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Lord Coriolis

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Posts posted by Lord Coriolis

  1. 10 hours ago, Tralfagar said:

    @Lord Coriolis Glad to hear it's working.  Eventually, I'll write a script to remove Civilians from the admin building but for now, they're extremely useful for debugging purposes.

    For your questions:

    1)  Right now, there is not, except for editing the part file.  I have a parameter (populationGrowthModifier) within the CivilianDockGrowth/CivilianSpawGrowth module.  For dock growth, it is a proportionality constant.  Increasing it will give a 1:1 increase.  For spawning, that is the exponential rate for increase/decay (the rate first exponentially increases and then exponentially decreases after half-full).  Increasing it will cut the time until the population reaches maximum capacity.  For spawning, you can include more modules that have CivilianSpawGrowth (i.e. more apartments).  Since the function essentially goes from 0-100% capacity, adding more housing acts as a scaling factor.

    Actually, I meant forcing more to spawn in the astronaut complex, but I can definitely work with this, thanks.

  2. Alright, update!  It works!  DeepFreeze gives precisely zero bothers and is happy to be here.  Also, apparently you need to start a new file to get civilians to spawn in the admin building, who knew?

    Three questions.  First, is there a way to boost the spawn rate of civilians for flinging into the cold, dark void sending on interstellar colonization missions?  Second, as you refine the mod, will civilians eventually lose some or all of the ability to behave as kerbonauts (i.e. piloting craft and taking surface samples)?  Third, are you retaining the concept of "recruiting" civilians to be pilots, engineers, and scientists?

    Also, if you need anything broken in a particular way, I am happy to be of assistance.

  3. Alright, this week sucks at work but I'll try to do some testing by the weekend and I'll let you know how the two interact.  My end goal is to combine civilian population, extraplanetary launchpads, and galactic neighborhood to build a self-sustaining kerbal colony in another star system.  Because I'm an idiot a dedicated kerbateer and lover of science, I'm going to throw a life support mod in there as well for the added challenge and realism.  Deepfreeze is my tentative answer to not starve in the interstellar void.  It's good to know I don't need many kolonists to get up to speed, that makes life easier.

  4. IT'S ALIVE!

    5 hours ago, TonyC said:

    What happens if I install this along with USI mods ? (especially the ones for bases)

    I always wanted to mix Civilian Population with USI and EL to be able to make a true permanent space colony.

    Also, I have plans similar to this gentleman, so I'd love to hear the low down.

  5. This is a dumb question, but I'm asking it anyway!  A number of the supported planet packs only bring in a single planet, would it be possible to have GN combine more of them around one star, the way you did with Asclepius and Kronkus?  I know those two were made by the same modder, so I don't know how much work it would take to have, say, Arkas, Saru, and Urania all together, but it would be cool to have more "busy" solar systems to explore.

  6. 6 hours ago, Sigma88 said:

    You should be fine using the development branch, it's ready for release, I just haven't got the time to do it :)

    Alright, I'll see if I can do anything with the solar panels, as well.  Do you have any engine mod recommendations to cut down that travel time?

  7. 1 hour ago, Sigma88 said:

    I just checked and the old version works just fine, it can use a couple of tweaks but the mod is far from unplayable in 1.0.5

    the worst thing is the fade levels, but you can fix it by just deleting :


                fadeStart = 110000
                fadeEnd = 140000

     

    from ScaledVersion node

     

    and the pqsfadeStart / pqsfadeend   from the PQS node

    In that case, good sir, I'm going to have to ask you to hurry up with GN.  You see, the spice must flow.

  8. 1 hour ago, Sigma88 said:

    I think arkas should work fine in 1.0.5, doesn't it?

    The White Guardian is updating it to 1.0.5, but he hasn't released the new build yet.  Ditto for Rabidninjawombat with Civilian Population.  I'm guessing that whole 'real life' thing keeps getting in the way.

  9. 3 hours ago, Sigma88 said:

    yeah, I'm sorry for releasing the 1.0.5 compatible GN version so close to the 1.1 release, but I don't think many of the planet packs will be updated to 1.1 so I think some ppl may still want to have the option of playing GN on 1.0.5

    It's okay, we still love you.  Plus, Arkas and Civilian Populations haven't been updated to 1.0.5 yet, either, which makes me sad.

  10. Somehow I completely missed that.  My bad.  As for things I'd like to see, prominent features from the books (seitch tabr, the shield wall, etc.) and (if possible) for prominent mods that add new resources (i.e. kerbal interstellar extended) high resource concentrations on Arkas.  I mean, the spice must flow and such.

     

    General mod question.  With 1.1 moving the game engine from unity 4 to unity 5, do you anticipate existing mods needing some time to catch up, or is that an easy/transparent change for modders?

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