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Ooglak Kerman

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    Inselkampf refugee. Eager for technology

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  1. @siimav In the Kopernicus City and City2 nodes, there is an option to make the object to be a commnetStation. Do you think it would be possible for CC to do a BEHAVIOUR to set a persistent MM patch to turn that attribute on? Or possibly a attribute on the VisitWaypoint PARAMETER?
  2. Awesome! Thanks much. Well thought out. At what point was that attribute added? I'll need to make that version the minimum.
  3. I've run into a behavior that seems counter intuitive. Given a 1st contract that you accept. That causes a 2nd contract to drop that has a Requirement of AcceptContract of the 1st contract. If the 1st contract is completed before the 2nd, then the 2nd contract will fail. I see where - since the state of the 1st contract has changed from Accepted to Completed, but shouldn't AcceptContract track on IF a contract has been accepted and not on the state of the contract? Is there a workaround?
  4. I found the Tourism Plus pack and the Space Camp contract is just what I was looking for. I'm slowly working my way through CC and wow - what a well thought out mod. Very rich. Very complex - but I guess that is part of it.
  5. Thanks for looking into this. I think that what I want would require a change to the City node in Kopernicus. When using the SpawnPassengers BEHAVIOR, and then subsequently use the ChangeKerbalType BEHAVIOR, how do you reference the individual Kerbals if they are randomly generated? Index? Can you point me to an example?
  6. Thanks for the info. This is quite the rabbit hole to go down. There are 2 things I'm super struggling with though - both in regard to pqsCities. I'd like to create a contract to go to an existing pqsCity on a body and once that has been completed, set the comnetStation property to True. Any knowledge of if this is possible?
  7. My current plan is to add the contracts into the interstellar mod, so it would be something like GameData/modname/ContractPack/ would this be appropriate? CONTRACT_TYPE:NEEDS[ContractConfigurator] Additionally, is there a more up-to-date wiki? Looking through other ContractPacks, I keep finding stuff that is not in the wiki.
  8. Is a MM AFTER statement for various contract bits advised if the contracts are part of a mod? In this case an interstellar mod.
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 Pro | CPU: I9-11900K | GPU: RTX 3090 | RAM: 64GB After launch of a craft, toggling the lights button for all lights or just the individual illuminator results in the illuminator blinking on briefly then off and and then ceasing to work. This is the case for all lights in the Light group of Utility. A simple craft to test was a MK1-3 capsule, Z-4K battery, and anything from the Light group from Utility. Severity: medium. Rovering in the dark is problematic Frequency: high. Always occurs. Even after quick save and revert and game reload.
  10. Hey @Angelo Kerman Glad you've come and rejoined. @JadeOfMaar got me sorted out on taking out the most problematic (for me) waterfall effects for the warp drive. Heh... I've grabbed and warped both asteroids and tetrahedrons around and about. The afterburner bit you added to blueshift is oh so helpful there. Have you had any opportunity to have a look at the resource utilization issue for the warp drive when in interstellar space? (goes to zero)
  11. By now, you should be getting the idea for building up Buffalo2 rovers. You will need a rover to go and collect the graviolium that is harvested - and very importantly - you will need a place to store it until you load out a ship with graviolium and fusion pellets. This is my solution These are DSEV tanks that have configurable omnistorage. Configure for fusion pellets and graviolium. Don't forget to add a way to get the resources into and out of the tanks. The FLP-1 Deluge fuel pump provided by WildBlueCore (required) is your friend. It's got a 100m range. Also, the KAS bits for moving resources is very useful. The FLP-1 has some quirks.
  12. Once you have built your Geology rover, go drive around and look for Graviolium lodes. Start at the runway, check - click the geology module and click "Prospect for Resources'. If you come up empty, you will need to travel 2KM to check again. Set up a search pattern until you find one or more lodes. This will be very important for jump starting your gravatic and FTL program. You can just use the graviolium cheat and fill in the SPH or VAB, but it costs - a lot - and... well... it's cheating. Once you have found graviolium lodes, you then need to go extract it. Here's my Buffalo lode driller. Command module, habitat module, 2 B2 fuel tank modules (configurable), Gold Digger Portable mini-drills and plenty of power. Normal drills will NOT collect a goldstrike lode. You need the Gold Digger available with the Pathfinder mod.
  13. KSS2 Colonization: Rovers WRT rovers, I am speaking to Buffalo2 rovers. A few things I've learned from hard experience: - Try to keep part count low. This will help on many fronts. The Buffalo chassis has numerous options for length. Use that. - Make sure advance tweakables is enabled. If you don't know - then look it up - Enable rigid attachment for all parts on your rover. This will help with the tendency to "wander" at interstellar distances Here is a very vital rover you will need. L-R the primary modules are: - Command Module - Habitat Module (gotta have bunks - 2) - Geology Module. This can detect lodes of valuable and vital resources. Starting off, you will want to drive this thing around and find Graviolium lodes on Kerbin. Those lodes will kick start your FTL program. Once you build this guy, you should start to get an idea of how to make a rover to extract said Graviolium. A note on rovers: If you are not familiar with various wheel settings, review and try out the recommendations here It will save much pain.
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