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SnowyDuck

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Everything posted by SnowyDuck

  1. I'm getting a notice on game startup that firespitter can't be loaded. Then when I build and deploy the packrat, the packrat locks up (can't drive, can't dismount the kerbal, etc). I checked the firespitter thread but no mention of a .90 release. What am I doing wrong?
  2. I like the idea of opening and closing hatches. It adds some realism. One thing I was thinking of, would you want to weight the available seats? I understand you're making a small proof of concept mod and kerbals will randomly switch to different seats. However I was thinking if you could assign values to the seats. For example; unless the vessel is conducting a burn/rotation nobody really wants to sit in the pilots seat, they'd want to spend more time in the cupola. Different values for the seats, or even a GUI to assign them to a spot. Just brainstorming here. I like this plugin a lot and I'm thinking of using it to make a mod, but I want to see what the other big named mods do first.
  3. That is actually a really cool idea. I'm picturing the flathab with a transparent ceiling and greenery inside. Setting up the config would be easy, just a matter of subtracting resources and outputting another. But a slight texture change for the greenhouse would be in order...
  4. I changed the config and added the science lab abilities to the centrifuge. I also added a small amount of TACLS food, etc.
  5. I think KSP has always had the spirit of allowing people to make their own game. I say give the developers and players the choice (a config option maybe). It goes along the same lines of how you want to play the game. It's only cheating if you're not having fun.
  6. Is there a plan to add some parts, like a workout module, or will exercising just be a test of size available to them?
  7. That sounds pretty awesome Papa_Joe. Do you think that crew degredation and insanity could benefit from this as well? You could take into account how much habitable space there is, how many kerbals are living together, etc. I imagine that would really add to the immersion of KSP.
  8. This is looking great. I added that module manager fix and my mods were recognized. It recognized a scaled cupola module and porkjet's centrifuge module (also my own science lab version of it). The only problem I noticed was that it doesn't track radial attachments. I think this setup should be allowed, but I don't know how difficult it will be. Otherwise this is great! Once it's complete we can integrate it with things like crew degradation or tac life support. http://imgur.com/aNgoACI
  9. One minor UI tweak. In active vessel window where it labels the ship. Could that be linked to the ship name rather than the pod's name? Otherwise space stations will end up being called cupola instead of their wanted name.
  10. So I did some config changes to the centrifuge and added science lab capabilities. I mainly did it for myself because I wanted a cool science lab, and makes space stations a lot cooler. I really like 1m station parts with the ksp style. It's changed for career mode and does everything the same as the science lab. Here's the config text. PART { name = sciencecentrifuge module = Part author = Porkjet, Snowy Duck mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 1.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1, 0.0, 0.0, 1.0, 0.0, 1 CrewCapacity = 4 TechRequired = spaceExploration entryCost = 10000 cost = 10000 category = Science subcategory = 0 title = Small Science Centrifugium manufacturer = Porky's Snacks & Inflatable Living Spaces description = Recent studies show that long-time exposure to micro gravity has negative effects on the health of kerbals. This feasible solution, inspired by a hamster wheel, is a spinning habitat that generates artificial gravity through centripetal force. EVA-activity around the spinning wheel is classified as 'semi-lethal'. attachRules = 1,0,1,1,0 mass = 3.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 breakingForce = 500 breakingTorque = 500 maxTemp = 2900 vesselType = Ship INTERNAL { name = centrifuge1internal } MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataTransmissionBoost = 2.5 crewsRequired = 2 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleAnimateGeneric animationName = deploy startEventGUIName = inflate endEventGUIName = deflate } MODULE { name = ModuleAnimateGeneric animationName = rotation startEventGUIName = rotate endEventGUIName = stop } //MODULE //{ // name = deployableHabRestrictor // animationName = deploy // crewCapacityDeployed = 4 // crewCapacityRetracted = 0 } } With that and the TAC Life Support with Crew Degredation I have a space station that can process all that delicious science.
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