RoverDude Posted January 14, 2017 Author Share Posted January 14, 2017 Scientist can be anywhere in the base Quote Link to comment Share on other sites More sharing options...
sh1pman Posted January 14, 2017 Share Posted January 14, 2017 (edited) @RoverDude I've also noticed an inconsistency in life support window reports. It shows over 3 years of hab for 12 kerbals in VAB, but only shows 1 year for five kerbals when the base is actually deployed. All the hab modules are turned on. Edited January 14, 2017 by sh1pman Quote Link to comment Share on other sites More sharing options...
sh1pman Posted January 14, 2017 Share Posted January 14, 2017 (edited) Local logistics tab seems bugged as well. It offers me to transfer LF/O, even though there is no LFO storage on the "MatKit Delivery" vessel. On the other hand, it doesn't allow me to transfer materialkits when there clearly is a storage for them availible on both vessels. Edited January 14, 2017 by sh1pman Quote Link to comment Share on other sites More sharing options...
Wyzard Posted January 14, 2017 Share Posted January 14, 2017 (edited) How does the Scout landing module's "weight transfer" feature work? Does it just move the Scout's CoM around within its bounding box to try to center the vessel's overall CoM? Or is it something more magical than that? Also, @RoverDude, I think the labeling on the weight transfer activate/deactivate button may be inverted: when I click "Disable Weight Transfer", the CoM marker moves downward and toward the centerline of my lander, and when I click "Enable Weight Transfer", it moves upward (away from the Scout at the bottom) and off-center. (Edit: nevermind, it's something else; see #1107.) (I'm trying to troubleshoot a rocket with a Scout-based lander that pitches severely during launch if I have unbalanced Ranger parts attached around the base of the Scout. I think the problem is just that the attached parts are shifting the CoM more than the Scout's weight transfer is able to compensate for, but I'm not certain since I'm unsure of how the weight transfer works.) Edited January 14, 2017 by Wyzard Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 14, 2017 Share Posted January 14, 2017 On 1/14/2017 at 5:54 PM, Wyzard said: How does the Scout landing module's "weight transfer" feature work? Does it just move the Scout's CoM around within its bounding box to try to center the vessel's overall CoM? Or is it something more magical than that? Also, @RoverDude, I think the labeling on the weight transfer activate/deactivate button may be inverted: when I click "Disable Weight Transfer", the CoM marker moves downward and toward the centerline of my lander, and when I click "Enable Weight Transfer", it moves upward (away from the Scout at the bottom) and off-center. (I'm trying to troubleshoot a rocket with a Scout-based lander that pitches severely during launch if I have unbalanced Ranger parts attached around the base of the Scout. I think the problem is just that the attached parts are shifting the CoM more than the Scout's weight transfer is able to compensate for, but I'm not certain since I'm unsure of how the weight transfer works.) Expand It disables physics on the child parts and adds the weight to the scout. So no actual limits on the amount it will transfer. Also the button is the correct way around for me. It'll only do this for parts with 'ModuleWeightDistributableCargo' though. What parts have you got attached? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted January 14, 2017 Share Posted January 14, 2017 @sh1pman I assume you have a supply of Machinery nearby? I don't see a kontainer of it anywhere in the picture (dunno if you have some in the modules themselves), but for some bizarre reason inflatable hab modules need it to run (if the module isn't full it will run at proportionally decreased effectiveness) Also, use the arrows at the top of the local logistics window to switch cargo lists. When three or more vessels are nearby, they simply switch target vessels but when it is only two vessels I think they list (from L to R) cargoes that can be transferred between your vessel and the other vessel, all cargoes your vessel has, cargoes that can be transferred between the other vessel and yours and all cargoes the other vessel has. Not sure why it doesn't list MKT, try twiddling with the top arrows to bring up different lists. It only lists these for warehouse-enabled parts, but LF/OX are included by default. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted January 14, 2017 Share Posted January 14, 2017 On 1/14/2017 at 6:21 PM, voicey99 said: @sh1pman I assume you have a supply of Machinery nearby? I don't see a kontainer of it anywhere in the picture (dunno if you have some in the modules themselves), but for some bizarre reason inflatable hab modules need it to run (if the module isn't full it will run at proportionally decreased effectiveness) Also, use the arrows at the top of the local logistics window to switch cargo lists. When three or more vessels are nearby, they simply switch target vessels but when it is only two vessels I think they list (from L to R) cargoes that can be transferred between your vessel and the other vessel, all cargoes your vessel has, cargoes that can be transferred between the other vessel and yours and all cargoes the other vessel has. Not sure why it doesn't list MKT, try twiddling with the top arrows to bring up different lists. It only lists these for warehouse-enabled parts, but LF/OX are included by default. Expand The hab modules are full of machinery. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted January 14, 2017 Share Posted January 14, 2017 Throw me a save, I'll have a look and twiddle around a bit. I assume that base is just MKS parts? Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 14, 2017 Share Posted January 14, 2017 On 1/14/2017 at 6:21 PM, voicey99 said: but for some bizarre reason inflatable hab modules need it to run (if the module isn't full it will run at proportionally decreased effectiveness) Expand It's not bizzare when you understand the concept. The inflatables are just empty spaces when inflated. MaterialKits are then the structural supports, the floors, dividing walls, storage spaces and worktops and other things like that. Machinery is then the actual equipment and machinery the module needs to run. So in a hab module that would be beds, couches computers, pin ball machines, things that will be consumed and need replacing over time. So the more things like that in a hab the better the rating. A Hab with no machinery would be like a prison cell. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted January 14, 2017 Share Posted January 14, 2017 On 1/14/2017 at 6:17 PM, dboi88 said: It disables physics on the child parts and adds the weight to the scout. So no actual limits on the amount it will transfer. Expand Ah, OK, that makes sense. I did some more experimentation and found that the weight transfer just doesn't seem to work at all for some parts — including the MK-V Supply Redi-Pak that's attached to it on my lander. I've created issue #1107. Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 14, 2017 Share Posted January 14, 2017 On 1/14/2017 at 6:33 PM, Wyzard said: Ah, OK, that makes sense. I did some more experimentation and found that the weight transfer just doesn't seem to work at all for some parts — including the MK-V Supply Redi-Pak that's attached to it on my lander. I've created issue #1107. Expand Ahh ok, i thought that'd would be the issue. I did a pass across the MKS parts and updated a few with this module last release. I hadn't thought to check the Kontainers, i'll do that now and get a PR submitted with the fixes. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted January 14, 2017 Share Posted January 14, 2017 @dboi88 I suppose that does make sense but what doesn't is the fact that only the inflatable habs need machinery. Maybe this could be extended to all habs (and possible use ColonySupplies or something to distinguish it from industrial machinery, since you don't need sofas, tvs and lampshades to run a smelter). Quote Link to comment Share on other sites More sharing options...
sh1pman Posted January 14, 2017 Share Posted January 14, 2017 (edited) @voicey99 Just stock and MKS. https://dl.dropboxusercontent.com/u/46597246/quicksave %231.sfs Other crafts have DMagic and Mechjeb parts, but not the base. Edited January 14, 2017 by sh1pman Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 14, 2017 Share Posted January 14, 2017 On 1/14/2017 at 6:38 PM, voicey99 said: @dboi88 I suppose that does make sense but what doesn't is the fact that only the inflatable habs need machinery. Maybe this could be extended to all habs (and possible use ColonySupplies or something to distinguish it from industrial machinery, since you don't need sofas, tvs and lampshades to run a smelter). Expand Hmm i hadn't realized the other habs didn't use it, not sure why that is i agree they should all use machinery. Maybe RoverDude has some insight. ColonySupplies are purposefully an endgame resource (very complicated manufactoring process) so that wouldn't work for habs. You could add another named resource but it wouldn't add enough value. It's simple enough that everything uses machinery. You don't need those things to run a smelter but you do need machinery . . Quote Link to comment Share on other sites More sharing options...
voicey99 Posted January 14, 2017 Share Posted January 14, 2017 I just hope he doesn't extend it yet, I have yet to add machinery kontainers to all my bases and stations so if he makes all habs require machinery to soon all my kerbs will grump out instantly thanks to the habs shutting down. Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 14, 2017 Share Posted January 14, 2017 @Wyzard I've submitted a PR with the fixes, for now you can edit the .cfg's and add the below to the parts that aren't working. (or any other part you want to take part, i've added it to lots of other kontainers and parts) MODULE { name = ModuleWeightDistributableCargo } Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 14, 2017 Author Share Posted January 14, 2017 @sh1pman - if nobody else gets to it first, attach a save to the github issue. Quote Link to comment Share on other sites More sharing options...
sh1pman Posted January 14, 2017 Share Posted January 14, 2017 On 1/14/2017 at 6:58 PM, RoverDude said: @sh1pman - if nobody else gets to it first, attach a save to the github issue. Expand You mean the hab timer issue? Ok. @RoverDude done. Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 14, 2017 Share Posted January 14, 2017 If I have a crewed 'Duna' Logistics module on the surface, and a rocket within 150m, is it possible to use logistics to push all the rocket's contents into planetary storage so that the rocket can be disassembled for Material Kits? Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 14, 2017 Share Posted January 14, 2017 (edited) On 1/14/2017 at 7:27 PM, WuphonsReach said: If I have a crewed 'Duna' Logistics module on the surface, and a rocket within 150m, is it possible to use logistics to push all the rocket's contents into planetary storage so that the rocket can be disassembled for Material Kits? Expand You'll need some material kits storage connected to the Duna logistics module. Then when you push with local logistics to the storage onboard the extra will be sent to PL. Or if you connect using KAS pipes you can turn off the tank with the material kits and it'll send it to PL that way. Edit, sorry misread and though it was only materialkits you were wanting to trasnfer, you'll need storage for the resources you want to transfer as well. Edited January 14, 2017 by dboi88 Quote Link to comment Share on other sites More sharing options...
voicey99 Posted January 14, 2017 Share Posted January 14, 2017 Right, narrowed down the hab issue a bit. It doesn't look like the hab-quarters is functioning, unless it is a coincidence that the hab time of the colony when displayed in the VAB with 5 kerbals after the quarters has been replaced by non-hab modules (in this case landercans) is exactly the same as the remaining hab time of the existing colony plus its MET. Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 14, 2017 Share Posted January 14, 2017 On 1/14/2017 at 8:01 PM, voicey99 said: Right, narrowed down the hab issue a bit. It doesn't look like the hab-quarters is functioning, unless it is a coincidence that the hab time of the colony when displayed in the VAB with 5 kerbals after the quarters has been replaced by non-hab modules (in this case landercans) is exactly the same as the remaining hab time of the existing colony plus its MET. Expand It's the Inflatable Hab set to Hab-Common that isn't producing the correct effect. It has a multiplier of 5.2 but only increases the hab timer by around 100 days when switched on and off. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 14, 2017 Author Share Posted January 14, 2017 Note these details on the ticket and I will take a look Quote Link to comment Share on other sites More sharing options...
Temeriki Posted January 14, 2017 Share Posted January 14, 2017 Hey quick question, ingame it says MKS minitruss and MKS multitruss are used to connect MKS modules. Are they supposed to allow crew to transfer through (using cls) cause as of now their impassable http://imgur.com/jx1LMuU Quote Link to comment Share on other sites More sharing options...
voicey99 Posted January 14, 2017 Share Posted January 14, 2017 (edited) So it was all a coincidence then? I did notice the lack of hab-common effect so I remade the base in the VAB-replacing the quarters with non-hab modules and the common with a module that only added crew cap and kerbal-months-both yielded similar results. Given the discrepancy between it being turned on and off, it it possible that it is only adding the hab time and not the multiplier? PS imgur is down (at least for me) so that link above doesn't work right now Edited January 14, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
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