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michaelhester07

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Everything posted by michaelhester07

  1. The Extraplanetary Launchpad requirement is for the construction drone part. This part does nothing otherwise. In my testing I built a mun city with survey stakes and had MKS installed. An MKS colony control center provided the construction pad. It will work with any other launchpad too. I provided parts which let you use the original 3 step system from EPL with MKS installed as well. Laser Drill: Can mine Ore Laser Smelter: Convert Ore to Metal Cnc Mill: Convert Metal to rocket parts Construction Drone: Increases the productivity of the ship by 30. The construction drone is not a launchpad or survey station. I did not provide a launchpad as EPL and MKS provide those. You can build on any launchpad. For bases I recommend using a survey station (Colony Control Centers have those) and survey stakes. I posted a sample layout for how to survey the build spot for a biodome. I did not specifically test orbital construction with the drone but I don't expect any issues.
  2. Still moving that class E asteroid to Minmus. I won't be taking those contracts in the future unless it's a C or less as I've spent nearly 3 million on it and it's only half way there. Half of was spent on this blunder... I was thinking I could use a 3 connector design to move the asteroid I ended up transferring the fuel over to the single connector mover I had riding the asteroid already as that's really the only way to steer the mammoth rocks. This contract will be around 6 million in the hole by the time it's done (after the minmus construction site is built). In an effort to stem any further spending on this I'm going to build a construction site on Minmus. Needed to send a satellite to search for karbonite. Two space stations in orbit have already scanned the whole thing for other resources. Picture of said satellite. Satellite Class A-2 (10k d/v initial) generic satellite (A-1 has goo canisters, A-3 has the materials kit) Karbonite scanner, Gravity, seismic sensors
  3. If it's exception based please float me the log file... if it's a ksp crash I can't help you. My KSP crashes after every about 10-15 scene changes and I drink the same cocktail but nothing else is really breaking.
  4. I patched the mod last night so that the farm doesn't rescale. It's a bug with rescaleFactor in KSP that's been known for a while... parts will forget their rescale factor.
  5. When you have to launch from the grass to keep the launch clamps from glitching parts of your rocket when they spawn at angles on the launch pad.
  6. Heh new bump, cause I finally got the wide area network working! Supported generators (Regolith, Stock electricity generators) will update in real time while unfocused if they're on the WAN. -Solar panels: solar panel simulation is tricky as to truly accurately simulate it I need to know if the ship is currently in sunlight. I got the altitude correctly for Kerbin, but may need to update it for sub-bodies, so long as they're not the sun. - RTG: fully supported - Regolith: I simulate the results of the regolith generators and harvesters. This is so far 100% working. Any generator not supported in the WAN simulation is considered to be inactive on the network when unloaded. Most mod generators will calculate their changes when you get back to the ship. They don't give any benefit or draw any resource when unloaded. All loaded ships are on the LAN and will update as usual in real time. I'm going to restrict the pipeline network to basic resources which could realistically be piped around a planet. Electricity, Water, Food, Ore (molten), Metal (molten), Oxygen, CarbonDioxide, Waste (mixed in water) WasteWater LiqFuel, Oxidizer Karbonite and Kethane will be too dangerous to pipe through a network. Resources not carried by the pipe network will have to be handled locally.
  7. Patch 1.3.1 released! It fixes the very issue we're talking about right now (hopefully). If you still see it or any other issues let me know. When installing this patch backup your saves, and remove the NetherdyneAerospace folder before you copy the new one in.
  8. Seems to be a bug with rescaleFactor... i looked it up. I'll have to patch the parts. I never had this issue before though. The patch is to set the scale through the MODEL{} definition rather than rescaleFactor. This may break users who this is working for though.
  9. "Mommy why is there a severed arm in the closet?" -little girl "We got paid to take it with us. Somehow it's still alive." -apartment module admin About fractions of civilians... I couldn't figure out how to restrict it to decimal intervals. I also don't really know how to do a UI window. I could figure it out.
  10. I never saw that in my tests. I'll check it tonight. There seemed to be something similar happen with my cruiser mod where the game forgot what the scale of the part was after I launched it. Do you have any mod that sets the rescale factor on a part?
  11. In the spirit of that challenge for how fast you can go... i decided to try to break the land speed record for stock aero... It sorta flew but it was easily 400m/s on the runway. Right before the engines shut down it was at 508 m/s. On the space side I captured a Class E asteroid for this contract to put it in orbit of minmus. It's in a stable orbit of kerbin right now. This image was during the kerbin aerocapture. I got lucky with this one in that it was going to hit kerbin so I could aerobrake it in kerbin's atmosphere.
  12. I've got a lot of satellites that look like Iridium satellites with the panels wrapping up a fuel tank.
  13. I couldn't pass this thread up. A thing to note: Any mesh collider which is not marked "convex" will fall through the ground instead of colliding with it. A obvious problem with this is that you can't pass through a part which is supposed to be open in the middle unless it's collider is not "convex". There is a simple way around this. Split the model in blender into convex hulls, then each part in unity gets its own convex Mesh collider. Welcome to the modding addiction!
  14. An update on the progress of the pipeline idea So it turns out that I can directly modify the resources on unloaded ships. It's a bit more complicated than the usual part.requestResource() thing. The last part for pipelines is simulating the resources that are changing on the unloaded parts in realtime, down to the modules in use on it. This is fairly difficult as I need to simulate every generator in every existing mod. To be frank, there's a strong chance that most mods that make their own generator won't be supported in live unfocused resource updates. Pipelines will support generators in stock, MKS, and Regolith. Here's how unfocused resource modification works... The FlightGlobals variable has to carry certain data about ships so that they can be loaded and unloaded properly. It has a list of Vessel objects for all of the current vessels. Each vessel has a variable "IsLoaded" which tells if it's loaded. If the vessel is loaded then I can get resources directly from it with the part.requestResource() method. If the vessel is not loaded then there is a "ProtoVessel" which contains the information I need. ProtoVessel contains ProtoPart which contains the resource definitions, stored as a config node. To get resources from the unloaded vessel I parse that protopart, grab what I need, then write back what's left. The result is live access to resources on all ships, regardless of whether they're loaded. This part is working properly as expected even. I setup 2 ships outside of "local area network" range (2.4km) and was able to use resources on the unloaded ship from my main ship. The last part is simulating the resource changes on the ship. This is the tricky part. During my test for this I zeroed all of the resources on every ship in my sandbox from my loaded ship. The end result is two types of network. The "local area network" (LAN) contains the loaded ships. Loaded ships will process in realtime, so I don't need to simulate anything on them. The "Wide area network" (WAN) contains the unloaded ships. Unloaded ships will need to be simulated. What I'll end up doing is each "live" ship registers the state of its generators on the pipeline network part module. This keeps me from having to cross reference generators on the part with its config. I don't know how savegame loads do that. I surmise though if one were to swap the order of modules in the save file (or in the config) that one could break their ship's modules as modules don't have IDs stored in the savefile. If they did this paragraph would be way different. I'll see if I can get an initial version working tonight. If I can then for at least regolith supporting mods the modules on the pipeline network will update constantly, even while away, rather than simply simulating what happens when you get back. I'll add support for mods as time goes on.
  15. Funny thing is once you get a formula for making parts it all comes really easy. Most of those parts in this pack were cooked up in 2 days. I'm researching other ideas right now but i'll get back to this soon.
  16. The civilian management folder is moved to the Netherdyne Aerospace folder in gamedata. Remove the old civ man folder and copy NetherdyneAerospace in. That's all.
  17. I finally got one that worked well It wasn't very efficient but it was air breathing engines. Stock physics and parts.
  18. There used to be 8 companies I never took contracts from, now there are only 7 I never take them from -7
  19. I'm guilty of the folder inside not matching the zip or the mod name. I've started using my own "company" folder though. I do try to keep a catalog of parts and the mod description documents most of what you need to know. There really is no sticky "standard" for mod structure though.
  20. Those exceptions are they from 1.3 or 1.2 civilian pop? I'm pretty sure I didn't see anything but I'll have to take a look. If you're rebuilding the IVA for the science center there's an easy way to go about it: Open the External file. Duplicate the core game object, move it to the right or left. Name it "internal". Rotate it -90 degrees on X. Rotate the model under the new "internal" 90 degrees on X. This will let you view it properly when you edit it. I can give you the unity project so you can maintain the stanford torus mod if you want it with my original models in it. I came to this post to update on the roadmap for 1.4. Obviously the movie theater didn't get IVAs yet (and i hope you had one in your base). This is because I don't have a plugin to play movies. I'll look at that but there is something more pressing to solve in 1.4: to set out and create the actual namesake for the pipelines namespace: pipelines. Being better at modding now I can make the pipelines mod. It will become part of Civilian Population 1.4. Here's the design plan: The pipeline system will implement a network. A scenario config will be used to track the networks on a planet. - Each ship which wishes to use the pipeline has a pipeline installer part. This part allows a ship to register on the planet's network. The initial node on the network does not have to do additional setup work. - Subsequent nodes which will join it will have to pay a cost in rocket parts and build time. Network will likely cost between 1-10 rocket parts per meter distance to the nearest node. During install the rocket parts from an existing network may be used to expand the network. This expansion is processed on the new node. Maximum network connection range will be 10 km. - Installation for a 10km pipeline will likely take 1 kerbin month. - The pipeline is severed if a ship leaves the landed state for more than 3 seconds. Severed pipes need to be rebuilt for the full construction cost. - Once a ship is connected to the network it submits its resources and delta-resource rate to the network. It then gains the full network resource capacity and delta resource. It will be desirable to have the network node part on landing legs of some kind. I'll have to update the mass of the part to adjust for the resource change. - Gaining the full network capacity will be the tricky part as it will have to combine almost all in-situ resource generators in existence through every mod. I'll initially have support for regolith based converters and stock generators. Solar panels will be assumed to be on a duty cycle of 50% of their full rated output (to account for planetary rotation). Other generators will submit their current production to the network as is. - All resources will be capable of being sent through the pipeline network, even civilians - Planets may have multiple networks on them. If two networks have nodes closer than 10km together they'll join into a single network. I'll be doing the theater IVA as well.
  21. Put everything on wheels. This especially if you're building a stock base (minimal or no mods). Build the attachment points identically. You can build a common scaffolding for your base parts which will ensure that all of the docking ports are the same height. Put differing modules on the scaffolding.
  22. This is a work in progress that I'll let you all try out As an expansion to my Civilian Population mod, Netherdyne Research and Development explores the not too distant future for kerbal kind. In this future stable fusion reaction is commonplace. With fusion reaction comes engines, and comes colossal cruisers. This mod requires Extraplanetary Launchpads, Hangar Extender, Civilian Population, Regolith and Community Resource Pack (last 2 are included) In addition to the cruisers Netherdyne RnD will eventually have huge biodomes and space station parts to rival the size of my stanford torus. Have Fun! Cruiser building tips: Cruisers require a bridge, reactor, and engines. Other parts are optional but make them useful. You'll need to attach fuel tanks for ships built with it for conventional fuel. When surface attaching parts, add small struts to the top and bottom to stabilize them. When using the Nacelles add struts near the top and bottom to stabilize them. Cruisers take a LOONG time to turn, even with the reaction wheels.
  23. For the 1.3 bump I decided to give you a little biodome building guide. This guide will help you build in situ biodomes of all kinds. If you plan to launch and land a biodome then you don't really need this. If you're building with Extraplanetary Launchpads on site then you'll want this. I design all of my biodome city parts in the spaceplane hangar. It's easier to move around in it and frankly i wouldn't mind launching everything out of it, including rockets that should have been in the VAB. The Hangar Extender mod is recommended but not required to build biodome cities as the domes are 30 meters in diameter. Here is one of the city parts I built for my mun city. I drew on this screenshot some important information to remember for later. Pay extra attention to the red and blue arrows. When we go to the construction rocket we'll have to survey the side where we build it. The other tips from above: 1. Add landing legs and extend them. You can try launch clamps too. 2. Keep the part count low to minimize lag. If you have my stanford torus mod the solar panels from that will also help reduce lag. The extending panels are collider expensive. 3. Rotate the biodome in the SPH so that the base points down. Now to building it. For building with survey stakes Kerbal Attachment system is necessary so go get that. Your build ship must then have the following parts Laser drill or other Ore drill. Smelter Rocket part workshop or CNC mill If using the CNC mill, one construction drone module At least one kerbal on board for surveying Enough power to sustain the operation. Lets go to the build site. What I drew here is the survey stakes you'll need to place to build the biodome in situ with a survey station. My survey station was one of the MKS Colony control centers. Yours might be that or the EPL station. These tips will help you build any part with survey stakes and EPL, not just biodomes. Here we go: You can place either direction or bounds stakes for X and Z. Never place a Y stake. This will probably destroy your biodome. If you've been placing them put the y- near the center of the bounds area or at the origin. I don't place it and my domes build fine. Place the origin stake where you want the dome's origin to be. Keep a minimum of 20 meters space between the new dome and any existing structure so it doesn't spawn inside the other structure when you finalize. Use a KAS pipe to attach it to the existing base once built. Find the survey site in the EPL menu and build! That's it. Now its time for some long awaited playing time.
  24. I'm planning to release 1.3 tonight so the recursive thing will wait till 1.4. I didn't expect people to mod planets into kerbin's SOI so it just reads if you're at "mun" or "kerbin" or "minmus". Laggy base is to be expected as KSP does that with high part counts anyway. You can convert substrate into biomass if you have water on your base and substrate is found pretty much anywhere. It might not be on a modded planet unless it's supported in the community resource pack. I recently had to ship in water to a base I built for QA purposes last night and realized a glitch in the substrate converter. It would produce more water than it consumed. Stay tuned.. probably by 7pm tonight I'll have the release out. Some quick teasers! New landing gear New textures on everything The test base from last night. The biodome farm has a new texture and it's now properly re-oriented as the Mk2. The original model is kept as the mk1 so I don't end up destroying all your bases when you update it. Funny thing is my test base doesn't enough supplies to sustain the 140 population cap it has. The plus side is that it doesn't lag KSP.
  25. I've been a big fan of this mod because of my stanford torus mod which used the expanded limits to the max. There are some thing I'd like to request of it though as I plan on having it be a dependency in an upcoming project (you may have seen the cruiser parts mod post). Can the max height be set to 1000 or better yet in a config file? It seems to be 300 right now. I'm planning on building ships that are 1km long and land bases with a 1km diameter biodome and this mod becomes a requirement for that. Would it be possible to have the zoom speed scale with how zoomed out the camera is? That is the movement speed is fast while zoomed all the way out but slow when zoomed in?
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