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GokouZWAR

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  1. They can be if your settings are set right. set the effectsVets to 0 from 1 and they aren't affected by supplies or hab.. Can you elaborate on this? I saw the colony stats screen and the three numbers and only one was going up...but what do you need to do to make the colony have no hab limits? Just get those numbers up? How do you affect the different numbers and what do they do? Or are you just referring to expanding and making it bigger over construction of new parts or does it just grow without doing anything?
  2. I'm kind of at the point of disabling the hab until its flushed out a bit. I like the idea but its still kind of early in development. I think it could be pretty good as well. I still like my idea of buffing kerbals using the courage skill level as a base and the various SOI changes, landing on the planet, maybe even a boost when orbit is achieved as well around a new planet. Kerbals get excited! Maybe not call it "habitation" but maybe "Morale". A bigger place would give them bigger morale boosts. The concept is still there but it makes more sense and would explain why changing ships and going places would reset the level. If you moved from a tiny cramped place into a bigger ship, your morale would go up too...
  3. So I read over some of the stuff and was wondering if a "longing for space" buff for kerbals sitting in the KSC doing nothing for the program was considered? Those kerbals would be excited to go into space and would get a head start by having a buff to allow for the longer journeys to the edges of the system. Maybe even a buff to tell the kerbals at the KSC that they are going further out. Also expanding on this, kerbals with a higher courage score would also buff faster than ones with a lower courage score (fear factor). That buff would drop to 0 over time of course but it would allow them a head start for their mission and the higher courage kerbals would see a much slower reduction of that buff than a non courage kerbal. Maybe even the highest courage kerbals would barely be affected by cramped quarters for extended missions because they're just that badass.. but the scare kerbals might not want to even be in the ship for a few days without something to take their mind off what they're doing (high hab buffing parts) We've been missing a reason for getting high courage kerbals this might give that skill a purpose like EL gave purpose to the stupidity skill. Those kerbals with a higher courage skill could do a few things for the crew and the hab level degradation as well, for instance with a high courage kerbal on board he could give pep talks to the lower courage crew members making the overall hab level drop slower than a ship full of scared kerbals. Or it could affect only his own level of degradation where he can last longer in the ship as a whole before he goes off and "pouts" and turns into a tourist. This way kerbals who are scared could be thrown in the smaller capsules for shorter missions and not be a big deal but the higher courage rates kerbals could be sent off to the remote edges of the system in a less "habitable condition" and still be ok with it to a point knowing they are doing something amazing for kerbal-kind. one other aspect that might be interesting to introduce is an SOI buff for habitation. Whenever they change over to a new SOI they get a burst of habitation (antisipation of arrival) as well as a complete reset of habitation timers if they actually set foot on a planet (for the first time only on this mission though) this would allow for getting kerbals to the outer edges by setting up fly bys of other planets and moons as well as actual landings during the missions. might be something to consider or build off of.
  4. Thanks for doing leg work for me, at work right now and couldn't get to it. I appreciate it. I'll take a look.
  5. So where exactly is the post on the forum that covers the details of the habitation mechanics? I thought it would be with the above post but was disappointed when I spent so much time flipping pages looking for it to find nothing but "check the forums" lol. Where exactly IN the forums do we have to check? :/
  6. So is hab fixed now and released or still pending? If pending is there any way to disable hab until it's fixed that we can do to it?
  7. yeah i think we figured out that the default config for 2 was what was causing my station to rip apart and i grabbed the hotfix that was pushed out (33.3), we fixed that but none of the kerbals are happy enough to start working still in 3.8, even after being thrown back into a new ship. At least they don't tear the place up
  8. I will add this just because, I think the whole "wander back to the KSC" thing is really kinda dumb. I really like the old method of just having them become tourists and not work. Its a much bigger penalty then sending them home by way of teleportation and leaving their vehicle abandoned. I really don't care about unoccupied vehicles sometimes and they can be easily terminated if no one is in them to lose. It really dumbs down the mod IMO and doesn't really add value but maybe I'm missing something as to why it was added. Just my 2 cents. They never seem to mean much here tho.
  9. I'm not sure but it appears your 'hardcore' defaults are still enabled in 3.7. I still see habitation and i also have orange suit kerbals going back to the KSC...are they supposed to do that? <edit> i just did a check and its actually version 3.5....so nvm. Also, this wandering back to the KSC is a real awesome exploit. If you want to get your kerbals home for free, just starve them out on purpose. I take supply containers and fill them up then undock them in a nearby orbit. When all the kerbals go home, i reconnect them to the station. I just sent an entire crew of 13 kerbals home for free. Seems to me if they're going to get fed up and go home, shouldn't it be based on the habitation and not the available supplies? I just had bob run back home from his ship around the moon (bob is an orange suit...) and he was -45 days on supplies but still had over 100 days on habitation.
  10. [quote name='taniwha']It looks like "n/a" comes from not being activated. I suspect something may have changed with the animation module. In the meantime, try cycling the activation state.[/QUOTE] I'd like to say "of course that was the first thing I tried" but that would be rude ;) I even installed a brand new freshly made auger (from spare rocket parts) and KAS installed it with no luck. It just doesn't detect there is ore present or something like that even though the orbiting satellite clearly shows it available. What you need to test is dumping rocket parts out, mining more metal ore and converting them on time warp without kethane installed...or even perhaps with karbonite installed (that's what I use). Try it in stock then try with karbonite and see if it breaks with either. The trick is that the ore has to be depleted...
  11. Yea I went to my base on minmus that hadn't been there for some time and I saw NA on the tiny auger but I also had the larger one as well and it also reported NA. I figured that was already depleted since it had been there for several game years already. I don't think it's relates to the auger or the infernal robotics because my larger auger was not connected on a rail (my tiny one was on my Duna vehicle) but the minmus base's tiny auger was not. So far I've not been able to mine any metal ore in 1.0.5. It's all good though because I'm flipping over to the MKS rocket part methods of mining. I'm just scrambling to get some machinery to my bases now before my kerbals all starve...lol.
  12. [quote name='mreadshaw']I've taken a few months off KSP but looking to get back into it now. Just before I stopped this thread had quite a bit going on about requiring kerbals to have extra crew capacity for longer missions. The OP doesn't mention anything about that now though. Is it still a WIP or was it scrapped or moved to one of Roverdude's other awesome mods?[/QUOTE] No, its still going. Theres a minor bug if you let the kerbals run out of supplies...so don't. ;) They turn into permanent tourists...:(
  13. [quote name='Kobymaru']That's a shame, imho it's the best thing since sliced snacks, and it's invaluable in keeping my install up-to date. But anyway, back on topic... How about this: Both the dash-version and the spaces-version is readable by a human. So there's no harm either way, right? How about someone (let's say me) makes a pull request that changes it, and RoverDude just clicks "OK". This way, the CKAN'ers are happy and RoverDude just needs one click. Or is there any other reason why the name of the license can't change? And @qm3ster: Look man, I appreciate what you are trying to do, getting stuff into CKAN is a good thing. But you *really* need to work on communication skills! You can't just pester the dev and blame him and trying to point out that you are right and he is not. That's not helpful. This kind of tone is common in the open source world, but if we reach the Linux Kernel communication culture, this community is doomed. So how about you stop wasting your and the devs time?[/QUOTE] Wouldn't it be simpler to create a string parser that would take spaces and convert them into hyphens when the file is loaded onto his server or something? Seems like there's a lot of time wasted talking to devs that could have been spent on this instead of creating limitations. He wants his product used he should make it user friendly so the users want to use it. In roverdude's case, its not. I don't blame him for not wanting to use it. He does it as a service to his end users which is great, but its easier for him (an imo is just fine with me) to host it on his own site and just notify his mod users of updates on this thread or on his site directly. I'm sure he could code his own CKAN that would work a lot better if given half a chance too...
  14. [quote name='Mynar Moonshadow'] Using the previous version will cause all kinds of exceptions to be thrown. At least it did for me when I tried the same thing while testing. If you can recall what each one was that you hired, it will work for you, certainly. You could even change all of the orange suits to be pilots if you felt like it. However, I will stand by what I said earlier ... give RD a chance to fix whatever is causing the problem. He'll find it and drop a MKS base on it to squish it permanently. Doing a "workaround" to solve your immediate issue is completely legit, but let's not take this too far and assume it will not get fixed pretty fast.~M~[/QUOTE] normally I'd agree but roverdude hasn't said anything yet...he also hasn't been streaming the past few days so i'm thinking he's on a leave for a bit which is fine, he works pretty hard already. Just worries me that with the holiday coming up soon he may not be as into doing development right now and i'm trying to get as much streaming in before next monday when albion online's closed beta starts up again. [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Kershu5']My apologies, Gokou, didn't realize, you're right I should have read. So.. Huh. Permanently. Well if you could, how do I adjust that save file? I don't know what to look for.[/QUOTE] its a couple of posts up on the previous page of what I edited. You'll need to search in the persistant.sfs file for the kerbal's name, then switch the three tags I noted. They're in two separate areas within the file for each kerbal. Once you're done editing it, don't forget to load the game, then do a quick f5 to overwrite the previous quicksave file with the changes. Otherwise the next time you quickload you'll have to do it all over again.
  15. [quote name='Kershu5']One more issue.. I resupplied a base that ran out of food, but the engineers within are still Tourists. ..I don't have to send them home to Kerbin first do I?[/QUOTE] [quote name='Johould']Resupplying the base is supposed to be enough. This thing with tourists seems to be a bug in the latest release or in it's interactions with 1.0.5 (which started recording professions in the save file, instead of computing them from names).[/QUOTE] If you read up above, this is what we've been discussing. Its apparently a known issue. Unfortunatly when this happened to me, (when the kerbals ran out of supplies and turned to tourists) they are permanatly changed to tourists. I've done some hacking to my save file to restore them back to "normal" again, but unless you know what they were prior and you're comfortable working in your save file by hand, your best bet is to wait until a fix is in place or don't let your kerbals run out of supplies.
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