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Cosmic_Farmer

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Posts posted by Cosmic_Farmer

  1. I'm a bit confused about what's going on with the mod's assets. Loads of old textures are being provided, and some of the newer ones aren't there. I'm sure a lot of the ones which aren't .dds can be removed - most of them shouldn't be in use any more. All of the IVAs seem to be messed up. The housing ones were all fixed before. And some of the parts, such as the large space dock, aren't there.

    I'm going to dig up my archives of previous releases and see what might have gone missing. Once I get back into the process of exporting via Unity, I should be able to fix all of those issues, and make some long overdue improvements.

  2. I'm having no luck getting this to work. I'm running the latest version with 32bit KSP 1.2.2 on Linux Mint. The stock game runs fine, except for the odd graphical glitch, and sounds work perfectly. With the mod installed, no music plays. Other sounds still work normally. The mod GUI opens. I can open the Player (which seems to take a while), but it always says 'none'. The button to show the tracks brings up an empty list. I can open the main Playlists window, and see all the playlists. I can add tracks to playlists, but it doesn't save them. I tried editing the playlists text file, but it doesn't load the changes when KSP loads. In the sound preview window, I can play previews of most tracks, but none of my own tracks which I put in the Music folder (which are all .ogg) will play, and some of the others won't. It seems like only the stock tracks can be played.

    I would have uploaded a log, but there doesn't seem to be a current one. I may be missing something obvious, but I haven't played KSP for 18 months, and have forgotten a lot. Any help would be appreciated.

  3. Is anyone else getting a bug with inverted interiors wheen using TweakScale? This is what I got at first:

    Spoiler

    11hc4uh.png

    Note that the door should be where Bill's butt is. Switching to internal view gives an extreme close up of Bill's forehead. I re-installed the game, and had no problem. When I installed TweakScale again, I got the same issue.

  4. a little eye-candy

    What are those little shuttles you have there?

    Another thing you might consider is adding the number of crew to the consumptionrate of oxygen, food, reproduction etc..

    You might have a point there. If life support is installed, the crew should be consuming the resources anyway, but it might be worth adding in some consumption if life support isn't installed, even if they don't strictly need it to get by.

    I'm currently reworking some of the buildings and all of the internals to reduce unnecessary RAM/CPU usage - there are some very unwieldy parts! I'm planning to change the positioning of the observation deck and landing pads on the flight school to make more room for landing on there, but I'll have to see if this can be done without messing up craft which are currently using it. I was also thinking of submitting a radially-attached landing pad. So you may get your wish soon enough.

  5. @Vorg: I had some trouble finding them myself, too. I've had them for a long time. They come from Green Skull Inc, as part of their KSP suits pack, and it looks like there's no real mention of them in the current Texture Replacer thread. I'll make a suggestion to have a separate texture pack for them. Here's a direct link to the KSP pack:

    http://www./download/dbzqibjh6f0rdwu/KSP-Pack-v0.38.zip

  6. @OakTree42: It would be easy enough to add in a civilian version of the stock crew modules (mk2, 3, etc.), or add the capacity to the existing modules. We could certainly use something for transporting them. For now, here's a config you could use:

    // Add civilian capacity to crew transport modules

    @PART[mk2CrewCabin]
    {
    RESOURCE
    {
    name = CivilianPopulation
    amount = 0
    maxAmount = 4
    }

    }

    @PART[mk3CrewCabin]
    {
    RESOURCE
    {
    name = CivilianPopulation
    amount = 0
    maxAmount = 16
    }

    }

    Here's a sneak peek at the improved IVA for the large house:

    ayoswm.jpg

    Still needs some work, due to the way the game displays internal and external parts, so I'll be doing some remodelling work on the house, too.

    Edit: didn't see the previous 2 posts - guess I should refresh my screen more often. :confused: Also, maybe a rocket part (size 2) that had compartments like a Japanese capsule hotel (capuseru hoteru) would be nice for a real economy approach to space transport.

  7. Nice! Wrapping all the last bits up for a patch this weekend. Lemme know if you want me to hold off to include the large apartment. Its looking good. Awesome work as usual! You rock!

    Aw shucks,:blush: thanks. I got held up a bit with the apartment complex due to IRL party/hangover issues, but almost done. I'll just run an in-game test and then submit it. I didn't have any immediate plans for animations on the medium or large hydroponics. I'll send you the blend files I have for those. When I get round to overhauling the farm, I was planning to add harvesters there, too.

    I checked out Oaktree42. He seems to do some interesting and entertaining stuff. I didn't find anything with this mod in it though. I'll look again at some other time.

    That super-massive colony ship looks really interesting. I really like the idea of having one of those colonies built on the inside of a rotating tube. Like this:

    nasa+space+colony+moon.jpg

    Alrightman: It would be better to have it displayed in whole kerbals, but I don't think the game engine allows it. I just think of the whole numbers being fully-grown kerbals, and decimals being kerbal children (they must exist, right?).

  8. A quick update on WIP revision of the large apartment complex.

    14qqzr.jpg

    Kerbals can now walk around inside the observation deck.

    30kc0md.jpg

    It still needs a bit of tweaking, and I'll be adding a bit of new texture to it, but it's mostly done.

    I also tried to make a small video to show the new animation for the automated crop harvesting on the small hydroponics module, but my computer said 'no'.

  9. I had a lot of trouble, myself, trying to stop a class E asteroid from hitting Kerbin. I even went so far as to build a giant rocket man with two extra-large grabbers:

    160f0j7.jpg

    There were two main flaws in my plan. After realising - once I arrived at the asteroid - that AGU's don't work with TweakScale, I had to edit my save file to get them back to normal size. But, once I'd done that, I found that it's very difficult to grab an oddly-shaped object square-on with two grabbers at once, and very difficult to keep aligned to the centre of mass.

    Back to CivPop, I'm currently trying to get to grips with animations in blender and unity. I've been planning for some time to add automated harvesters to the small hydroponics module. Half the supports around the middle have strip lights (for when you get stuck on the wrong side of the Mun, etc.), and the other half have little robotic units on them. Each unit moves slowly up and down the support, while the arms on each side grab bits of plant as they go. I'm trying to get the two different movements to be separate simple animations which work at the same time, so I don't have to set 100's of keyframes. I should have some progress soon.

  10. Speadge, that station looks great.

    I do think that a minimum of about 10 would be better for the reproduction. After all, they would probably be a little choosy about who to reproduce with :cool:.

    On the subject of cores for the large trusses, I think it might be best having a separate model for the core, and using the .cfg to add the frame and core into one part. It would save on memory.

    In other business, here are some pics of a small pod house I've been working on. Still not sure how big it should be, so here it is in two sizes, alongside the current smallest housing unit:

    Small:

    141qic4.jpg

    Not-so-small:

    r2qnar.jpg

    It's a simple design, with the large window on each side doubling as a door, to save space. I wanted it to be less kerbal-dense than the 4-kerbal pod (which only makes sense as a living space if the cryo-sleep beds are in use constanly). I thought the smaller size would be suitable for maybe 3 civilians, or the larger size for 5. I'd appreciate any thoughts about the design, as well as which size would be best.

  11. I did think it might be good to add multi-way girder-hubs, and was going to mention CLS. I've started working on the 18x6 truss. Only needs a few more tweaks. Surface-dwellers may be pleased to know that I've also started work on a small pod house, inspired by one of the pictures I posted a while ago. I'm doing it as an alternative radially-attached 4-kerbal house, though I may resize it later.

    Stealth17: Your appreciation is appreciated.

    I had also thought about the possibility of adding more civilian functionality, but I haven't done any coding in KSP, so I wouldn't know where to begin. Anyway, here are some ideas:

    Civilian ISRU: Some sort of refinery and maybe a small drilling module, or even a facility for creating small robots which could go out and gather resources (that one would be more interesting, but harder to implement). All fully controlled by the civilians, and requiring a certain number of civilians on the base. Basically, you set this up with power, and somewhere to gather resources, and the civvies build up resources, which you can then buy from them. If we got this working, it would be possible to include MKS configs, etc. which would allow civilians to manage a base by themselves.

    Jobs for civilians: Have either a requirement, or an option, for civilians to staff various modules (including the space ports and farms). This could affect things like resource yield or power consumption (no need to keep robots running when a kerbal can do it). A working kerbal gets paid, which would negate their rent.

    Making some of the modules require maintenance: this would be provided by employing a kerbal to work on the module, as above. Lack of maintenance would mean decreasing yields, possible waste of resources, etc.

    Adding an option to the civilian docking ports to order in resources (there's a mod out there which does this already). Unlike the civvie ISRU, you could order from anywhere in the Kerbin system, but it would take time for the resources to arrive, based on distance from Kerbin.

    All of those would be possible, but are pretty much pipe dreams right now.

  12. Thanks for the kind words, Herr Doctor. :D I've actually been taking a break from life in general for quite a while, and have been using this mod to get me used to having a project to work on again. I'm getting back to doing academic work, but will still have plenty of time for modding. Plus, I'm quite a way up (over? along?) the modders' learniing curve, so it's a lot easier than it was.

    As for things being done, I've remodelled the 6x6 truss segments:

    f56oub.png

    Not sure if people will prefer these over the older models. They're cleaner than the previous version, with internal supports, and a bit of extra visual detail. Most importantly, they take up less memory, the bare one at least would use less ram (I think), and I made them exactly 6m x 6m, so there should be no more clipping issues. (I swear the clipping through the floor in the picture is the launchpad's fault!)

  13. When are you you planning on the ground structures i suggested?
    I think Wombat is still working on the ones he was doing. These things take time. As for me, I've had a bit of modding fatigue. It gets stressful when you don't know what's going wrong and have to try them out 50 times before they work. I'm getting back to it now, but I'm having to go back to the drawing board with my designs - they were a bit too wacky.
    hey, can you pls try to rework the 6x6 girder+core model?
    I have barely used those parts, to be honest, so I haven't looked at how well they are implemented. I'll have a look now, and see if they can be altered for the next release.
  14. If only I could do the same thing to my laptop without frazzling the circuits. My laptop instantly switches itself off when it reaches a dangerous temperature, and for the last couple of months, I've had to have a desk fan pointed at it to stop this from happening. A couple of days ago, even with the extra fan on, the laptop switched itself off. I realised that as it was so hot outside, the fan wasn't even blowing cold air any more. :huh:

  15. Is it intentional to have no life support in crewed parts that don't have command modules?

    I changed the first line of MM_AddResources.cfg from this:

    @PART
    [*]:HAS[#CrewCapacity[>0],@MODULE[ModuleCommand]:HAS[#minimumCrew[>0]],!RESOURCE[Food]]:FOR[TacLifeSupport]

    to this:

    @PART
    [*]::HAS[#CrewCapacity[>0],!RESOURCE[Food]]:FOR[TacLifeSupport]

    ...and now I have life support in all crew living quarters modules.

  16. Keeping TAC as an option for the parts stays in of course

    We may come to blows if you removed it. :wink: But seriously, I think that having support for USI and TAC is the best option. Which one is used as a default doesn't matter, as long as there are configs to handle both.

    In the words of Mayer Amschel Rothschild:

    "Give me control of a nation's money and I care not who makes the laws."

  17. Thanks. I'll send you what I've done now. They weren't causing that black-screen bug, after all. Once I re-installed KSP (I've had to do that several times since 1.0 was released) everything worked perfectly. The textures I've put together still need work, but they should be fairly efficient. Most of my parts should now use/have/make about half the number of drawcalls. I'm not happy with the bushes on the medium garden; I increased their size, to make more use of the space, but now their crudeness shows a lot more. I'm not sure how best to make them look more 3-D. I started adding fruit and blossom to the trees and bushes, too.

    I've got a few more parts in the work myself.
    I'm looking forward to that mini orchard you previewed before. That should nicely round out the food-growing parts catalogue.
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