Gabu 181 Posted November 1, 2020 Share Posted November 1, 2020 (edited) Release v0.8.1 (Alpha) Kerbal Kolonization Program Hey guys! I have been missing for some time and now I am bringing you something that I have been working on for some time. First of all, I would like to thank @linuxgurugamer for making this plan that I have had for some time, finally possible. These features were made for land build with KAS and KIS! !! Attention !! First of all it is important to warn that this mod needs the LGG Mod (link) to work properly. The purpose here is to make it less cheaty and bring a greater challenge so that you can build your bases or colonies. If you just want the standard animation, without the need to consume resources, go to your game folder and delete the "KKP_PatchAnim_Resources" folder Bug fixes:0.8.1 - MoonVillage main module airlock - Some improvement on Moonv Village textures UV Map. Download Moon Village Inflatable and Shielded Planet Colony ( Hassel ) DunaHa ( MARSHA ) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License Edited November 8, 2020 by Gabu correction - bug fixes Quote Link to post Share on other sites
linuxgurugamer 17,515 Posted November 1, 2020 Share Posted November 1, 2020 (edited) Very nice indeed! Any chance for CKAN? 57 minutes ago, Gabu said: These features where made for land build with KAS and KIS! You have a typo, instead of "where" you want "were" Edited November 1, 2020 by linuxgurugamer Quote Link to post Share on other sites
caipi 29 Posted November 1, 2020 Share Posted November 1, 2020 Looks very nice and intriguing. Definitely gonna give it a try the next few days. Just out of curiosity (as I haven't looked into the files yet), since it says "Shielded Planet Colony", does it support Kerbalism (shielded as in against radiation, possibly life support and living space and whatnot)? Quote Link to post Share on other sites
Gabu 181 Posted November 1, 2020 Author Share Posted November 1, 2020 (edited) 41 minutes ago, linuxgurugamer said: Very nice indeed! Any chance for CKAN? You have a typo, instead of "where" you want "were" Yeah! how do I do that ? Edited November 1, 2020 by Gabu Quote Link to post Share on other sites
Keithv708 36 Posted November 2, 2020 Share Posted November 2, 2020 @Gabu this here https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN should get you going. Hope this helps Quote Link to post Share on other sites
linuxgurugamer 17,515 Posted November 2, 2020 Share Posted November 2, 2020 14 hours ago, Gabu said: Yeah! how do I do that ? Yeah! how do I do that ? It was done. When you uploaded to Spacedock, you enabled the box to allow a CKAN entry. The entry failed it's checks, I fixed it and got it in. Just go into CKAN and type "capsul" in the search field Quote Link to post Share on other sites
Gabu 181 Posted November 2, 2020 Author Share Posted November 2, 2020 59 minutes ago, linuxgurugamer said: It was done. When you uploaded to Spacedock, you enabled the box to allow a CKAN entry. The entry failed it's checks, I fixed it and got it in. Just go into CKAN and type "capsul" in the search field Ty man!!! 6 hours ago, Keithv708 said: @Gabu this here https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN should get you going. Hope this helps Ty @Keithv708! Quote Link to post Share on other sites
Foefue 8 Posted November 3, 2020 Share Posted November 3, 2020 Finally this mod is back! Quote Link to post Share on other sites
infinite_monkey 203 Posted November 5, 2020 Share Posted November 5, 2020 This is gold! Can't wait to try it out! Does the moon village have alternative colors now or is it indeed intended just for the moon? Quote Link to post Share on other sites
Gabu 181 Posted November 6, 2020 Author Share Posted November 6, 2020 4 hours ago, infinite_monkey said: This is gold! Can't wait to try it out! Does the moon village have alternative colors now or is it indeed intended just for the moon? Yeah, there are some alternatives modes!! Try it out, i think you'll like it. Quote Link to post Share on other sites
KSPrynk 79 Posted November 7, 2020 Share Posted November 7, 2020 I was genuinely happy to see this get picked back up again. The engineer in me can't get over the lack of radiation shielding for habitats. Pile stuff on top, or dig down, if you're going to live in a vacuum.... Quote Link to post Share on other sites
KSPrynk 79 Posted November 8, 2020 Share Posted November 8, 2020 @Gabu, can you enable the Uncover function for the MV HAB Cover? I know dirt blowers don't work in reverse, but Jeb still has his hands and it's just...a pile. I tried re-positioning a small, non-inflatable, base by putting wheels on it (retractable MKS Karibou wheels). It drove pretty well, except for the fact that it looked like some kind of ghost turtle, taking the dirt along with it. BTW, the ghost turtle doesn't swim - it likes to leap out of the water.... I suppose the alternative is disassembling (exploding) the part and adding another via KIS/KAS, but scooping the rubble back into the ore tanks doesn't seem infeasible for that concept. Also, I noted the Duna texture for the MV HAB Cover seems to wrap around and a dark section meets the lighter parts with a very noticeable seam line. Just a cosmetic nitpick, not a showstopper. I'm still trying out the other habs, but FYI, I think I found a game loading conflict between ModuleAnimGenericResourceUsage and MechJeb. Details are on LGG's site for the MAGRU addon. Thanks again for not letting this idea fall through the cracks. Quote Link to post Share on other sites
Gabu 181 Posted November 8, 2020 Author Share Posted November 8, 2020 13 hours ago, KSPrynk said: @Gabu, can you enable the Uncover function for the MV HAB Cover? I know dirt blowers don't work in reverse, but Jeb still has his hands and it's just...a pile. I tried re-positioning a small, non-inflatable, base by putting wheels on it (retractable MKS Karibou wheels). It drove pretty well, except for the fact that it looked like some kind of ghost turtle, taking the dirt along with it. BTW, the ghost turtle doesn't swim - it likes to leap out of the water.... I suppose the alternative is disassembling (exploding) the part and adding another via KIS/KAS, but scooping the rubble back into the ore tanks doesn't seem infeasible for that concept. Also, I noted the Duna texture for the MV HAB Cover seems to wrap around and a dark section meets the lighter parts with a very noticeable seam line. Just a cosmetic nitpick, not a showstopper. I'm still trying out the other habs, but FYI, I think I found a game loading conflict between ModuleAnimGenericResourceUsage and MechJeb. Details are on LGG's site for the MAGRU addon. Thanks again for not letting this idea fall through the cracks. Hi @KSPrynk! Good to know you'r enjoiyng the mod! The Uncover option exists but to play it you need the same amount of resources to cover. Yeah, I know its not good but for now it works that way... I'm thinking in a way to make it better, Ill let you know when I got something. About the textures I was fixing a bug on the airlock of the MoonVillage and I read your post just on time to fix it too. I made some improvement, plz, let me know if its better now! Ty for your support! Gabu Quote Link to post Share on other sites
KSPrynk 79 Posted November 11, 2020 Share Posted November 11, 2020 On 11/8/2020 at 12:55 PM, Gabu said: Hi @KSPrynk! Good to know you'r enjoiyng the mod! The Uncover option exists but to play it you need the same amount of resources to cover. Yeah, I know its not good but for now it works that way... I'm thinking in a way to make it better, Ill let you know when I got something. About the textures I was fixing a bug on the airlock of the MoonVillage and I read your post just on time to fix it too. I made some improvement, plz, let me know if its better now! Ty for your support! Gabu OK, spending ore to remove ore isn't a big deal, I just never would've thought to look for that to make it work. The note "Amt Needed To End: 300" was not intuitive. I recommend adding clarification to the description box, in or after the comment on 300 Ore needed to build. New Duna texture on the MV HAB cover looks fine. Could there be a "preview" function that shows what will happen if the cover is activated, with maybe a transparent overlay (similar to VAB part placement, before attaching)? I haven't tried out a KIS/KAS attachment to see if it just previews placement of the box with the dirt cover machinery, or the fully deployed cover. FYI, LGG seems to have identified my problem with MAGRU (endless loop stalling loading) with at least a workaround, while he consults MJ team. Quote Link to post Share on other sites
Gabu 181 Posted November 14, 2020 Author Share Posted November 14, 2020 Yep... ill look for some way to improve it... On 11/10/2020 at 9:31 PM, KSPrynk said: OK, spending ore to remove ore isn't a big deal, I just never would've thought to look for that to make it work. The note "Amt Needed To End: 300" was not intuitive. I recommend adding clarification to the description box, in or after the comment on 300 Ore needed to build. Great! Minmus Texture will be the next one.... On 11/10/2020 at 9:31 PM, KSPrynk said: New Duna texture on the MV HAB cover looks fine. No. On 11/10/2020 at 9:31 PM, KSPrynk said: Could there be a "preview" function that shows what will happen if the cover is activated, with maybe a transparent overlay (similar to VAB part placement, before attaching)? I haven't tried out a KIS/KAS attachment to see if it just previews placement of the box with the dirt cover machinery, or the fully deployed cover. Great! On 11/10/2020 at 9:31 PM, KSPrynk said: FYI, LGG seems to have identified my problem with MAGRU (endless loop stalling loading) with at least a workaround, while he consults MJ team. Quote Link to post Share on other sites
infinite_monkey 203 Posted November 14, 2020 Share Posted November 14, 2020 16 hours ago, Gabu said: Great! Minmus Texture will be the next one.... Are you creating your own textures or do you somehow take it from the environment? Some planet packs have quite different colors... Quote Link to post Share on other sites
Gabu 181 Posted November 15, 2020 Author Share Posted November 15, 2020 20 hours ago, infinite_monkey said: Are you creating your own textures or do you somehow take it from the environment? Some planet packs have quite different colors... 1st option. If you know some way to get from enviroment, plz let me know, it whould be great! Quote Link to post Share on other sites
infinite_monkey 203 Posted November 15, 2020 Share Posted November 15, 2020 6 hours ago, Gabu said: If you know some way to get from enviroment, plz let me know, it whould be great! There's an option in KK to set the grass color automatically, which used to work OK-ish, but produces just a white surface on KSP 1.10.1 (with JNSQ). Quote Link to post Share on other sites
infinite_monkey 203 Posted December 4, 2020 Share Posted December 4, 2020 @Gabu I'm very happy you included the MMSEV again :-) But how do I power it? It looks like it has (deployable?) solar panels, but they don't work. Looking at the config file, the module is commented out. Is there a problem with the panels? Also, it would be nice to have an attachment point inside the cargo bay, so I can put a small container there (KIS SC-62 container fits nicely ) Quote Link to post Share on other sites
ninthninja05 0 Posted January 21 Share Posted January 21 I love this mod! Its really fun and simple to use, and has a decent amount of parts. One question I have is how do you prevent the printed regolith structures from starting as soon as they spawn? Quote Link to post Share on other sites
Platano 0 Posted January 26 Share Posted January 26 How do you get this on the planet? When adding the module to a craft, the animation engages. Should I just use cheats? Quote Link to post Share on other sites
TheSaintJiub 0 Posted January 30 Share Posted January 30 Do any of the modules have IVA's? Quote Link to post Share on other sites
Burning Kan 226 Posted January 30 Share Posted January 30 (edited) yes a very beautiful one(three),from min 9:00 iva beginns Spoiler @Platano a quick dirty fix for the animations is to delete the Patch_1.0.cfg in KKP_PatchAnim_Resources welcome to the forum Edited January 30 by Burning Kan bughunting Quote Link to post Share on other sites
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