dlrk Posted January 15, 2017 Share Posted January 15, 2017 Round gray ones? Quote Link to comment Share on other sites More sharing options...
cthulhum Posted January 15, 2017 Share Posted January 15, 2017 (edited) On 1/14/2017 at 11:02 PM, dboi88 said: What do you mean by stockalike? are you using roverdudes Kontainers? if not they are probably not warehouse enabled and therefore cannot be used be the engineer. Expand Yeah, I just meant the round gray kontainers, rather than the long rectangular ones. Quote If you can only get 8000 across two kontainers then you are going to need a small 3rd. You can disable warehouse on the two large kontainers and then transfer out of the small one into the two large ones. The small one will keep filling up from PL and the large ones won't dump with warehouse disabled. Expand Tried this, but I still get the "missing resource" message - I don't think I can use resources in the containers as long as they aren't active warehouses. And as soon as I turn warehousing back on, the excess immediately (and I do mean immediately - I don't need to wait for an update tick) vanishes back into PL. EDIT: Managed to get the thing deployed, but only by switching two small containers over to material kits and then carefully filling all of them (but one) to just below the level at which they push to PL. Edited January 15, 2017 by cthulhum Quote Link to comment Share on other sites More sharing options...
Wyzard Posted January 15, 2017 Share Posted January 15, 2017 Is there a way for an EVA kerbal to engage the brakes on a nearby wheel? When I assemble an Akita rover in the field using KIS, it starts to roll away as soon as I place it with wheels on the ground. I have to position it carefully so that the front bumps into the kerbal who built it, so I can get in and engage the brakes. (I put the rover upside-down initially while I attach the wheels. I've tried getting in it that way to turn on the brakes, but when I grab it with KIS to turn it over, that resets the brake control.) Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 15, 2017 Share Posted January 15, 2017 On 1/15/2017 at 2:15 AM, Wyzard said: Is there a way for an EVA kerbal to engage the brakes on a nearby wheel? When I assemble an Akita rover in the field using KIS, it starts to roll away as soon as I place it with wheels on the ground. I have to position it carefully so that the front bumps into the kerbal who built it, so I can get in and engage the brakes. (I put the rover upside-down initially while I attach the wheels. I've tried getting in it that way to turn on the brakes, but when I grab it with KIS to turn it over, that resets the brake control.) Expand I don't know of a way to do that - but I *do* know of a way to have the brakes engaged from the start: QuickBrake, from this collection of mods: Quote Link to comment Share on other sites More sharing options...
damerell Posted January 15, 2017 Share Posted January 15, 2017 Please, what's the current state of play on using MKS with TACLS? I remember vaguely there were some trial configurations in the old thread, but of course that has been eaten. I've worked back through this thread but found nothing - apologies if I've missed something. Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 15, 2017 Share Posted January 15, 2017 On 1/14/2017 at 11:59 PM, RoverDude said: Can you toss that into an issue? Expand Done, #1113 On 1/15/2017 at 12:42 AM, cthulhum said: EDIT: Managed to get the thing deployed, but only by switching two small containers over to material kits and then carefully filling all of them (but one) to just below the level at which they push to PL. Expand glad you got it working, looks to be something happening that shouldn't, hopefully we'll get to the bottom of it. On 1/15/2017 at 9:28 AM, damerell said: Please, what's the current state of play on using MKS with TACLS? I remember vaguely there were some trial configurations in the old thread, but of course that has been eaten. I've worked back through this thread but found nothing - apologies if I've missed something. Expand I'm not aware of anyone doing any work on TCA before the forum thread went missing. So as far as i'm aware, this from the wiki is still completely up to date. Quote TAC Life Support MKS comes with a MM-config file that adjusts all converters to the TAC-LS cycle. However you will need to bring your own storage containers. In order to store TAC-LS resources in MKS modules, you have to change them with MM-configs. TAC-USI support (alpha) for 0.50.0 Created by forum user Paul23 The patch is still quite barebones: many USI parts become quite useless together with TAC (kerbitat etc). I have chosen to not do a 1-on-1 conversion of supplies -> (food/water/oxygen) with the agroponics. Rather the agroponics provides food and a small amount of oxygen. Actually the food/(co2 -> o2) distribution depends on the way you create the food (cultivate etc). I've done this to keep a bit in the spirit of both USI and TAC: different resources and a tree to produce those. I've also updated all containers, the non liquid containers contain food & waste. The liquid containers contain water/wastewater/oxygen/carbondioxide. To keep the same number of days/container for resources I had to "nerf" the amount of water by a huge amount. (Otherwise MKS would outshine any of the TAC water containers by a magnitude of 100) - however i might change this back if it interferes too much with USI itself. Download Please contact forum user Paul23 with any feedback or issues. Expand Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 15, 2017 Share Posted January 15, 2017 @RoverDude I'm about an hour through last nights stream, i'm super excited about the new construction rover! I'll admit i was a little skeptical about replacing EL in my career games (i've been using it for years now) but it only took me about 10 minutes to realize but you're new system is going to work in literally the same way i roleplay with EL now and is actually how I've always wished EL worked. I either build craft next to my main base or I use a mobile construction rover based on the karbiou with an EL survey station and a mobile workshop(a re purposed crew cabin with ELworkshop and OSE intergration). The way i explain to myself what is happening in my game is to RolePlay the crew putting together the plans and partially assembling the new craft at my main base where all my engineers and workshops are. Then when complete i fly/drive out to the new base location and then build the base there. I've always felt this craft doesn't feel construction like enough though so i can't wait to get hold of the new parts to make myself a 5m construction rover! Here's a MM patch to add the mobile workshop part if anyone is interested. Reveal hidden contents PART { name = KER_Workshop module = Part author = RoverDude MODEL { model = UmbraSpaceIndustries/Karibou/Assets/KER_CrewCab } rescaleFactor = 1 node_stack_wheel1 = -1,0,.4,-1,0,0,1 node_stack_wheel2 = 1,0,.4,1,0,0,1 node_stack_topHatch = 0.0, 1, 0.4, 0.0, 1.0, 0.0,1 node_stack_bottomHatch = 0.0, -1, 0.4, 0.0, -1.0, 0.0,1 node_stack_top = 0.0, 1, 0.0, 0.0, 1.0, 0.0,2 node_stack_bottom = 0.0, -1, 0.0, 0.0, -1.0, 0.0,2 entryCost = 8000 cost = 2500 category = none subcategory = 0 title = Karibou Mobile Workshop manufacturer = USI - Rover Division description = Useable both as an additional workshop fo EL builds as well as a standalone OSE workshop, this ruggedized industrial crew cabin can sustain Kerbals in any sort of comfort. Features fold away and collapsable workspace to allow the assembly of large parts. attachRules =1,0,1,1,0 mass = 3 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = .5 crashTolerance = 45 breakingForce = 2800 breakingTorque = 2800 maxTemp = 1700 bulkheadProfiles = size2 PhysicsSignificance = 0 TechRequired = advConstruction vesselType = Rover CrewCapacity = 2 INTERNAL { name = crewCabinInternals } RESOURCE { name = ElectricCharge amount = 150 maxAmount = 150 } MODULE { name = USIAnimation animationName = Deploy } MODULE { name = ModuleLight lightName = Lamp useAnimationDim = true lightBrightenSpeed = 1 lightDimSpeed = 1 resourceAmount = 0.01 animationName = CrewCabLights useResources = true } RESOURCE { name = Supplies amount = 500 maxAmount = 500 isTweakable = True } RESOURCE { name = Mulch amount = 0 maxAmount = 500 isTweakable = True } RESOURCE { name = ReplacementParts amount = 1650 maxAmount = 1650 } MODULE { name = ModuleKISInventory maxVolume = 10000 externalAccess = true internalAccess = true slotsX = 8 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ExWorkshop ProductivityFactor = 5 } MODULE { name = OseModuleWorkshop ProductivityFactor = 0.25 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing MinimumCrew = 2 // Amount of Kerbals needed for the Workshop to work Animate = true UseSpecializationBonus = true ExperienceEffect = RepairSkill SpecialistEfficiencyFactor = 0.02 } MODULE { name = OseModuleRecycler ConversionRate = 0.5 // How much of a parts mass will be recycled ProductivityFactor = 0.25 // How much units of the resource a processed per second UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing MinimumCrew = 2 // Amount of Kerbals needed for the Recycler to work UseSpecializationBonus = true ExperienceEffect = RepairSkill SpecialistEfficiencyFactor = 0.02 } MODULE { name = OseModuleCategoryAddon Category = Aero IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics } MODULE { name = OseModuleCategoryAddon Category = Communication IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advunmanned } MODULE { name = OseModuleCategoryAddon Category = Control IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol } MODULE { name = OseModuleCategoryAddon Category = Coupling IconPath = Squad/PartList/SimpleIcons/cs_size3 } MODULE { name = OseModuleCategoryAddon Category = Electrical IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_electrics } MODULE { name = OseModuleCategoryAddon Category = Engine IconPath = Squad/PartList/SimpleIcons/RDicon_propulsionSystems } MODULE { name = OseModuleCategoryAddon Category = FuelTank IconPath = Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced } MODULE { name = OseModuleCategoryAddon Category = Ground IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advancedmotors } MODULE { name = OseModuleCategoryAddon Category = Payload IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_composites } MODULE { name = OseModuleCategoryAddon Category = Pods IconPath = Squad/PartList/SimpleIcons/RDicon_commandmodules } MODULE { name = OseModuleCategoryAddon Category = Science IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech } MODULE { name = OseModuleCategoryAddon Category = Structural IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction } MODULE { name = OseModuleCategoryAddon Category = Thermal IconPath = Squad/PartList/SimpleIcons/fuels_monopropellant } MODULE { name = OseModuleCategoryAddon Category = Utility IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generic } MODULE { name = OseModuleCategoryAddon Category = none IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_robotics } } Quote Link to comment Share on other sites More sharing options...
jd284 Posted January 15, 2017 Share Posted January 15, 2017 @RoverDude, is it intentional that efficiency parts benefit/suffer quadratically from (lack of) engineer levels and kolonization bonuses? What I mean is, when I have e.g. a 2-star engineer, the efficiency part has a load of 65%. These 65% then contribute to the Tundra part, which itself runs at 65%. So basically, the effective load increase of the efficiency part is 65%*65% = 42%. Whereas when running on its own, not as efficiency part, it contributes 65%. Conversely, with 4/5 star engineers, the nominal load is over 100%, so the efficiency part contributes much more than its own nominal load. I think this is the reason why I was seeing less production by using efficiency part + Tundra module rather than both parts working on their own. It seems like when configured as efficiency part, the load should always be 100% regardless of engineer levels or kolonization bonus. Should I make a ticket? Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 15, 2017 Share Posted January 15, 2017 @RoverDude It'd be awesome if you could make a side opening cargo bay version of the central drop kontainer for the new construction rover. I'm thinking about being able to include support for @allista's Hanger and being able to drop in Karibou rovers as well. If there was one that looked like a crewed version i'd probably write myself a patch to make versions for a most of the MKS modules as well. I've got visions of sending an FTT style mother ship with 8 modules and a construction lander that could drop each one onto a body. I could drop 8 modules and connect with flexotubes. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 15, 2017 Author Share Posted January 15, 2017 On 1/15/2017 at 2:24 PM, jd284 said: @RoverDude, is it intentional that efficiency parts benefit/suffer quadratically from (lack of) engineer levels and kolonization bonuses? What I mean is, when I have e.g. a 2-star engineer, the efficiency part has a load of 65%. These 65% then contribute to the Tundra part, which itself runs at 65%. So basically, the effective load increase of the efficiency part is 65%*65% = 42%. Whereas when running on its own, not as efficiency part, it contributes 65%. Conversely, with 4/5 star engineers, the nominal load is over 100%, so the efficiency part contributes much more than its own nominal load. I think this is the reason why I was seeing less production by using efficiency part + Tundra module rather than both parts working on their own. It seems like when configured as efficiency part, the load should always be 100% regardless of engineer levels or kolonization bonus. Should I make a ticket? Expand Log a ticket please. What I can do to fix that is just make efficiency parts work at the baseline 100% vs being tied to specialties, which will leave the main converter to handle it's specialty bonus. On 1/15/2017 at 3:20 PM, dboi88 said: @RoverDude It'd be awesome if you could make a side opening cargo bay version of the central drop kontainer for the new construction rover. I'm thinking about being able to include support for @allista's Hanger and being able to drop in Karibou rovers as well. If there was one that looked like a crewed version i'd probably write myself a patch to make versions for a most of the MKS modules as well. I've got visions of sending an FTT style mother ship with 8 modules and a construction lander that could drop each one onto a body. I could drop 8 modules and connect with flexotubes. Expand Draw me a picture and I will be happy to, and will give it to @allista to bundle with Hanger And the plan is that I will make a few of the 'pods' that will be analogues for all of the Tundra modules. The new vessel, by the way, will be dubbed the Osprey Construction Platform. Bigger brother to the Akita (which is how I refer to the entire Konstruction part family), and also fully compatible. But can be flown in (once all of the parts are done) like an Eagle from Space 1999 - and yes, I will include an Eagle command pod for fun Here's one, including a Konstruction truss for scale: Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 15, 2017 Share Posted January 15, 2017 @RoverDude, I was wondering if I could get your input around some balancing questions. Specifically, I am writing some MM patches for interoperability with some of SuicidalInsanity's mods. I'm currently looking at his Stockalike Mining Extension mod: This mod adds several new drill sizes (0.625m, 1.25m, and 2.5m stack drills, as well as 1.25 and mk2 inline drills) and new ISRU sizes (0.625, 3.75, and mk2). It adds a few other things, but these are the important ones for now. Would you find it to be in the "spirit" of MKS if any of those new drill sizes had the ability to have swappable drill bits like the MKS ones do so players could set up larger (or smaller) mining operations for MKS parts? Naturally, the cost to refit a large drill would have to be higher than smaller ones, etc. With regard to the ISRUs, currently the stock 1.25m ISRU lets players convert Ore to Fertilizer. Would you want any other ISRUs to do the same thing, or is that mechanic really more just so that USI-LS players have a way of producing Fertilizer? Would you be okay with the large 3.75m ISRU being able to do some of the other MKS conversions? Thanks for everything, I'm really enjoying seeing the plans for Ground Construction integration. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 15, 2017 Author Share Posted January 15, 2017 @Merkov - I have all of this accounted for in the giant balance sheet I am (attempting) to finish off. Including how to properly scale drill capabilities, mass, volume, etc. (to include number of bays). So once that is out, it should be super easy to make MKS patches, at which point, I would welcome a pull request Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 15, 2017 Share Posted January 15, 2017 On 1/15/2017 at 3:48 PM, RoverDude said: Draw me a picture and I will be happy to, and will give it to @allista to bundle with Hanger Expand This is what i had in my head. Akin to the cargo bays from the karibou and malumute rovers. On 1/15/2017 at 3:48 PM, RoverDude said: And the plan is that I will make a few of the 'pods' that will be analogues for all of the Tundra modules. Expand Awesome, exactly what i was thinking. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 15, 2017 Author Share Posted January 15, 2017 Sure, that one is easy peasy. Log a ticket on the Konstruction repo so I don't forget! Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 15, 2017 Share Posted January 15, 2017 On 1/15/2017 at 4:08 PM, RoverDude said: @Merkov - I have all of this accounted for in the giant balance sheet I am (attempting) to finish off. Including how to properly scale drill capabilities, mass, volume, etc. (to include number of bays). So once that is out, it should be super easy to make MKS patches, at which point, I would welcome a pull request Expand Awesome, thanks. Would you prefer any such patches to be included in MKS, or their respective parts mods? Or does it not really matter? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 15, 2017 Author Share Posted January 15, 2017 Does not matter - whatever works best Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 15, 2017 Share Posted January 15, 2017 A quick question: Are we likely to get patches to integrate Ground Construction into MKS before the new construction platform is done? I'm doing some example craft files for the wiki, and if something is going to be out soon, I'll wait before I do a Karibou so that it's designed to work with the Ground Construction - but if it's going to be a while, I do up my standard EL one. Quote Link to comment Share on other sites More sharing options...
TauPhraim Posted January 15, 2017 Share Posted January 15, 2017 My base has big nuclear generators, way more than enough to sustain the few kerbals stationned there (in the same vessel as the Kerbals, no need for PDU). Yet when I time warp away from the base, USI-LS window shows an EC countdown. I still have to confirm this, but it seems that when this counter expires, production in the base does not happen on re-focus/catchup. Is this a bug ? Or how could I alleviate the problem, if not ? (I would need to add a huge number of battery parts, if I wanted to increase this timer). Quote Link to comment Share on other sites More sharing options...
jd284 Posted January 15, 2017 Share Posted January 15, 2017 How do people grab the resource lodes? I tried making a rover with a stock claw, but it was overwhelmed by the 25t mass of the lode. Tried lifting it with the forklift but it rolled off every time I tried. I haven't unlocked the crane and PAL claw yet, and don't have any spare science at the moment, so I'd appreciate some ideas. Short of a party of a few dozen kerbals to KIS-attach it to the rover... Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 15, 2017 Share Posted January 15, 2017 On 1/15/2017 at 7:10 PM, jd284 said: How do people grab the resource lodes? I tried making a rover with a stock claw, but it was overwhelmed by the 25t mass of the lode. Tried lifting it with the forklift but it rolled off every time I tried. I haven't unlocked the crane and PAL claw yet, and don't have any spare science at the moment, so I'd appreciate some ideas. Short of a party of a few dozen kerbals to KIS-attach it to the rover... Expand I've used the stock claw, but find it easier to just connect it up with KAS pipes. I've been mining in situ, I certainly haven't tried moving one of those beasts. I haven't seen roverdude try either. Quote Link to comment Share on other sites More sharing options...
jd284 Posted January 15, 2017 Share Posted January 15, 2017 On 1/15/2017 at 7:15 PM, dboi88 said: I've used the stock claw, but find it easier to just connect it up with KAS pipes. I've been mining in situ, I certainly haven't tried moving one of those beasts. I haven't seen roverdude try either. Expand In situ? You bring the sifter to it?! And all the storage and logistics... Because they spawn 5+ km away from my base and from what I can tell they need to be attached to the sifter for it to process them, right? Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 15, 2017 Share Posted January 15, 2017 On 1/15/2017 at 7:29 PM, jd284 said: In situ? You bring the sifter to it?! And all the storage and logistics... Because they spawn 5+ km away from my base and from what I can tell they need to be attached to the sifter for it to process them, right? Expand Correct, i use the karibou rover, (2km local logistics range), configurable containers, power transmitter (2km range) and sifter. But i haven't had one spawn as far away as 5km. On 1/15/2017 at 6:58 PM, TauPhraim said: My base has big nuclear generators, way more than enough to sustain the few kerbals stationned there (in the same vessel as the Kerbals, no need for PDU). Yet when I time warp away from the base, USI-LS window shows an EC countdown. I still have to confirm this, but it seems that when this counter expires, production in the base does not happen on re-focus/catchup. Is this a bug ? Or how could I alleviate the problem, if not ? (I would need to add a huge number of battery parts, if I wanted to increase this timer). Expand You'll need to confirm because i'm pretty sure that production is properly caught up. If it's happening it's a bug that can be fixed, if it's not there will be nothing to alleviate. Quote Link to comment Share on other sites More sharing options...
dlrk Posted January 15, 2017 Share Posted January 15, 2017 Is the Kolony button supposed to be a purple square? Quote Link to comment Share on other sites More sharing options...
Agustin Posted January 15, 2017 Share Posted January 15, 2017 (edited) On 1/15/2017 at 7:55 PM, dlrk said: Is the Kolony button supposed to be a purple square? Expand It has been reported already. You can fix this by adding a folder inside the UmbraSpaceIndustries called Kolonization, and copy to there the 8 image files from the MKS folder. Edited January 15, 2017 by Agustin Quote Link to comment Share on other sites More sharing options...
jd284 Posted January 15, 2017 Share Posted January 15, 2017 On 1/15/2017 at 7:47 PM, dboi88 said: Correct, i use the karibou rover, (2km local logistics range), configurable containers, power transmitter (2km range) and sifter. But i haven't had one spawn as far away as 5km. Expand The newest one was almost 12km away... But I found a working rover design: Turns out my only problem was that when you have the claw in front, it shifts the center of gravity so much that all the rover controls get weird. So this design avoids that. And I can just raise the rear wheel when grabbing the lode and the raise the lode with the legs. Quote Link to comment Share on other sites More sharing options...
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