LS because some definitions in the configs changed which makes the new configs unusable in TAC LS versions that run on KSP 1.1.3. Quote Link to comment Share on other sites More sharing options...
Gilph Posted October 25, 2016 Share Posted October 25, 2016 43 minutes ago, Nils277 said: In general you can use the parts and configs from KPBS 1.3.2 in KSP 1.1.3. The parts did not change (except for bugfixes). You only have to take care to still have to old plugin dll. Unfortunately there is one exception, which is support for TAC LS because some definitions in the configs changed which makes the new configs unusable in TAC LS versions that run on KSP 1.1.3. OK, Thanks for the reply. I am not having any serious issues that impact play, so it's all fine. I started a 1.2 career and should be landing bases shortly using USI-LS. Have to decide whether I prefer TAC or USI eventually. USI is such a large mod in total that is looks a lot like a different game sometimes, and that could be a good thing. But, will always keep KPBS. It is really a great mod. Was never really interested in trying to retrofit rocket parts as bases, but KPBS really makes bases fun. Thanks Quote Link to comment Share on other sites More sharing options...
dmav522 Posted October 25, 2016 Share Posted October 25, 2016 3 hours ago, Nils277 said: Okay Might have been the case that you have OSX Sierra installed and are unable to run 1.2 or similar. When there are a lot of people with this problem it might have been an option to also keep a 1.1.3 version up-to-date for them until KSP can run on their devices. Oh and btw. welcome to the forums! I'm on Windows Quote Link to comment Share on other sites More sharing options...
Aluminator Posted October 25, 2016 Share Posted October 25, 2016 Ahhh finaly my a picture of my MunStation at the Neil Armstring memorial site. Thanks to your mod and KJR i'm going to upgrade and extend it this week. Without KJR extending my base is impossible. It will wobble itself apart after connecting more base-parts. Quote Link to comment Share on other sites More sharing options...
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