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Clancythecat

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Posts posted by Clancythecat

  1. I just remembered that a year or two ago, when we first got a brief video of the KSP2 vab, the tooltip on the 2.5m nose cone said that it needed uranium, (i still don't know why they put uranium in a nose cone) which implied that certain parts need certain resources to construct, at least when you're building it from colony.

    I wonder if that means that after the resource system is complete you can have FTL parts require a special resource to build like "kerlithium" or something to add an extra layer to FTL infrastructure.

  2. 15 minutes ago, Angel-125 said:

    That really depends on how KSP 2 handles interstellar travel. If it's something like "Then time passes..." it is hand-waved off camera, and then suddenly it's 600+ years in the future and you're in another galaxy/solar system, then something like Blueshift won't be needed. In such a case, you'd just build your interstellar craft, launch it, and poof, new solar system to explore.

    I see absolutely no reason that it would hand-wave the interstellar distances when the developers have said repeatedly that crossing those distances is most of the challenge.

  3. I've seen people trying to make existing parts into hangars which seems to involve some relatively complicated modeling,

    but wouldn't it make the most sense to make an invisible and collisionless hangar part that you can put inside a cargo bay and resize it to fit properly?

    Perhaps have a cylindrical and a cuboid version? 

    I'm sorry if I'm misunderstanding something and it's not as simple as I thought.

  4. 2 hours ago, SkyFall2489 said:

    What about the deployable centrifuge module?

    it looks like this

        MODULE
        {
            name = ModuleDeployableCentrifuge

            DeployAnimationName = CentrifugeCollapse
        // Speed of the deploy animation
        AnimationSpeed = 0.025
        // Layer of the deploy animation
        AnimationLayer = 1
            // Crew needed to deploy
            CrewToDeploy = 3
            // Skill Required
            CrewSkillNeeded = #autoLOC_500103
            // Skill Display Name
            CrewSkillNeededName = #autoLOC_500103
        // Crew capacity when deployed
        DeployedCrewCapacity = 16

        Deployed = True

            // Radius, for display purposes only
            Radius = 15

       // Name of the deploy action
        DeployActionName = #LOC_SSPX_Inflatable_Action_Deploy_Start_Title
        // Name of the retract action
        RetractActionName = #LOC_SSPX_Inflatable_Action_Deploy_Stop_Title
        // Name of the toggle action
        ToggleActionName = #LOC_SSPX_Inflatable_Action_Deploy_Toggle_Title

            // Name of the start action
            StartSpinActionName = #LOC_SSPX_Deployable_Action_Spin_Start_Title
            // Name of the stop action
            StopSpinActionName = #LOC_SSPX_Deployable_Action_Spin_Stop_Title
            // Name of the toggle action
            ToggleSpinActionName = #LOC_SSPX_Deployable_Action_Spin_Toggle_Title

            // Speed of the centrifuge rotation in deg/s
            SpinRate = -35
            // Rate at which the SpinRate accelerates (deg/s/s)
            SpinAccelerationRate = 1.0

            // Rate at which the counterweight spins in deg/s, typically faster than SpinRate and reversed
            CounterweightSpinRate = 70.0
            // Rate at which the counterweight accelerates (deg/s/s)
            CounterweightSpinAccelerationRate = 2.0

            // Transform to rotate for the centrifuge
            SpinTransformName = B_SpinCore
            // Transform to rotate for the counterweight
            CounterweightTransformName = B_Counterweight

            InternalSpinMapping = 1
        }

  5. 1 hour ago, SkyFall2489 said:

    Actually, you don't exactly need that.

    Check out the Variable system. It will let you just set one field to another. What does each part module look like? Then, I can show you how it works.

    If you do need to select keys of certain values within nodes, you can say @PART[*]:HAS[#MODULE[DeployableCentrifuge]:HAS[#deployedCapacity[xyz]]]

    The module looks like this

        MODULE
        {
            name = WOLF_CrewCargoModule
            EconomyBerths = 2
            LuxuryBerths = 1
            ModuleName = #LOC_USI_WOLF_CrewCargoModuleName
            PartInfo = #LOC_USI_WOLF_CrewCargoCrate_PartInfo_Summary
        }

    i'm trying to give them 1 EconomyBerths for every deployedCapacity, and half as many LuxuryBerths

  6. I'm trying to make a patch that adds a different amount of usi wolf system crew capacity to each deployable centrifuge part of a given deployed crew capacity,

    Like, parts with 1 deployed crew capacity get 1 wolf crew capacity, but parts with 2 deployed crew capacity get 2 wolf crew capacity.

    Basically, I'm trying to select parts that have a specific module that has a specific variable of a specific value.

  7. 21 hours ago, InfoTheGamer said:

    I am considering a very large expansion to the mod, adding Stanford tori, maybe some cloud cities, Loftstrom Loops, and Orbital Chainsaws.

     

    I may change the license, but I want people to change my stuff and privately use it if they want. "Let the kids have the music," really, as long as I'm credited and no other clones of Paraterraforming show up on Github or Spacedock.

    This is the correct approach to intellectual property 

  8. 1 minute ago, Terwin said:

    They are in the save file.

    But it does not save modules, just the effects of the modules.

    So you will need to manually reverse the effect of any modules you want to 'remove'

    Thank you, i want to remove the effects because I spammed a biome with level 1 harvesters without realizing that they were less efficient and so I'm going to replace them with level 2 harvesters

  9. On 5/31/2022 at 7:25 PM, Clancythecat said:

    What if instead of the crew cargo containers we just had that functionality in the crew cabins?

    Like the 16 person cabin has 16 economy seats or fewer luxury seats?

    Never mind, I wrote a module manager patch that does that. 

     

    Also, if i wanted to edit my save file to remove modules from a Depot that I had planned poorly, where would I find the file that stores the biome Depots?

  10. 10 minutes ago, Rakete said:

    @Angel-125 Somehow I wonder, if this might not be intended behavior because you reserved the reserved the full volumina for tge full circle? But how is it intended to be brought to orbit/ other planets?

    Build a fairing, then put the module in, the invisible space has no Collision, and I think it's only there to detect whether a ship is going through the gate.

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