Puggonaut Posted February 1, 2018 Share Posted February 1, 2018 Love this mod , great to see it updated like this , the part choice is amazing One question for you though ? The PXL-2A Conical Adapter , how is named in the configuration files ? or which one is it lol . I'm mucking about with SSTU-PBR which changes refelctions and materials , but for some reason the pesky little PXL didn't change its appearence , so i'm maybe not grabbing the right model name for the shader to grab it . Quote Link to comment Share on other sites More sharing options...
BigJammy Posted February 1, 2018 Share Posted February 1, 2018 Quick question/request for you and @Nils277 regarding your TAC-LS patches and greenhouses: this mod uses Minerals, while Planetary Base System uses Fertilizer. I looked the TAC-LS forum thread and there is no reference or guideline about neither of them. Could it be possible to coordinate between you two and use the same resource? For any player who wants to build big ships and colonize other worlds your mods and TAC are easily the best, it would be awesome to have full compatibility between all of them. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 1, 2018 Share Posted February 1, 2018 5 hours ago, Puggonaut said: Love this mod , great to see it updated like this , the part choice is amazing One question for you though ?The PXL-2A Conical Adapter , how is named in the configuration files ? or which one is it lol . I'm mucking about with SSTU-PBR which changes refelctions and materials , but for some reason the pesky little PXL didn't change its appearence , so i'm maybe not grabbing the right model name for the shader to grab it . Worth noting that the parts in this mod are overwhelmingly NOT metallic - the white is supposed to be a thermal blanket type material, like on Shuttle or most Russian stuff flying today. Quote Link to comment Share on other sites More sharing options...
Puggonaut Posted February 1, 2018 Share Posted February 1, 2018 1 minute ago, CobaltWolf said: Worth noting that the parts in this mod are overwhelmingly NOT metallic - the white is supposed to be a thermal blanket type material, like on Shuttle or most Russian stuff flying today. Yes i do understand that , but i'd still like to try a few things anyhow . Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 1, 2018 Author Share Posted February 1, 2018 (edited) 13 hours ago, LitaAlto said: I want to happy-cry, this mod is so good. One hopefully minor request -- @Nertea , both NASA and earth-based research suggests most plants benefit from red and blue light more than green light, and so more greenhouses are using purple LED lighting. Is there any possibility of making the greenhouse parts use purple lighting? I can clip purple lights in if needed but it would be lovely if I didn't have to. And if it's a PITA, don't worry about it. Thanks for considering! ObScreenshot: I prefer coordinating the light colour, but you can actually change this yourself pretty easily. Just look in the config files for the greenhouses and find this block: MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } Change the second key of the red/green/blue curves to whatever colour you like and you're good :). 6 hours ago, Puggonaut said: Love this mod , great to see it updated like this , the part choice is amazing One question for you though ? The PXL-2A Conical Adapter , how is named in the configuration files ? or which one is it lol . I'm mucking about with SSTU-PBR which changes refelctions and materials , but for some reason the pesky little PXL didn't change its appearence , so i'm maybe not grabbing the right model name for the shader to grab it . sspx-adapter-25-375-1 or sspx-adapter-25-375-2, forget which. Worth pointing out that most of these parts are either thermal blanket-covered or matte-painted metal, not bare though. 1 hour ago, BigJammy said: Quick question/request for you and @Nils277 regarding your TAC-LS patches and greenhouses: this mod uses Minerals, while Planetary Base System uses Fertilizer. I looked the TAC-LS forum thread and there is no reference or guideline about neither of them. Could it be possible to coordinate between you two and use the same resource? For any player who wants to build big ships and colonize other worlds your mods and TAC are easily the best, it would be awesome to have full compatibility between all of them. I don't mind changing it, let's get @JadeOfMaar to get in here to weigh in (he wrote the patch) Edited February 1, 2018 by Nertea Quote Link to comment Share on other sites More sharing options...
Teslamax Posted February 1, 2018 Share Posted February 1, 2018 Beautiful! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 1, 2018 Share Posted February 1, 2018 @BigJammy @Nertea My template for TAC greenhouses is taken from SETI Greenhouse but modified to use a CRP resource (Minerals) instead of SETI's exclusive resource (Nutrients). I'd be happy to change all my greenhouse templates to that of @Nils277 and his mods. I'll also update SSPXr's mod detection so that the Fertilizer tank type is available for TAC. Quote Link to comment Share on other sites More sharing options...
Pleb Posted February 1, 2018 Share Posted February 1, 2018 This is excellent! I'm currently building a station in orbit of Gael on my new career game. One thing I noticed though was that although there's plenty of resource types available in the containers there wasn't one for Mulch, which I need in my USI life support system. I created a patch to add this in, happy to put this on a PR on Github if anyone's interested? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 1, 2018 Share Posted February 1, 2018 (edited) 6 minutes ago, Pleb said: This is excellent! I'm currently building a station in orbit of Gael on my new career game. One thing I noticed though was that although there's plenty of resource types available in the containers there wasn't one for Mulch, which I need in my USI life support system. I created a patch to add this in, happy to put this on a PR on Github if anyone's interested? I purposely made no Mulch tank type as USI's many greenhouse parts make mass Mulch storage fairly meaningless... But I'll add one* along with the adjustments for TAC LS (see my previous comment) * Do note that it will use the Soil decal from Snacks LS unless @Nertea makes a Mulch decal and adds it to all the containers. Edited February 1, 2018 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Pleb Posted February 1, 2018 Share Posted February 1, 2018 2 minutes ago, JadeOfMaar said: I purposely made no Mulch tank type as USI's many greenhouse parts make mass Mulch storage fairly meaningless... But I'll add one along with the adjustments for TAC LS (see my previous comment) True and there is Mulch storage in the greenhouse parts for this mod, but I liked the idea of having a specific container for it aboard the station, just so that all the parts matched. These Kerbals/Gaeleans have to go poo somewhere! Quote Link to comment Share on other sites More sharing options...
TK421d Posted February 1, 2018 Share Posted February 1, 2018 I'm not sure how the game picks parts for rescue missions, but every time in my new career mode, it has picked a part from SSPX without a hatch. I even tried generating about a dozen new contracts and each one had a SSPX part, all w/o a crew hatch. I'm not sure if its something you can tweak? Not a problem for mid or later game when you have a grabber, but in early game it makes free crew / easy funds an impossibility, thats how i always build up my roster in a new game. Quote Link to comment Share on other sites More sharing options...
Puggonaut Posted February 1, 2018 Share Posted February 1, 2018 1 hour ago, Nertea said: I prefer coordinating the light colour, but you can actually change this yourself pretty easily. Just look in the config files for the greenhouses and find this block: MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } Change the second key of the red/green/blue curves to whatever colour you like and you're good :). sspx-adapter-25-375-1 or sspx-adapter-25-375-2, forget which. Worth pointing out that most of these parts are either thermal blanket-covered or matte-painted metal, not bare though. I don't mind changing it, let's get @JadeOfMaar to get in here to weigh in (he wrote the patch) You sir are a God , thanks for the prompt reply Quote Link to comment Share on other sites More sharing options...
BigJammy Posted February 1, 2018 Share Posted February 1, 2018 3 hours ago, Nertea said: I don't mind changing it, let's get @JadeOfMaar to get in here to weigh in (he wrote the patch) 2 hours ago, JadeOfMaar said: @BigJammy @Nertea My template for TAC greenhouses is taken from SETI Greenhouse but modified to use a CRP resource (Minerals) instead of SETI's exclusive resource (Nutrients). I'd be happy to change all my greenhouse templates to that of @Nils277 and his mods. I'll also update SSPXr's mod detection so that the Fertilizer tank type is available for TAC. You're the best! Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 1, 2018 Share Posted February 1, 2018 1 hour ago, TK421d said: I'm not sure how the game picks parts for rescue missions, but every time in my new career mode, it has picked a part from SSPX without a hatch. I even tried generating about a dozen new contracts and each one had a SSPX part, all w/o a crew hatch. I'm not sure if its something you can tweak? Not a problem for mid or later game when you have a grabber, but in early game it makes free crew / easy funds an impossibility, thats how i always build up my roster in a new game. Squad really needs to fix that. (I kinda thought they had but clearly not) Try this mod: Even though it says inflatable it's for any hatchless part that contracts spawned Kerbals in. Quote Link to comment Share on other sites More sharing options...
TK421d Posted February 1, 2018 Share Posted February 1, 2018 4 minutes ago, Starwaster said: Squad really needs to fix that. (I kinda thought they had but clearly not) Try this mod: Even though it says inflatable it's for any hatchless part that contracts spawned Kerbals in. perfect! thx Quote Link to comment Share on other sites More sharing options...
zakkpaz Posted February 1, 2018 Share Posted February 1, 2018 would you be will to make a flat version of the Cradle style base frames? somthing that would work well with structural panels or the "Planetary Base Systems" mod parts. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 2, 2018 Share Posted February 2, 2018 (edited) @BigJammy A quick glance back at the configs for the large USI Supplies tanks shows/confirms for me that they keep a portion of their volume for Mulch... < 5% to be exact. I've found a wiser option and that is to add this to the existing Supplies tank mode as Mulch is not a resource you want to keep a huge tank full of, and it would be a huge undertaking for Nertea to add a decal to his tanks. Edited February 2, 2018 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Pleb Posted February 2, 2018 Share Posted February 2, 2018 7 hours ago, JadeOfMaar said: @BigJammy A quick glance back at the configs for the large USI Supplies tanks shows/confirms for me that they keep a portion of their volume for Mulch... < 5% to be exact. I've found a wiser option and that is to add this to the existing Supplies tank mode as Mulch is not a resource you want to keep a huge tank full of, and it would be a huge undertaking for Nertea to add a decal to his tanks. This sounds good to me! Quote Link to comment Share on other sites More sharing options...
Elkram Posted February 2, 2018 Share Posted February 2, 2018 I just wanted to say Thanks for the mod. It's so much awesome it leaks awesomenes at it's edges. And tne IVAs are awesome too, Im really thankfull on you for taking the time on making all those fantastic IVAs. Quote Link to comment Share on other sites More sharing options...
Pleb Posted February 2, 2018 Share Posted February 2, 2018 @JadeOfMaar I'm at work at present so can't test this, but would something like this do what you're aiming to do with having a single tank have mostly Supplies and a small amount of Mulch: SSPXR-B9TankTypes.cfg: B9_TANK_TYPE:NEEDS[CommunityResourcePack] { name = SSPXSupplies tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = Supplies unitsPerVolume = 0.9 } RESOURCE { name = Mulch unitsPerVolume = 0.1 percentFilled = 0 } } This way 90% of the container would have Supplies and 10% would be reserved for Mulch but left empty (providing I've gotten the syntax correct). Quote Link to comment Share on other sites More sharing options...
Nils277 Posted February 2, 2018 Share Posted February 2, 2018 @BigJammy, @Nertea, @JadeOfMaar Sounds like a good idea to make the mods use the same reources. I think too that multiple mods supporting one mod with the same additions should be compatible with each other. When making the KPBS config for TAC-LS i think i also looked at some mods to see what resources they used and stumbled upon Fertilizer multiple times. I think it is also used by the Pathfinder mod for TAC-LS support. On the other hand changing this in this mod would make it incompatible with SETI Greenhouses as @JadeOfMaar pointed out. Tough decision Quote Link to comment Share on other sites More sharing options...
Pleb Posted February 2, 2018 Share Posted February 2, 2018 Another idea I had, although this may be somewhat controversial, was a patch to detect if you have both MKS and USI-LS installed you could add the BotanySkill enhancer to the greenhouses. Whilst admittedly I believe this is missing from the normal USI-LS greenhouse modules, I like the idea of stations becoming essentially colonies in space so it would/could make sense to have Botanists manning the greenhouses. Also I think standard Scientists also have the BotanySkill so this could also be used by them as well. Again code not fully tested yet (as still stuck at work) but I believe this would create the desired effect if added to the bottom of the file specified below: SSPXR-USILS.cfg: // If USI-LS and MKS are installed then add BotanySkill enhancer to greenhouses @PART[sspx-greenhouse-25-1]:HAS[@MODULE[ModuleResourceConverter_USI]]:NEEDS[USILifeSupport,MKS] { @MODULE[ModuleResourceConverter_USI] { UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = BotanySkill Efficiency = 1 } } @PART[sspx-greenhouse-375-1]:HAS[@MODULE[ModuleResourceConverter_USI]]:NEEDS[USILifeSupport,MKS] { @MODULE[ModuleResourceConverter_USI] { UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = BotanySkill Efficiency = 1 } } I suppose this would then add an unfair advantage of having the MKS mod installed as well though, so maybe the output ratio would have to be adjusted to compensate? Or add in the Machinery aspect from MKS as well? Just spit-balling ideas really! Quote Link to comment Share on other sites More sharing options...
BigJammy Posted February 2, 2018 Share Posted February 2, 2018 (edited) 1 hour ago, Nils277 said: @BigJammy, @Nertea, @JadeOfMaar Sounds like a good idea to make the mods use the same reources. I think too that multiple mods supporting one mod with the same additions should be compatible with each other. When making the KPBS config for TAC-LS i think i also looked at some mods to see what resources they used and stumbled upon Fertilizer multiple times. I think it is also used by the Pathfinder mod for TAC-LS support. On the other hand changing this in this mod would make it incompatible with SETI Greenhouses as @JadeOfMaar pointed out. Tough decision I think it would be great to get every mod to use the same resources with TAC-LS, either one of Minerals or Fertilizer is fine. Personally I prefer your approach with the Algae Farm converting Ore and Waste into Fertilizer, it's simple and makes possible to have completely self sufficient land bases (if you have a mining operation) while leaving orbital bases in need for periodical supplies. Just trowing there an idea for@JadeOfMaar: maybe the Aquaculture Module could work like the KPBS Algae Farm converting Waste and Ore into Fertilizer (if you go down this road)? Edited February 2, 2018 by BigJammy Quote Link to comment Share on other sites More sharing options...
Der_Geraet_named_Jeb Posted February 2, 2018 Share Posted February 2, 2018 Is there a possibility to use this lovely Mod in KSP v1.2.2? Quote Link to comment Share on other sites More sharing options...
DiscoveryPlanet Posted February 2, 2018 Share Posted February 2, 2018 On 2/1/2018 at 5:32 PM, Puggonaut said: Love this mod , great to see it updated like this , the part choice is amazing One question for you though ? The PXL-2A Conical Adapter , how is named in the configuration files ? or which one is it lol . I'm mucking about with SSTU-PBR which changes refelctions and materials , but for some reason the pesky little PXL didn't change its appearence , so i'm maybe not grabbing the right model name for the shader to grab it . how could you get that texture? Quote Link to comment Share on other sites More sharing options...
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