Rakete Posted July 11 Share Posted July 11 (edited) 53 minutes ago, Manul said: I had always been skeptical about orbital resource processing plants because the only two "resources" available in orbit are vacuum and microgravity, while every other resource should be brought from elsewhere by huuuge freighters that burn huge amounts of fuel, compromising the whole idea of accelerating resources to orbital velocity before processing them. And this station utilizes both vacuum and microgravity while using very little mass of physical resources so it is a totally reasonable and efficient orbital processing plant. It depends... Is it more efficient to bring the plant as huge ship to all collection sites? Maybe. Is it efficient to gather some materials by relatively small freighters? Maybe... e.g. I wouldn't collect ore and take it to a facility to extract the needed uranium. The conversion ratio is too bad. I'd rather do some conversion steps in situ out there in the black and only take preprocessed materials home to the central fabrication facility. In fact, the end-game sub-light-engines from FFT offer so much dV, that efficiency in transport doesn't matter anymore. You can easily build a ship with 100.000 m/s dV and more. Producing gravi yourself is endgame content of FFT for me - it marks the transition to the FTL era for me. Edited July 11 by Rakete Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 11 Author Share Posted July 11 Question: when going interstellar, how many people maneuver around versus going in a straight line? In addressing yet another interplanetary/interstellar bug, I’m considering ripping out that mechanic altogether in favor of encouraging players to simply use timewarp to go faster. Quote Link to comment Share on other sites More sharing options...
Manul Posted July 11 Share Posted July 11 (edited) 1 hour ago, Rakete said: Is it more efficient to bring the plant as huge ship to all collection sites? Maybe. Is it efficient to gather some materials by relatively small freighters? I prefer to find a place having most resources I need or at least the best combination of the most requested resources like water, minerals and ore plus one more exotic resource that defines the purpose of this particular facility. For example having both water and uranite on a low gravity moon makes a good refueling base for NSW-powered tugs if they aren't too big and clumsy to land. If they are, there is a tanker to refuel them in space. And if I'm lucky enough, I can find multiple "exotic" resources separated by only a few kilometers on the border of two biomes that simplifies the logistics greatly (and justifies the extensive usage of dropships and rovers to find this sweetspot, I like dropships and rovers). Some resources can not be obtained everywhere so things like lithium, argon/xenon and of course graviolium still need to be transported interplanetary but they aren't consumed in huge quantities so shipping them doesn't feel grindy. Of course you can not expect to have all possible resources on one tiny moon with Rational Resources but the general idea would remain the same: to rely on external supplies as little as possible and carry the most mass and volume efficient resources (not water or hydrogen because they are always used in huge amounts) Edited July 11 by Manul Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted July 11 Share Posted July 11 1 hour ago, Angelo Kerman said: Question: when going interstellar, how many people maneuver around versus going in a straight line? In addressing yet another interplanetary/interstellar bug, I’m considering ripping out that mechanic altogether in favor of encouraging players to simply use timewarp to go faster. Straight line for me. I don't bother with maneuver nodes for FTL. Quote Link to comment Share on other sites More sharing options...
gliznorp Posted July 19 Share Posted July 19 how do you detect the anomalies? and are the warp gates near every planet? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 19 Author Share Posted July 19 11 hours ago, gliznorp said: how do you detect the anomalies? and are the warp gates near every planet? They are listed as Space Objects like asteroids, and their title starts with "Unknown" in the map. There aren't warp gates at every planet. The anomalies are random- well, they would be if I had more anomalies built... Quote Link to comment Share on other sites More sharing options...
Caliperstorm Posted July 31 Share Posted July 31 (edited) I noticed a bug with the jumpgates in 1.9.5 (I don't know if it's fixed or not in 1.10.0.) In some cases it allows a ship to jump while not consuming as much graviolium as it should, or making the jump entirely free. It happens whenever the jumpgate has too little graviolium stored (which is often, since it does not have any built-in storage) but the vessel flying through it has enough for the jump. Looking at the source code (WBIJumpGate.cs, lines 563-607), it seems like it detects that the gate does not have enough graviolium, but allows the jump to proceed anyway since the ship does ("As a backup, if the jumpgate can't pay the toll, check the traveler"). However, a few lines down it still tries to take that graviolium from the gate, instead of the traveller. If the gate has none, then the jump is free. Sorry if I should have posted on GitHub issues instead, didn't know if you check there. Edited July 31 by Caliperstorm minor grammatical error Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 2 Author Share Posted August 2 On 7/30/2024 at 7:41 PM, Caliperstorm said: I noticed a bug with the jumpgates in 1.9.5 (I don't know if it's fixed or not in 1.10.0.) In some cases it allows a ship to jump while not consuming as much graviolium as it should, or making the jump entirely free. It happens whenever the jumpgate has too little graviolium stored (which is often, since it does not have any built-in storage) but the vessel flying through it has enough for the jump. Looking at the source code (WBIJumpGate.cs, lines 563-607), it seems like it detects that the gate does not have enough graviolium, but allows the jump to proceed anyway since the ship does ("As a backup, if the jumpgate can't pay the toll, check the traveler"). However, a few lines down it still tries to take that graviolium from the gate, instead of the traveller. If the gate has none, then the jump is free. Sorry if I should have posted on GitHub issues instead, didn't know if you check there. Thanks! I'll take a look when I have more time. Quote Link to comment Share on other sites More sharing options...
Kazako Posted August 12 Share Posted August 12 hey, so, how do i make the bussard collectors collect specifically graviolium? they are only collecting liquid H2 despite being in the band for graviolium. Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted August 12 Share Posted August 12 5 hours ago, Kazako said: hey, so, how do i make the bussard collectors collect specifically graviolium? they are only collecting liquid H2 despite being in the band for graviolium. Included blueshift collectors don't work right now. Use the FFT ones or wait for the upcoming update. Quote Link to comment Share on other sites More sharing options...
Kazako Posted August 16 Share Posted August 16 (edited) On 8/12/2024 at 6:20 PM, KspNoobUsernameTaken said: Included blueshift collectors don't work right now. Use the FFT ones or wait for the upcoming update. that's a PITA. thanks for letting me know before my big jool mission, at least! guess i gotta send an engineer up... Edited August 16 by Kazako Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted August 16 Share Posted August 16 24 minutes ago, Kazako said: that's a PITA. thanks for letting me know before my big jool mission, at least! guess i gotta send an engineer up... You could edit the minHarvestValue's in blueshift.cfg to be lower. Like, 10-15 more zeroes. That worked for me. Quote Link to comment Share on other sites More sharing options...
Kazako Posted August 16 Share Posted August 16 (edited) 10 hours ago, KspNoobUsernameTaken said: You could edit the minHarvestValue's in blueshift.cfg to be lower. Like, 10-15 more zeroes. That worked for me. i could try that, but i'd like a specific value so i don't have to restart the game multiple times to test, as i am stuck with a hard drive that takes a while to boot the game and requires all of my system RAM in order to do so due to my modding efforts Edited August 16 by Kazako Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted August 16 Share Posted August 16 51 minutes ago, Kazako said: i could try that, but i'd like a specific value so i don't have to restart the game multiple times to test, as i am stuck with a hard drive that takes a while to boot the game and requires all of my system RAM in order to do so due to my modding efforts Something like this works: Spoiler HARVESTED_RESOURCE { Name = Graviolium BaseEfficiency = .2 MinHarvestValue = 0.0000000000000000000000000000000000000000000000000000000001 } It doesn't change the intended harvest speeds, just allows the harvesters to work in all bands. For reference this is the original: Spoiler HARVESTED_RESOURCE { Name = Graviolium BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } Quote Link to comment Share on other sites More sharing options...
Kazako Posted August 16 Share Posted August 16 19 minutes ago, KspNoobUsernameTaken said: Something like this works: Hide contents HARVESTED_RESOURCE { Name = Graviolium BaseEfficiency = .2 MinHarvestValue = 0.0000000000000000000000000000000000000000000000000000000001 } It doesn't change the intended harvest speeds, just allows the harvesters to work in all bands. For reference this is the original: Hide contents HARVESTED_RESOURCE { Name = Graviolium BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } i can't seem to find this specific line in Blueshift.cfg, are you certain this is in there and not somewhere else? Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted August 16 Share Posted August 16 22 minutes ago, Kazako said: i can't seem to find this specific line in Blueshift.cfg, are you certain this is in there and not somewhere else? Apologies, it's under Blueshift/Patches/SpaceDustForBlueshift. It'll appear multiple times in the file with different minHarvestValue's in each appearance. Or, you could replace the contents of SpaceDustForBlueshift with the contents of this file (it's the unreleased fixed version). https://github.com/Angel-125/Blueshift/blob/master/Patches%2FSpaceDustForBlueshift.cfg Quote Link to comment Share on other sites More sharing options...
Wincil Posted September 2 Share Posted September 2 (edited) Tbh when the ship switches to interplanetary to interstellar the whole point of that feature is to travel 1000's of times faster than light without having to time warp I haven't encountered a bug like that Edited September 2 by Wincil Quote Link to comment Share on other sites More sharing options...
TOMMY (JEB 2.0) Posted October 30 Share Posted October 30 (edited) i think im too early to interact Edited October 30 by TOMMY (JEB 2.0) forgot pic Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted November 30 Share Posted November 30 with some pistons and hinges you could make a respectable Phoenix(the first star trek warp vessel)! Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 2 Share Posted December 2 On 11/30/2024 at 7:20 PM, Eclipse 32 said: with some pistons and hinges you could make a respectable Phoenix(the first star trek warp vessel)! Picture of a kerbalized version of the Phoenix? I didn't manage to build one, that looks nice. Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted December 2 Share Posted December 2 oh, i don't have the mod(right now... might be fixing this tonight), it's just a thought that occurred to me Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted December 2 Share Posted December 2 managed to install it correctly first try, am utterly amazed that i did. Quote Link to comment Share on other sites More sharing options...
Grenartia Posted December 3 Share Posted December 3 11 hours ago, Rakete said: Picture of a kerbalized version of the Phoenix? I didn't manage to build one, that looks nice. I've seen a guy do one in stock, but he doesn't like using part mods. Its also an older video, so it doesn't look as clean as it should. Quote Link to comment Share on other sites More sharing options...
FATHER208 Posted December 8 Share Posted December 8 I have an issue with the warp gates. I have built two warp gates: one on Kerbin and one on Duna. However, every time I try to select the destination ring, nothing happens. Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted December 9 Share Posted December 9 hmm, ok. we might need more info. i had similar issues when i built one in the VAB, if you did it that way, you have to spam the "install ring segment" button on both ends. Quote Link to comment Share on other sites More sharing options...
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