voicey99 Posted February 26, 2017 Share Posted February 26, 2017 Oho, is this something like realism? It almost makes the stock ones seem cheaty now. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 26, 2017 Author Share Posted February 26, 2017 Well unless I mess with the balance sheet again and make an exception for fuel products Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 26, 2017 Share Posted February 26, 2017 (edited) Maybe, since LF/OX doesn't really have a use within USI. I tend to judge a suitable conversion rate as something that is able to supply enough fuel cells to power it. A justification for using the super-slow MPUs over the stock ISRUs would be if MKS could modify the stock ISRU so that it doesn't work at all without the presence of crew (though this will likely form a pretty major noob bridge for those who don't RTFM) Edited February 26, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 26, 2017 Share Posted February 26, 2017 Last thing before I start on this tomorrow-what is the significance of the TemperatureModifier key values? Quote Link to comment Share on other sites More sharing options...
TauPhraim Posted February 26, 2017 Share Posted February 26, 2017 19 minutes ago, voicey99 said: Last thing before I start on this tomorrow-what is the significance of the TemperatureModifier key values? They define a Unity "float curve" (example of how it looks here). But then I'm not sure how the game uses that. Maybe you already know that much Funnily, I was trying to understand TemperatureModifier today too. My guess was that it tells how fast the temperature increases (ex: it would grow faster when at zero), but I think that's opposite to the few observations I made (temperature seems to grow slower at the beginning). Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 26, 2017 Author Share Posted February 26, 2017 @voicey99 - I'd be ok with a fuel modifier (LFO, Ox, Mono) of x10. For heat, best bet is to steal the heat parameters from the three drill sizes Quote Link to comment Share on other sites More sharing options...
BadMunky Posted February 26, 2017 Share Posted February 26, 2017 Cool Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 27, 2017 Author Share Posted February 27, 2017 Short version - based on current temperature, it's how much additional energy gets added. Quote Link to comment Share on other sites More sharing options...
gowthamn Posted February 27, 2017 Share Posted February 27, 2017 Will be in CKAN by tomorrow? Waiting from yesterday . Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 27, 2017 Share Posted February 27, 2017 3 minutes ago, gowthamn said: Will be in CKAN by tomorrow? Waiting from yesterday . That's up to the CKAN people. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 27, 2017 Author Share Posted February 27, 2017 7 minutes ago, gowthamn said: Will be in CKAN by tomorrow? Waiting from yesterday . Pester the CKAN people Or just download manually. Quote Link to comment Share on other sites More sharing options...
ExavierMacbeth Posted February 27, 2017 Share Posted February 27, 2017 (edited) 9 minutes ago, gowthamn said: Will be in CKAN by tomorrow? Waiting from yesterday . If you go look at the last page of the CKAN sticky, someone opened a git issue for it. Just keep your eye on that till they get it fixed. EDIT: Hehe Rover, I think people prefer using CKAN to help them keep track of alot of mods. I run over 100 and if i get too many (especially the ones with pre-reqs) manually installed I start losing track of the versions. Which just causes me more headaches later Edited February 27, 2017 by ExavierMacbeth Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted February 27, 2017 Share Posted February 27, 2017 12 minutes ago, ExavierMacbeth said: If you go look at the last page of the CKAN sticky, someone opened a git issue for it. Just keep your eye on that till they get it fixed. EDIT: Hehe Rover, I think people prefer using CKAN to help them keep track of alot of mods. I run over 100 and if i get too many (especially the ones with pre-reqs) manually installed I start losing track of the versions. Which just causes me more headaches later Sigh. Do we really need to open that can of worms again? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 27, 2017 Author Share Posted February 27, 2017 14 minutes ago, ExavierMacbeth said: If you go look at the last page of the CKAN sticky, someone opened a git issue for it. Just keep your eye on that till they get it fixed. EDIT: Hehe Rover, I think people prefer using CKAN to help them keep track of alot of mods. I run over 100 and if i get too many (especially the ones with pre-reqs) manually installed I start losing track of the versions. Which just causes me more headaches later I don't care what people prefer... (I prefer manual installations for a multitude of reasons). What I do care about is when people keep asking the same question and clogging the thread due to a CKAN issue (in this case, a pull request that has been sitting around for days....), and also care when people can't be bothered to spend a minute to manually install a mod. Quote Link to comment Share on other sites More sharing options...
ExavierMacbeth Posted February 27, 2017 Share Posted February 27, 2017 Just now, RoverDude said: I don't care what people prefer... (I prefer manual installations for a multitude of reasons). What I do care about is when people keep asking the same question and clogging the thread due to a CKAN issue (in this case, a pull request that has been sitting around for days....), and also care when people can't be bothered to spend a minute to manually install a mod. True. I've run enough mods for other games myself to know that annoyance. Maybe add an FAQ to the main page about taking up CKAN issues with CKAN? You list it as a download option but don't actually tell people you don't troubleshoot CKAN issues with your mods like many other modders do. Sadly, common sense is not very common on the internet lol Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted February 27, 2017 Share Posted February 27, 2017 54 minutes ago, ExavierMacbeth said: True. I've run enough mods for other games myself to know that annoyance. Maybe add an FAQ to the main page about taking up CKAN issues with CKAN? You list it as a download option but don't actually tell people you don't troubleshoot CKAN issues with your mods like many other modders do. Sadly, common sense is not very common on the internet lol While it probably wouldn't hurt, given the nature of the people who clog the threads already I doubt they bother checking the OP for answers first... Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 27, 2017 Share Posted February 27, 2017 3 hours ago, goldenpsp said: While it probably wouldn't hurt, given the nature of the people who clog the threads already I doubt they bother checking the OP for answers first... Just put a big, red notice at the top of the OP that's unmissable to anyone looking at it: MKS IS NOT CURRENTLY ON CKAN. You will always get people who don't bother to find out the answer to an FAQ, so it's best to just stick in in their faces where they can't miss it. It's taking a lot of willpower not to just say RTFM to all of them. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 27, 2017 Author Share Posted February 27, 2017 We've done this before... these people do not read the OP Quote Link to comment Share on other sites More sharing options...
ExavierMacbeth Posted February 27, 2017 Share Posted February 27, 2017 Just now, RoverDude said: We've done this before... these people do not read the OP Lmao true, but at least if something is written there we can just heckle those who can't/won't read instead of being polite until they drive us all insane Quote Link to comment Share on other sites More sharing options...
sh1pman Posted February 27, 2017 Share Posted February 27, 2017 I like how @Nertea deals with this CKAN nonsense: Quote Link to comment Share on other sites More sharing options...
Gilph Posted February 27, 2017 Share Posted February 27, 2017 Is there a cheaty, persistence file editing way to set the Kolozination statistics? I was looking to set it very high in a test sandbox install to test things like power and cooling on new designs, so I know they will work in the career save? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 27, 2017 Share Posted February 27, 2017 1 hour ago, Gilph said: Is there a cheaty, persistence file editing way to set the Kolozination statistics? I was looking to set it very high in a test sandbox install to test things like power and cooling on new designs, so I know they will work in the career save? There's some numbers under KolonizationScenario in the persistence, not sure what they mean (they might be how much each vessel has contributed to the ratings) but try tinkering with them. You might need to visit the planet first. Quote Link to comment Share on other sites More sharing options...
Shawarmakriger Posted February 27, 2017 Share Posted February 27, 2017 (edited) So the Karbonite/K+ thread died in the purge, yes? I'm having an issue with mining Karborundum on Eve, since the abundance is so low, my drills are running into the problem of it being too low to mine - even when I manually edit the abundance in the CRP files. Is there a way of editing the minimum amount for the drills to mine? I imagine I won't find an abundance much higher than this anywhere else on Eve. I'm sorry if this is the wrong thread to ask for help, maybe there will be a new Karbonite/K+ thread up soon. My miner: Spoiler Edited February 27, 2017 by Shawarmakriger Wrong screenshot. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted February 27, 2017 Share Posted February 27, 2017 3 minutes ago, Shawarmakriger said: So the Karbonite/K+ thread died in the purge, yes? I'm having an issue with mining Karborundum on Eve, since the abundance is so low, my drills are running into the problem of it being too low to mine - even when I manually edit the abundance in the CRP files. Is there a way of editing the minimum amount for the drills to mine? I imagine I won't find an abundance much higher than this anywhere else on Eve. I'm sorry if this is the wrong thread to ask for help, maybe there will be a new Karbonite/K+ thread up soon. My miner: <schnip> I believe resource abundance is tied to your save's resource seed, and I think the only way to change abundance is to change the resource seed (which will change all resources). If you want to go ahead, it's the GameSeed parameter under RESOURCE_SETTINGS. From the lack of a relevant parameter in the cfg, I don't think you can change the min abundance the drills can mine-but even if you could, when there isn't any, there isn't any. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 27, 2017 Author Share Posted February 27, 2017 K+ resources are also getting a bit of a refresh, removing time as one of the factors. Quote Link to comment Share on other sites More sharing options...
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