TheRagingIrishman Posted June 18, 2017 Share Posted June 18, 2017 (edited) nvm Edited June 18, 2017 by TheRagingIrishman Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted June 18, 2017 Share Posted June 18, 2017 (edited) 4 minutes ago, voicey99 said: P.S. where are those gold-backed solar panels from? Ven's stock revamp. Edit: double gigantors as Ven re-drew them Edited June 18, 2017 by SkyKaptn Quote Link to comment Share on other sites More sharing options...
Nergal8617 Posted June 18, 2017 Share Posted June 18, 2017 18 minutes ago, SkyKaptn said: You were right. In the first pic I have loaded 51200 material kits in a container and docked. After inflating ring #2 I had 44800 left. On the other hand, this mechanics is not stated in the wiki. There should be some info of this when right-clicking a semi-constructed part I belive. I know when the part is partially inflated it has the percentage inflated it is at the top of the right click menu. Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted June 18, 2017 Share Posted June 18, 2017 1 minute ago, Nergal8617 said: I know when the part is partially inflated it has the percentage inflated it is at the top of the right click menu. Oh. This is what two 64 hrs work week can do to one's brain. Sorry to all offended by previous post Quote Link to comment Share on other sites More sharing options...
Alvargon Posted June 19, 2017 Share Posted June 19, 2017 On 4/6/2017 at 1:20 AM, TheRagingIrishman said: What B9 module? I can promise you that none of the USI ckan entries make any reference to anything related to B9. Can you post a screenshot of it saying it need the B9 module? Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted June 19, 2017 Share Posted June 19, 2017 A significant number of posts have been removed from this thread or edited. Insulting personal remarks and confrontational attitudes are not welcome on this forum. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 19, 2017 Share Posted June 19, 2017 @Alvargon yo no sé que causa su problema. Debes hablar sobre eso en el página de CKAN. (I don't know what's causing the problem, you should ask about it on the CKAN page) Quote Link to comment Share on other sites More sharing options...
MarlboroMan Posted June 19, 2017 Share Posted June 19, 2017 12 hours ago, RoverDude said: Sorry that hard work that I do for free makes you want to stab yourself in the eye with a fork. What an inspiring post. Sorry blunt criticism offends you but the wheels UI is very poor. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 19, 2017 Share Posted June 19, 2017 3 minutes ago, MarlboroMan said: Sorry blunt criticism offends you but the wheels UI is very poor. PR's are welcome! Here's the link for it https://github.com/BobPalmer/Konstruction/pulls (just make sure you push updates to the dev branch, not the master branch) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 19, 2017 Author Share Posted June 19, 2017 40 minutes ago, MarlboroMan said: Sorry blunt criticism offends you but the wheels UI is very poor. You are confusing blunt criticism with unnecessary rudeness. As noted, PR's are welcome. Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted June 19, 2017 Share Posted June 19, 2017 8 hours ago, MarlboroMan said: Sorry blunt criticism offends you but the wheels UI is very poor. Turns out writing a good UI is difficult and time consuming. RoverDude's time is better put to use in different parts of MKS. But if you don't like the UI, why don't *you* contribute a new one? Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted June 20, 2017 Share Posted June 20, 2017 I wasn't sure where the best place for this request was, but since MKS is resource harvesting intensive and already has the appropriate drill parts, I'd like to suggest adding the H20Splitter Resource Converter module from the Convert-O-Tron 250 to the Convert-O-Tron 125. I know the COT 125 already splits Ore into LH2 and Oxidizer, but it seems incongruous that the most basic compound in the solar system can't be turned into the most easily separated propellants for cryogenic and NTR engines. Having the small ISRU crack Water would facilitate sample return probe missions at locales where Ore is below the Drill-O-Matic Jr's harvesting threshold. If anyone is aware of a part pack that includes a small Water-to-LH2/Ox converter (and works in 1.3), please let me know. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 20, 2017 Share Posted June 20, 2017 (edited) @KSPrynk Here's an untested patch that should add the water -> LH2 + Ox convertor to the COT-125. I've made it less efficient/slower than COT-250 (I think): Spoiler @PART[MiniISRU] { MODULE { name = ModuleResourceConverter_USI ConverterName = H2OSplitter StartActionName = Start ISRU [Water -> LH2+Ox] StopActionName = Stop ISRU [Water -> LH2+Ox] INPUT_RESOURCE { ResourceName = Water Ratio = 30.0 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 18 } OUTPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 13.232 DumpExcess = False } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 1.3125 DumpExcess = True } } } Edited June 20, 2017 by Aelfhe1m Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted June 20, 2017 Share Posted June 20, 2017 (edited) 53 minutes ago, Aelfhe1m said: @KSPrynk Here's an untested patch that should add the water -> LH2 + Ox convertor to the COT-125. I've made it less efficient/slower than COT-250 (I think): Reveal hidden contents @PART[MiniISRU] { MODULE { name = ModuleResourceConverter_USI ConverterName = H2OSplitter StartActionName = Start ISRU [Water -> LH2+Ox] StopActionName = Stop ISRU [Water -> LH2+Ox] INPUT_RESOURCE { ResourceName = Water Ratio = 30.0 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 18 } OUTPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 13.232 DumpExcess = False } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 1.3125 DumpExcess = True } } } Wow, that was fast! Unfortunately, I think I lack the skills for applying patches. Can you PM me instructions on exactly where and how to apply? I was hoping it was just editing a .cfg file for an existing part, but can't find it. Also to get this as an official part of the mod, should this maybe be a Issue or Pull Request for RD? UPDATE: Nevermind instructions, I figured it out and will test later. Still think it should be part of MKS though. Thanks for the help! Edited June 20, 2017 by KSPrynk Figured out how to add a patch! Quote Link to comment Share on other sites More sharing options...
dr_evil Posted June 20, 2017 Share Posted June 20, 2017 (edited) Hi there. Does anyone know what the "bulk hire selector" on the hiring screen in the astronaut complex does? I´m a bit puzzled Edit: Never mind, I just tested it and found out what it does. Now I have ten quartermasters. Edited June 20, 2017 by dr_evil Quote Link to comment Share on other sites More sharing options...
Terwin Posted June 20, 2017 Share Posted June 20, 2017 2 hours ago, KSPrynk said: UPDATE: Nevermind instructions, I figured it out and will test later. Still think it should be part of MKS though. Thanks for the help! Adding the change to MKS may be a hard sell as neither LH2 nor O2 are used or useful in MKS. The sky-hooks use LFO and I do not immediately recall any other parts that use fuel at all. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 20, 2017 Share Posted June 20, 2017 42 minutes ago, Terwin said: Adding the change to MKS may be a hard sell as neither LH2 nor O2 are used or useful in MKS. The sky-hooks use LFO and I do not immediately recall any other parts that use fuel at all. The patch for the COT-250 is already part of MKS. I just modded the values slightly for the COT-125 - they would need to be checked for balance though. Quote Link to comment Share on other sites More sharing options...
canisin Posted June 20, 2017 Share Posted June 20, 2017 On 6/9/2017 at 9:42 AM, voicey99 said: RD probably just made a typo when writing/copypasting the AC code, put that lot into an issue ticket on github. Also, you shouldn't be overwriting with any mod. EVER. Always delete the old mod folders. I don't know think the order makes any difference, they're probably all sorted alphabetically in your folder anyway. Hmm this conversation kind of got buried in the thread. Can anyone point me to the correct intended hiring costs for different classes with default MKS settings? Are the hiring costs supposed to be fixed or scaling? I understand that astronauts (pilots, engineers and scientists) are supposed to be more expensive than kolonists, but what about all the other classes like quartermasters and botanits? Does anyone have a workaround for the current situation? If not, I think I can just use the cheat menu to compensate. Thanks a lot in advance! Quote Link to comment Share on other sites More sharing options...
strudo76 Posted June 20, 2017 Share Posted June 20, 2017 (edited) 32 minutes ago, canisin said: Hmm this conversation kind of got buried in the thread. Can anyone point me to the correct intended hiring costs for different classes with default MKS settings? Are the hiring costs supposed to be fixed or scaling? I understand that astronauts (pilots, engineers and scientists) are supposed to be more expensive than kolonists, but what about all the other classes like quartermasters and botanits? Does anyone have a workaround for the current situation? If not, I think I can just use the cheat menu to compensate. Thanks a lot in advance! Oh, oops. I was drinking when I read voicey99's reply, and I took what he wrote to mean he had put that report into a github ticket. Seeing it again now, it looks more like they were instructions to me to do that. My bad. I'll do it now, though I have very little clue about using github, so this will be a learning experience. EDIT: Well I did something, so hopefully that's what's required... Edited June 20, 2017 by strudo76 More information Quote Link to comment Share on other sites More sharing options...
Meta Jonez Posted June 20, 2017 Share Posted June 20, 2017 On 3/21/2017 at 7:15 PM, CausticTeapot said: So I saw that you've said you won't have an option to change the hiring system back to stock (which makes sense, finding scientists and engineers was a pain), but is there any chance the mandatory maxed experience for sandbox and science modes will get fixed? I quickly read through that mod's thread and it was brought up but seems like it never made it too far past that. It's kinda messed with my running save now, every hire I had before the change has 0 exp, and everything new will be maxed out, which is just odd. If not, I'll just roll back until I decide I like career mode again. I haven't seen this question addressed. When you start a sandbox game, the game gives you the option to include the whole Kerbal Experience part of the game (so you still have to level-up Kerbals in sandbox mode for more skills). However, the kerbal kreator that is bundled with MKS only creates 5-star kerbals. (Interface says 5-star Kerbals are mandatory for Sandbox and Science modes) So I end up with 4 "Veteran" kerbals who have to earn experience, and every other kerbal I hire is a noob expert. Is there a workaround for this, or am I missing something? Thanks for your time, RoverDude. Your suite of mods make this game for me. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted June 20, 2017 Share Posted June 20, 2017 6 hours ago, strudo76 said: Oh, oops. I was drinking when I read voicey99's reply, and I took what he wrote to mean he had put that report into a github ticket. Seeing it again now, it looks more like they were instructions to me to do that. My bad. I'll do it now, though I have very little clue about using github, so this will be a learning experience. EDIT: Well I did something, so hopefully that's what's required... Yes, I did mean for you to do it at the time, but you've done it now. I might suggest putting a little more description into the ticket, but don't be so worried about doing stuff on GH. Ask me if you don't know how to do something. Quote Link to comment Share on other sites More sharing options...
Blackline Posted June 20, 2017 Share Posted June 20, 2017 I read the AD discussions on page 173 about conserving momentum, and I've seen this on YT, but what isn't clear to me: to which reference is that momentum conserved? To the mun? To kerbing? To kerbol? To whatever black hole kerbol is orbiting? What is the (assumed) fake rule behind that? Or do I get sth wrong here? I assume energy = m*v^2/2 + m*g*h needs to remain constant... Quote Link to comment Share on other sites More sharing options...
voicey99 Posted June 20, 2017 Share Posted June 20, 2017 7 minutes ago, Blackline said: I read the AD discussions on page 173 about conserving momentum, and I've seen this on YT, but what isn't clear to me: to which reference is that momentum conserved? To the mun? To kerbing? To kerbol? To whatever black hole kerbol is orbiting? What is the (assumed) fake rule behind that? Or do I get sth wrong here? I assume energy = m*v^2/2 + m*g*h needs to remain constant... You should probably ask in the AD thread, lest we open that particular can of worms again here. Quote Link to comment Share on other sites More sharing options...
Kerbal101 Posted June 20, 2017 Share Posted June 20, 2017 Excuse me if it was already answered (I was not able to find it), but how do you disable the astronaut-complex hire menu introduced by USI? It looks wrong and it very likely caused a bug. Thank you! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 20, 2017 Author Share Posted June 20, 2017 @Kerbal101 - You don't, it will need to be localized and a new release put out. Quote Link to comment Share on other sites More sharing options...
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