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Posts posted by Lord Coriolis
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Hi, new guy, not good at this, please help. I'm trying to use the thermal electric effect generator attached directly to a nuclear reactor (1.25m short) with radiators attached as well, but I keep getting an error "generator shutdown: no attached power source." What am I doing wrong?
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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.
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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 voidsending 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.
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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 idiota 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. -
Question. Now that civilians are actual Kerbals rather than a resource, how will this mod interact with DeepFreeze? I'm assuming that each civilian will have to be frozen, but I want to confirm. I may need to do some testing on it to see how well they play together.
On a related note, is there a minimum population required for reproductive growth?
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I don't actually have anything to add. I just have idiotically grandiose plans involving this mod and I'm leaving this comment so I can quick-jump to this thread and check for updates when I should be doing actual work.
Good luck, we're all counting on you.
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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.
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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.
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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?
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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 = 140000from 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.
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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.
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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.
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How's the update going? I'm inordinately excited about pairing this with Galactic Neighborhood and Extraplanetary Launchpads to start a sustaining colony in another solar system.
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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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I know you're not the actual owner, but since you're in touch with him, a question for future development. Has any thought been given to adding compatibility with Galactic Neighborhood once that mod matures a bit more?
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18 minutes ago, The White Guardian said:
Think you'll have a chance to update it for 1.0.5, or will you just wait for 1.1? I may or may not be starting Chapterhouse: Dune and super duper excited about this mod.
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This mods looks fantastic, but I can't find it to download anywhere. Apparently Kerbalstuff shut down last month, who knew? Has the new build been uploaded anywhere else?
KSP Interstellar Extended Support Thread
in KSP1 Mods Discussions
Posted
Apparently I'm also using a reactor from MKS rather than KSPI. Kids, don't mix mods.