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Cdr_Zeta

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Everything posted by Cdr_Zeta

  1. Greetings, So I am almost ready to work on this puppy ! PS I have used it before ... Commander Zeta
  2. Greetings, I will be checkin this out ! I have a contest goin; this may be entered cause I just like it. I may even try it tonite; play with the live stream. Commander Zeta
  3. Greetings, I am also wondering about the above question. Also I am believing that Oxygen is not depleting; Kerbalnauts now dont breathe O2?? Well, I may or may not be able to fix that as it is a code problem; just pointing it out and if others can verify they have the same problem. Commander Zeta
  4. Greetings, So there are a small number of great awesome modellers out there but the parts they make have processes in them that I dont use. I am thinking about a contest for "Kolonization" parts similar to the old MKS in design, made such that they are in correct scale to the size of a Kerbalnaut. If you are a candidate and have 'Kolony' buildings out there that I have not researched for yet, here is your chance to shine ! The winner gets a MAJOR exclusive in my KSP Universe: to have all their habitat modules used for: Manufacturing, Living, Greenhouse...NOT STORAGE; subsistance only. I hate to have to use the MKS for everything (except small storage) but the buildings look kool, and have proper design. I just cant use buildings with processes in them; I really do not want to advertize a building part when any process within it is not used according to my specifications. The buildings cannot be or look like any that have processes in them...IE BIOMASS, EL, MKS etc...I will sort it out later; time for me to look for buildings as well out there in kerbal space ! The designs must be ORIGINAL but may have ideas ported off of other designs; they may NOT be copies of other models. I like the idea of expandable/inflatable modules as temporary quick setups. The buildings can have a process in them that has a lifetime constraint ! I have my own ideas for lifetime constraints on parts where the part ceases to function and must be salvaged. Radiation causes damage over time (hint). I can devise my own simple lifetime timer for any part depending on where it is located. The building design is such that these are intended for space and surface; I may choose one or more designs. Also a hint: I like the older MKS designs but they seems a bit cramped for the Kerbalnauts; resizing them is easy. (actually looking at them again it is hard to tell if they are cramped for those l'il kerbals !) There will be a space-only set, much looking like the NASA types, both made of aluminum alloy, and a lighter weight versions of the same (golder coloring, shiner?), at least 1/3 to 1/2 as dense; these are probly made of Karborundum (my possible endgame choice, and I can choose any material, you just have to make it look pretty !). I use Karborundum as carborundum ! So...1) Living 2) Greenhouse 3) Resource Processing (A) Food B) Fuels) 4) Manufacturing Priorities: Surface (any planet/moon), Space (and low grav moons). Designs can be similar for both surface and space. I want solid structures to be endgame primary; inflatables are difficult to make. I myself will be using Blender and Unity to work on some modelling; I may do up some streams next week on that to give this building project a week to take off. Mods such as BioMass and TacLife I 'DO' use; parts, processes, etc, but with modifications. I do like to promote great awesome models when I can but I am trying to avoid conflicts of interest and confusion of resource process design. I play KSP realism, but not RSS. I have USI and MKS part models as primary 'ideas' for my habitat modules; why; because they are just great models; more than likely, they will be used, but with most of my own processes and maybe some of those included if they work for me. I have found another process-free model set...it will be included and looks really great; it is not part of the contest because I found it; it needs testing etc; I have high hopes for it. I have not seen any other kolony models out there; next week I am gonna try my hand at making my own just for fun (!) and might even stream it! Good Luck ! Commander Zeta
  5. Greetings, So...I been as busy as I can with resource ploppoing on planets and moons and asteroids and such, as well as getting my processes organized; I must be over half way done. I am guessing...the Globals resource sets values...well I was thinking why not just leave the Globals OUT ALTOGETHER (!!) and just set the planet/moon resource values. Some resources (not spoiling) I do have minimal values for universe-wide; but I figure why not just plop them down where I want them then I dont have to worry about setting everything GLOBAL to "0" to not have a resource at a specific place...I am still at odds with doing this and am still in the experimental stage; I should have it figured out tonite. I hope to get a DEMO stream out tonite to show the general idea of my success with STOCK resources ! The next step for me is to work on resource processing, then finding suitable space buildings to put them in. I am thinking about a contest for "Kolonization" parts similar to the old MKS in design, made such that they are in correct scale to the size of a Kerbalnaut. If you are a candidate and have 'Kolony' buildings out there that I have not researched for yet, PM me (!); the winner gets a MAJOR exclusive in my KSP Universe: to have all their habitat modules used for: Manufacturing, Living, Greenhouse...NOT STORAGE; subsustance only. I hate to have to use the MKS for everything (except small storage) but the buildings look kool; I just cant use buildings with processes in them; I really do not want to advertize a building part when any process within it is not used according to my specifications; but if I have to, I will (!); it is just not my preference. The buildings cannot be or look like any that have processes in them...IE BIOMASS, EL, MKS etc...I will sort it out later; time for me to look ! Commander Zeta
  6. Greetings, I agree on the simplicity part; probly best to keep the ORE as is; at least it is setup for players to expand with MODS and do pretty much whatever they want. I am also questioning realism in KSP per se; I play a realistic game, but not use real fuels (dont know much about them) nor do I use the Real Solar System; tried it once with stock; epic fail ! I dont want to get into RSS or move away from KSP Stock too much but add realism to it; I suppose it adds challenge to a resource game while making the space game easy. Also ORE is already generic for making rocket parts in Extra Planetary Launchpads isnt it? I know STOCK ISRU (?) converts it to liquid fuel and oxidizer; yes this is a start for new players; and I havnt looked at the weight changing with fuel depletion versus D/V etc if they have that working. So I guess there are different levels of game play in KSP which makes it nice...I guess it was probly a moot question but thanks for the replies ! Commander Zeta
  7. Greetings, Whew I just got done with understanding and setting up some Global resource allocations; got a few resources added; need to work on the rest of the resources on the rest of the planets and moons; verified STOCK scan operations; finalizing resource rates and looking at Global resource rate implementation as there seems to be some descrepancies solvable by BIOME resource settings for resource values. I am not 100% sure if no Global resource means no resources at all; I dont think this is the case but I been so busy getting things to work... I am getting multiple drilling operations to work; 3-4 resources per drill at resource availability rates; needs some fine tuning here as well. Some drills such as the gold ore drill will probly be seperate; I made an ore/substrate/minerals/water drill. Some drills will be composite; I may up the core temp anti's on them and add resource use for drill operations like I did before. I use NaOH as a coolant source as well as coolant for drills; I will try and find a way to implement this. Hot systems need coolant; I use readily available chemicals for that which are extracted from various sources (!). All process are based on real world processes; look 'em up ! I gleaned some info on light materials for space ships ... harr ...no spoilers here !! Perhaps an ARG is in order; I will give it a name, somewhat fictitious, but related to real world technology. Guess the name and get an outpost with your Kerbalnaut on it in my system ! Let us have some clues ... some may think it is unlucky ... and it may even be the end of that which is in question ! The beginning of which, while not in it's exact form, also has a clue within a clue and is much more difficult to resolve: it is one of which keeps one 'warm' in the coldest of weather, and is of a raw material; it's abbreviation is quite ironic and is the first part of the name I am looking for ! Commander Zeta
  8. Greetings, So I am working on resources for planets, moons etc. I am deciding to drop ORE as a drilled resource. I am hoping, and have yet to test, that the drill(s) will simply drill 'ORE' but not per se ! Any and all materials at the site will be drilled up, isolated with basic processes such as heat, and stored. I am going to develop alloys for space ships; maybe 3 levels, each with a lifetime expectancy. We could probly still use 'rocketparts' as a final output but I have yet to look at EL. So far I have iron and bauxite for raw materials; I get aluminum from the bauxite. I am going to research spaceship material design; this wont be much of a wabbit hole but we aint drillin for ORE no mo ! We gettin specific ! I have alot of work to do on the biomes ... I got to look at EL. I probly wont stream tonite or till I get my resources done; shouldnt be more than a few days but with things at home if you dont here from me for awhile...you know why. Commander Zeta
  9. Greetings, So I am working on resource implentation for all the BIOMES, Planets, Moons, in KSP, OPM, maybe one or 2 extra planets/moons for OPM. We are using STOCK resource generation now, and only basic resource implementation is provided. This game is going places, but players such as myself and modders especially make it go further. A premise or 2 for resources in this game is to add realism or extra challenges; survival, building things in space, like more spacecraft ! So I was thinking..."ORE??" Scan and drill for ore and convert it to rocketparts; there are mods that get into this, some of which are either pretty basic and others which involve a level of logistical thinking that boggles the mind ! Well since we are going down this wabbit hole, why 'ORE' now? Let us drop ORE and define the basic metals needed to build spaceships and provide survival needs (the survival needs are provided by chemicals to grow hydroponically for example and are pretty straight forward; however even here...); in drilling for basic metals, we also get rock which contains limited amounts of various chemicals; carbon for one. We could even have silicon. In some of my processes I use 'chemicals' as a broad term for needed extras to complete water purification for example. There may be some chemicals, like liquid chlorine, I use to clean water; we could get this and remove the chemicals if we wanted; we could be more specific in our processes. ORE is not very specific. There are many kinds of ORE (and some drillable materials that are not ORE): iron, bauxite, gold, etc. Rocketparts would then be replaced by iron, aluminum, gold...yes there is a rabbit hole here; why not start diggin ! There probly isnt much ore out there to build spaceships with; maybe some planets/moons have alot of a specific material though. We could use iron altho it is very heavy; we can make steel or alloys in processes to make the materials less dense. I am going to drop ORE completely from the resources list !! Where ever it is used I am going to simply replace the process with an alloy ! I havnt a clue what the best space ship material is; so I am going for an alloy; I note that a material called karborundum is out there; I dont like how it is probly implemented; it sounds like one of the hardest materials out there (and less dense too I think) called carborundum; this could be an endgame material. Metals could have a shelf life; after a certain amount of time it succombs to raditiation leakage; the parts have to be salvaged. The only problem is the resources dont deplete as far as I know. I opt for dropping ORE as a resource material for building anything, but maybe leaving it for the primary source game resource. The new resource system now shows percentages of any resource so why have ORE (from a 'vet game player's' point of view). An easy option would be to drill for ORE and have processes extract the materials based on the presence of the resource on the planet/moon (!); well I just had this thought now! Say we scan for ORE and other materials; say bauxite is at 5%; this would mean we have a 5% extraction rate of Bauxite from ORE; or we drill specifically from Bauxite present on the planet/moon. Do we keep the ORE and extract material presence in it (more processes code), or do we mine for specific materials? Looks like mining for specific materials is better as it drops out one process. So I am dropping ORE as a drilled resource...what do you think !? Commander Zeta
  10. Greetings, My post is specifically for Roboto... I see that Seanth is working on this; does this mean that Roboto does a final check on it's progress for game entry? That out of the way... I do not use the difficulty setting in my game; let me explain. I like the BIO Mass idea but I use it alot differently; I also have made my own resource processing modules that reflect more what I feel real life hydroponics for space; ie it takes 90 days to get the first veggies, seeds, etc. I dont know how these difficulty levels work; they looked too complicated and the BIO Mass processes as they stood made no sense for growing for food. I have not looked at BIO Mass again; I spose I could just make my own buildings and add my processes in there; I am contemplating this as I am not wanting to use the MKS buildings anymore for a few reasons. Problem is is that BIOMASS was the first entry idea for my resource game, and I was wanting to build on it using the part models. The part models are great; the processes for normal resource gameplay are way too confusing and probly have bugs (accelerated time, use with other mods). I see many other people use part models, change a few things, and plaster their name in BOLD GOLD on them; not something I am happy with. It takes a long time to make MODS and parts and such; the bold name should be the original author. I know I probly hashed this alot, and it is not a point I am making here. My question is if I wanted to use other peoples' parts, add my resource process modules (since now it seems that all resource processing is going to be reverted to STOCK processing), and produce a MOD (listing authors licenses etc of course). I would think it would be okay but it is counter productive to confusing parts with processes (since I stream on Twitch); but hey a simple say if how I run my processes on my website and where I got the parts and I could be golden. I would of course send the final product here for acception and make sure no licenses are violated and that licensing is correct. I know I could have just asked can I use your parts with my 'mod' and redistribute a BIOMASS Modded MOD (!) (?); I wanted to explain why. Thank you ! I will look at the new BIOMASS as well tho ... Commander Zeta
  11. Greetings, Wow so I downloaded my OPM mod(s); found Galactic Naberhood which is probly buggy but worth a trial run; I worry about the multiple sun SOI's maybe they accounted for this and each sun will not interfere with each other. Now that I think of it I may just run KSP as a separate game with each separate extra system as advancement in the game; that way it will save mega memory...I could have the galactic naberhood as a KSP bridge game for just the intergalactic travel portions. So stock scanning is working now; I am working on ideas for limited resource harvesting; such as worn out drills or a fake resource resource depletion process would work better. I am going to look for building similar to MKS but I may not use MKS buildings now; I dont want to have people in my stream think I am running MKS per se when I use different resource process routines (to me that make more sense chemically), and simpler to run and figure out; we dont need mega amounts of resource processing; we need to play the game too and get out there in space ! So finally I am working on all the resource plopping for planets/moon per STOCK resource configuration. Scansat wont find the resources yet; but the stock scanner is lookin good. I am concerned about the map-mode color leftover; it doesnt seem to do anything useful so why have it?? Once I figure out that bug I will probly talk about it eleswhere; I dont really like having it on the map but I have more work to learn about it. I will be on and off streams ... I dont want to give biome/resource spoilers ! Commander Zeta
  12. Hello, I just got done with redoing all the config files; does .2 change anything in the cfg files (ie dll changes only??) so I dont have to go back and rewrite them (for easier reading). Commander Zeta
  13. Greetings, So...I am having issues with Scansat and Stock resource scanning. Resource scans are simply not accurate or I am missing something; when global resource sets an amount, and then planet/moon sets an amount on top, and BIOME sets an amount on top of that, you would think they are stacking. We need to confirm what is going on here. We have resources on the planets/moons and we can drill for them no problem; we could assume a few things, and drill looking aimlessly for hot pockets; hot pockets have ALOT more concentrations of resource. But I am getting 5% availability and I dont know about the concentration amounts versus drill recovery; if there is a higher concentration it may only mean there is more of it; forget what I just said; I hate to assume but drilling; now wait...in our last video we did have ore/substrate amount drill recovery differences. Maybe we will try to look at that. I am starting up a new KSP 105; trying to port new parts I am building; havnt done that yet; porting over major mods one at a time. TacLife is failing in some areas and is a primary. I am going to do some resource limitations to test planet/moon resource implementation; if we have time we drill. PS Whenever I make an update here I am either streaming or just updating; I am doing a stream tonite. Commander Zeta
  14. Hello, 20 is a package I have to update/add ever time? I can add this no problem. I will make a project with all the assets I guess then figure the ones I am not using in the final product? I am having trouble inmporting .23... --- PartTools 0.20 --- UPGRADING FROM PREVIOUS EDITIONS If you are upgrading your existing part project to use the new PartTools you have a few steps to take. 1. First import the UpgradeProject package included in this zip 2. Run the script via the menu option Tools->Upgrade PartTools 3. Delete the old Plugins/KSP directory 4. Import the PartTools package included in the zip 5. All existing PartTools prefabs will require resetting to use the new PartTools component. Overview PartTools has had a refresh and is now a lot easier to use. It comes in precompiled dlls and a nicer directory structure and supports some more advanced features. Because of the ability to read another model's textures by name, it no longer forces renaming of textures to modelXXX. The 'model name' is now used as the actual filename of the model. Do not add an extension to this field. To make PartTools work you need to add the new package to Unity and then set your GameData directory via Tools->KSP PartTools. This will set the GameData directory and make all paths used in PartTools relative to that. gads I will work it later ... Commander Zeta
  15. Greetings, Assets folder: Folder where you are working on your part(s). I think it is created when you do a save? I cant remember as I myself an getting back into this; so yes I can see...run Unity, start6 a package (?); close Unity (?); add the asset; now you can port/save the asset anywhere?! Some of my first projects had a crapload of assets not used 'by KSP'; learning curve. Commander Zeta
  16. Greetings, The dropbox worked for me...I got the v23; gonna get the 20; do the copy over; find the right version of Unity (??) to port Blender parts to? Commander Zeta
  17. Greetings, I am doing up a Resource 101 stream and lookin at Scan Sat implementation. Commander Zeta
  18. Greetings, I was hoping for new resource additions according to Stock; now looking at the ScanSat resource scan(etc) I see the same data ported over (or, which I havnt looked at yet) is the use of the Stock scanners to provide Scansat with the resource scanning data; I hope this is the case. I only added substrate so far to Kerbin's highlands; cant wait to sort out all out ! Looks like Kethane is gonna go ... if I get this to work ! Commander Zeta
  19. Hello, Well I dont use CKAN; never have and probly never will nor do I use MINIAVC; everyone plays differently ! I play for ease and simplicity of game; we seem to have a difference of opnion; if we didnt problems wouldnt get solved ! Commander Zeta
  20. Hello, So doesnt this beg the question how do we know what MODS use CRP exclusively? I take it on the MOD OP there is a post to state MOD Dependencies and whether or not CRP is one of them; point made. I havnt seen this new OP since it moved (I guess to 1.0) and I need to reread it to get an update; totally agree here. I think we are all on the same page and again I wasnt thinking about doing up my own cfg for my own resources outside of CRP; it is easy to do but if a new CRP comes out it means I have to check each one of my resources against it each time in 2 seperate cfg files; more work for the player. Another option for me is to make a request for resources to be added to the CRP list; simpy put it is my own MOD of BIOMASS, MKS, EL etc. I saw the posts about EL. Example rocketparts arent a real life resource; does CRP differentiate between real life resources and MOD resources? I have a MOD process that uses KerbalTime as a resource; for my own purposes it wouldnt make sense to add that to CRP; I think MODDERS are left with keeping the extraneous resource lists. At some point this will all be consolidated and yes let me look at the OP. Commander Zeta
  21. Hello, Let me retract a bit - per se yes I have my own resource list for example I have bauxite; I added this to the Common resources list. Now I understand I didnt think of creating my own list; however for a couple reasons I didnt. 1) I wanted to have ONE list of resources in my game; since the CRP common resource list seemed to be the most obvious, and now seemingly using the config lists for planetary resources, I chose to add my 'NEW' resources to the list. 2) The Common Resource List in CRP was severely, for whatever reasons, out of ALPHABETICAL ORDER; basically impossible to use; I decided to alphabetize the list; now since CRP has been updated and not alphabetized (again) I am adding the new CRP resources to the CRP list but keeping them in alphabetical order. It is the same list; just in alphabetical order; does that make a difference (?); YES. Now my own resources not in the CRP list, could be put into my own cfg file; but I guess I figured why have more than one list, and since no one else uses 'MY' CRP list I see no problem in doing so; I do not redistribute my CRP resource list; anyone can do whatever they want in their own game as long as they dont redistribute other people's work. Now this becomes a problem when people request their MOD resources to be added if other players dont use those resources, why have them in the list (?); thus modders have their own resource list; and some or most dont imply that others use CRP. The CRP is nice but what of resources not used by others in the list? I am making a few checks; probly added resources not used dont affect memory that much but maybe I can check a few things; I run my game to a limit and memory considerations are important. Commander Zeta
  22. Greetings, Golden, let me clarify ! I dont add resources to the CRP; the CRP common resource list is actually more extensive (and out of alphabetical order) then my own resource list. When I started the BIO Resource game (or when anyone does) they pool from the common resource list (or CRP package) and leave it as is. I have been out of the game for probly a year I dont even know how long, so my common resource list is smaller but includes probly most all the original resources; I havnt added any more resources and I dont add any unless I know what they are used for. For example, I dont have any use for LEAD, so I dont add it; why take up game memory if it isnt needed; I dont play a boat or submarine game so I dont use LEAD ballast etc. I dont even know what else I would use lead for and it doesnt come up as a viable product for Kerbalnaut space survival (in 'my' KSP game). Also when I say 'adding resources', I mean to the planets/moons, not to the CRP package (!); understand? Right now ORE is the only resource as such. Also there is the SQUAD resource list called resourcesgeneric; each MOD with a resource list. You are sure MOD resources are pooled first? This implies that any dupes allow CRP to have the final say in the resource game data? I am just wanting to understand this and now I will even test this in the game to verify exactly what is going on here. It would be nice if this were the case. I on the other hand prefer to delete all MOD resource list(s) and use the common resource list provided by CRP (and ALPABETIZED by ME !) as it is easier to look up any resource and quicker. I hope you see that if anything I take out resources from the common resource list that I dont use ! That is just a gameplayers perrogative. Also, I havnt played since probly more resources have been added to the list; if I see a use for them I add them. I hope this clairifies. Also I use the above link as my primary source for densities; one list; one site. If you all use another density list or website please let us know where this information is coming from and why those values are more correct. There are some liquid fuels that boil at 'travel' (?) density too; I havnt figured that one out yet; have you and which fuels/liquids? Commander Zeta
  23. Hello, Please tell me Module Manager now can confuse recipe or resource module processes? I know we are trying to have less number of processes to make these recipes I havnt a clue where this is going. I have a dead BIO resource production chain right now that I am still trying to get to work, and to think that MM is going to cause an issue with differnt types of module processes is not good; I dont feel this is a problem and I havnt looked at the new EL yet (or recipes?? for that matter). I will get back here at some point. Commander Zeta
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