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rabidninjawombat

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Posts posted by rabidninjawombat

  1. 3 minutes ago, GGumby said:

    For the love of the god emperor of mankind give me everything within reason. Anything i can use to further the development would be a godsend. If you actually have some way of talking via a voice chat i would love to talk with you about where you were headed and what you've done this far!

    Im assuming based of the screenshot that your updating the 1.7.4 version that was the last i uploaded (versus updating MichaelHesters last version for .90) 

    I'd be happy to have a chat,  ill send a PM wish some contact info,  and ill gather up all the WIP  stuff i have and organize them,  have several models i was looking to add, but they just lack textures :P 

  2. Hey GGgumby!  Glad to see you are reviving this. :D  

    I wish i had time to maintain it but , unfortunatly, im worknig full time + running a small buisness and taking classes.  

    I assume your updating from my version, and not updating all the way from MichaelHesters .25 version?  (based on the screenshot from your release thread i see one of the parts i threw in :P) 

    But if you need any of my work in progress models/textures/code, im happy to send them to you.   

    Your also welcome to use any and all pictures/screenshots/logo's from my thread :D    

  3. Glad i stumbled across this!  

    I whole heatedly endorse this  (as with me running a small business + working full time + night classes :P) I no longer have time to upkeep the version I took over from MichaelHester

    Please message me, GGUmby if you need any of the resources (models textures, screenshots logos etc, and all the work in progress stuff)  that i have added to my version!  

  4. So Update time

    I am super sorry for the long absence folks (and also the lack of notice)  

    What Mynar posted up again is right.  I recently started my own business,  And it has been sucking up all of my free time.   (what with me still working my regular day job as well) ... Thankfully I am almost to the point were I can go solo with my own business and will have more free time (YAY!) 

    If you guys give me a few days to get up to speed with what 1.05 has done to my poor baby, ill get her up and running again as good as new!  

  5. would it be possible to get a notification in KSP when you get paid rent? Just saying what vessel, how much, and when the next one is would be nice.

    namAehT, rent accumulates per day for each target, so I wouldn't want to have a popup or notifications daily for every ship, would get quite spammy specially if you timewarp.

    What i can do though is add a notification to come up every time you visit a civilian colony, with total rent earned. (added it for you as an enhancement request to github so i don't forget) Remember, you only receive rent whenever you visit your vessels, So its good to visit them every so often, you will received the accumulated rent.

    The right click menu of Civilian Apartments will display your daily rent amount.

    Also to other folks, Apologies for the delay on getting out the part, and patch i linked early, Birthday was over the weekend, so i've been away from the workstation for most of the week!

  6. 4. I need some resources ratified into the official community resource pack. Do I just need to contact the author of that mod before release?

    To add one to point 4

    Regarding the CRP (Community Resource Pack, i assume thats the one your referring to ) you dont need to have a resource ratified into the CRP to make one and use it. (New resources usually only get ratified into the pack if they are in use by either a very large mod or many mods, I.E. Water, EnrichedUranium etc)

    Though if the CRP already has a resource that you can use, all you have to do is include CRP as a dependency for your mod and your all set.

  7. Well I wrapped up my Civpop Grand Orbital Station!

    Things I noticed about Civpop

    Needing water around a planet with no water is brutal. The current USILS model uses lots of water for both modes, and gives none of it back. It's also Gainy, in that water+ substrate adds up to more mass of supplies than input materials. And mulch is generated quicker than it's consumed. I partially offset this by using US Aeroponics to supplement production, but another Civpop USILS balance pass might be called for.

    My 80 part station ran smooth and perfect, but my 175 part station was weirdly laggy. The frame rate was lowish but fine (Like 15 fps) but there was massive 2-3 second lag on selection of a module or trying to access a menu. To be fair, no one really needs something that massive.

    The VAB is a nightmare on the large station for that exact reason

    The IVAs totally took me by surprise with their overwhelming awesomeness!

    The giant landing gears are incredible! I used them wherever it made sense, mass well spent

    Population growth was slowish, but that makes sense to me. The upcoming crew transporter is going to be appreciated

    Awesome mod and a very positive experience!

    Nice looking station! Awesomeness!

    Regarding the USI-LS balance, will defintly have a balance pass coming with the next patch ( if you have any input on numbers feel free to drop em either here or as a github issue)

    Quick preview of the transport module (ive reused some textures to save me time, its work in progress) specifically the cold transport parts from the tiny house IVA as they made total sense, Holds 160 civilians (in cold storage stacked high) Will use a large amount of ElectricCharge to keep em frozen. If you ship runs out of charge they will start dieing off. So bring alot of panels or a reactor. Part is pretty much done, just have coding a custom module for it to work properly. Once docked or connected to a station or base, the electric charge requirement will go away (so you can thaw em out and transfer them to their accommodations. )

    qYhnwKh.png

    0Ps8w7Z.png

  8. Nice way to make a first post :D Definitely a useful mod! I can imagine those machinma makers might have a great use for it!

    (Almost im wondering it might potentially be useful to build Cloud City in Jools atmosphere. :P )

  9. 120 tons? What is that a station for ants?!??!!

    The one I pushed to Eve had a mass of 6000 tons I think.

    Enter the challenge!

    My medium station is on track to make a mockery of the current leaderboard, and it's barely 3000 tons!

    http://forum.kerbalspaceprogram.com/threads/100054-The-Grand-Orbital-Space-Station-Challenge

    Yea 120 tons does seem awfully tiny :P Even in stock i built larger stations than that.

    @Admac, sorry about the delay, Here was that config you were asking about (it adds Minerals and MetallicOre to the two CivPop drills) Drop it in the NetherdyneAerospace\CivilianManagment\Configs Folder. Really anywhere is fine, but if you make sure to put it there it will get updated if i need to update it.)

    https://dl.dropboxusercontent.com/u/19908938/USI-Resources.cfg

    New update is on track for soonish :)

  10. I've ran into a few issues as I fall deeper into this mod.

    I've made an MKS mining colony on Moho and that worked well (Old hat for me now!).

    With that I made and supplied an EPL orbital shipyard, and with that I've made a Civpop station.

    The station is Medium big, food and lodging for 480, 2 theatres a university and LS tanks for 20+ years. I have done the first loading mission, and have 4 more planned/en route to top up all the tanks and get all my population there. Getting 250 tons per trip to Moho is also trickier than I expected.

    Things that would make this more fun;

    -A patch for the sweet giant drill that extracts MKS resources (MetalicOre/Minerals/Substrate/Water)

    -A passenger module. Right now I am shipping 2 apartments out to Moho on every transfer window to fill up my station. A slimmer form factor or something a bit more elegant would be welcome. Maybe have something that makes it unattractive in stations (no rent? no reproduction?). Maybe moving an apt block is a reasonable thing for a 200 day transfer. /shrug

    Is the life support lossy? Right now I only have 85/480 on my station, but the farms are all listed as 0.45% effective and I seem to be losing water. It might be mass balanced (I haven't checked) but I know that nothing runs without water. I'm using USI LS which might be the root of it, since there isn't much use for water other than net new supplies. Not a big deal normally, but shipping water to Moho is a pain, since there is none on the planet in this seed. or maybe ever, it is 450c there.

    Based on my experience with the difficulties of getting civvies and supplies to the station, it almost feels like I'd have been further ahead just building and loading it in Kerbin's SOI, and then figuring out how to get a 2500 ton station loaded with 4500 M/S of DV.

    As far as the vagueness of my LS bug report, I apologize, and will get more details as next time I boot it up.

    Thanks for the feedback :)

    Regarding the MKS resources in the drill, no problem. You can easily add those resource by module manager, Ill put together one and attach it to this post, shortly (ill include it in the next patch for those that are interested) Also regarding MKS, I should also be including some configs to add logistics support Civpop parts, to ease transfers of resources.

    Regarding Life support: Your using USI-LS per your post, i assume. Ill double check the numbers on life support production. (I havent in a while since Rovers last USI-LS patch and i need to make sure everything is good) I couldn't tell via your post if you station was orbital or ground based. But Orbital stations are gonna be slightly lossy, they will not be closed loop, you need some input of water and substrate occasionally. (though they recycling rate is fairly high) Ground based stations obviously you can solve this problem with the drills. I also want to, in the near future include some sort of Capstone module (say a recycling plant?) that would make you closed loop.

    Lastly regarding civilian transportation. I am finalizing the model and textures on a civilian transportation part ( i talked about this a few pages back) That will transport 50 civilians at time, but its significantly smaller than the 50 civ Apartment, and are stackabled for ease of movment. Think of it as putting the civilians in cold storage, they wont require food, but the modules will require large amounts of electricity and will be somewhat expensive, they cant be recruited from either. Once connected to a base, the civilians will be woken, and start consuming supplies.

    Hopefully this answers all your questions

  11. If it hasn't been suggested, Miner/geologist would be a decent spec too! + output to mines

    Good suggestion i Like it , should be implementable

    Hello, do you think it would be possible to integrate your old Stanford Torus mod into Civilian Population ? It would make things much more exciting ingame (and would allow incredible cinematics !) ;)

    MichaelHester07, the original dev of the Stanford Torus did give me all the orginal assets for the Stanford Torus mod, ive been contemplating reviving it (just have not gotten around to it) it's plug-in requires a bit of updating.

    Personally I wouldn't want it to integrate it directly into CivPop, id prefer it stand on its own. but would make it complementary (i.e. give it the ability to house civilians ,etc if you have Civ Pop installed )

  12. Not sure if a bug or not, or working as intended , was not sure if you intended the orangeimmunity toggle to work with Causes Death = true

    Using these setttings.


    LIFE_SUPPORT_SETTINGS
    {
    SupplyTime = 324000
    CausesDeath = true
    ECAmount = 0.01
    OrangeImmunity = true
    HomeworldAltitude = 50000
    }

    Have a craft with bob and Val (both orange suits im assuming) but they still died when running out of supplies.

  13. Broker - With a civilian dock in Kerbal SOI allows you to purchase O2/Water/Substrate, every one extra hired gives a small discount after the first to a floor price.

    Manager - Slightly increases credits from "rent"

    Gather/Recycler/Scrapper - Brings in a small stream of a selected resource gathered from junk in space and small comets and the like. ( would recommend including the metal resource in this for exoplanetary launchpads)

    Trader - With a civilian dock allows you to sell or exchange resources

    One other thought... The rent seems a bit bland now.. I was thinking it might seem more encouraging if you had an SOI multiplier variable. like maybe 10 kerbals in Kerbin low orbit might only be 1000 rent from the default 1x multiplier but in Jool orbit they could bring in 10,000 or something from a 10x SOI multipler.

    I like the Manager, which ill most definitely include! Good Call. (for science / Sandbox games i can have this job increase civilian population limit or something like that)

    Trader/Gatherer would require some extra code built in to allow for resources to come in. Which would also only be useful in Career mode(the purchasing part, as funds dont exist in science /sandbox) . Not sure on something like that. Ill noodle it over.

    In regards to rent scaling based on SOI, thats something that is definitely on the way. Should be in by the next patch actually (as its a seperate module from this specialization system) It will most likely be based on distance from Kerbin (not on actual SOI) otherwise it will run into issues supporting planet packs.

    I just have to work the exact numbers so that its fair and not too overpowered. :)

  14. Alright folks! I'm currently working on a new sub module to CivPop which will add Civilian Specialties (a.k.a. Jobs ) to your civilians.

    What id like, from anyone who uses the mod, is some jobs that you would like to see, or feel that fit. Any suggestions welcome.

    What I have so far:

    Job bonuses:

    • Farmer - .5% bonus increase in food growth
    • Doctor - .5% bonus to kerbal health (if a feature like this is added to USI or TAC) else increases reproduction rate
    • Professor - bonus to producing of education (in university)
    • Recruiter - Lowers cost of recruiting Kerbonauts.
    • Manager/Landlord - slightly increases Civi Rent (or for sandbox, increase population limit)

    I have it coded right now, so each building will be limited to the number of specialists you can hold (i.e. you will have (x) number of slots for farmers per farm/hydrosphere, etc.

    Currently the setup is plan so that you can obtain Specialists in 2 ways. First you can train them via the university, time and resource consuming. Or second, you can recruit them via the UI (not implemented till 1.1) this will be quick, but costs a decent amount of funds.

  15. is there any reason to think that this mod wont be forward compatible assuming there are no drastic chances in the way mods are implemented?

    Pretty much .. its just parts :) So yea, no reason the parts wont work (barring super major changes to either Stock, or EPL)

    But pretty much not doing any further work on this its basically just archived for any usfull information and configs :D

    ((Though sidenote: I am working on a small project in my spare time and making some more Revamped EPL parts , though its a long term project))

  16. Thanks for all your help, man. Are there any...prettier...augers?

    You can use a MM config to use the stock drill for MetalOre extraction



    @PART[RadialDrill]
    {
    MODULE
    {
    name = ModuleResourceHarvester
    HarvesterType = 0
    Efficiency = 1
    ResourceName = MetalOre
    ConverterName = Surface Harvester
    StartActionName = Start Surface Harvester
    StopActionName = Stop Surface Harvester
    ImpactTransform = ImpactTransform
    ImpactRange = 5
    AutoShutdown = false
    GeneratesHeat = false
    UseSpecialistBonus = true
    SpecialistEfficiencyFactor = 0.2
    SpecialistBonusBase = 0.05
    Specialty = Engineer
    EfficiencyBonus = 1



    INPUT_RESOURCE
    {
    ResourceName = ElectricCharge
    Ratio = 15
    }
    }

  17. Alright, well the modified augers by BahamutoD aren't working at all. Any ideas?

    BahamutoD's EPL drills havent been updated in a while, (.23 i belive) They might still work with Kethane, never tested it) But they do not have a stock config, You could easily change the resource extraction module on them to the Stock (or EL Extractor module) but they also use the Kethane Animator Module, and im not sure if they work with the Stock Animation module.

    long story short :) unless you wanna go and play with configs, your best off using the Augers that come with EPL

  18. Don't worry about it, I'm in no rush. Below is my gamedata folder - though I've removed your folder for now to get the game to load:

    https://www.dropbox.com/s/gun9dnmqvzmzqwp/folder.JPG?dl=1

    Don't think it should be out of memory, but I'm using the steam version of the game, so it's only 32 bit!

    No thats a pretty small mod load, you shouldn't be having memory issues. You should delete older version of Module Manager (just keep the latest) though that not really an issues.

    I don't see the Netherdyne Aerospace folder. Is it uninstalled im assuming? If so , go ahead and reinstall it, make sure its installed as GameData\NetherDyneAerospace\CivilianManagment, This should be how its in the zip file (or though Ckan) and go for it again, and tell me how it work.

  19. I currently have EPL installed, but not Kethane. I have Karbonite installed instead. I heard there was an adaptation to get this mod to work with Karbonite. I'm uncertain what exactly I need in order to get this working.

    I'm running KSP 1.0.4 on Windows, 32-bit.

    Hubbazooot, you dont need anything for EPL to work :)

    If you dont have Kethane installed it will work just fine via the stock system :) (the augers included in the pack, and smelters etc) will work with the entire, production chain.

    Karbonite is kinda of a side issue :P

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