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rabidninjawombat

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Everything posted by rabidninjawombat

  1. Been busy for a bit, didnt noticed there was a release up gonna grab it and play around with it all day today
  2. Glyph--There are no incompatibilities Glyph, but its not needed, since 1.0 EPL works with the stock resource system just fine. (It will also work with the Kethane system if you have that installed.)
  3. I'm really likeing the look of that engine. Looking forward to seeing more
  4. Maybe im blind today or tired... but i dont see em EDIT: Ok... thats weird... they dont come up in Chrome.... but they do in Firefox... Sorry bout that! EDIT #2....It appears it was Adblock blocking the images. Now that i can see the images... LOOKS AWESOME! will be trying them out.
  5. More parts is awesome...but some screenies of whats currently in the pack would be nice
  6. Ah yes.. your ok then, With the latest changed i made with the EPL hotfix, the construction Drone is not needed in space (only an orbital dock of some type) Currently the Drone will only act as a Survey station on planetary bases. (allowing you to build with survey Stakes) I am currently working on implementing their unmanned function of adding productivity. Should have an update soon for that. (As posted above) Got it semi working in my dev build... just smashing a few lingering bugs. So dont go rebuilding that ship yet , should be alot more productive soon.
  7. 1. Make sure you've downloaded the lastest version (linked in the post right above yours) Any further questions refer to the new thread. 2. You can transport Civies in the apartment complexes, but other than that, thats it. Now if you are in kerbin SOI, And using the Civilian Contractor dock, the Civies will come out quicker, (transported to you in civilian transports) Outside of the SOI, they only grow through Reproduction.
  8. I submitted a Netkan file to them, hopefully it should be up within a Day
  9. 1.6.1 EPL Support Hotfix: Changelog: Added Productivity Rating to all housing modules to assist in-situ building. Added Launchpad support to all Orbital SpaceDocks. Added Launchpad support (Groundbased) to the Ground based dock (I wouldn't use anything too heavy with this part... stick with Stakes for heavy objects. Quick In-Situ Building Guide!: As you know.. these modules are HEAVY! Thats why i highly recommend using ExtraPlanetary LaunchPads to build on site. You need a few things to build. RocketsParts, a Dock/Launchpad/Survey Stakes, and Productivity (Note: Currently Requires Kerbels in a command pod or CivPop building, working on a workaround for EPL's Manned requirements) Building In Orbit: Example of a Small Orbital construction ship: What your need: RocketParts Container full of parts Small Civ House with two non-stupid Kerbals. A Civilian Contractor Dock (Note: You can also use the EPL Orbital Dock for the same purpose) Power! Obviously the one downfall of building in Orbit, is you have to ship up rocket parts (So i recommend putting the rocket parts container on a docking port, or at least using KAS to pipe in more parts. Building on a Planet/Moon: Example of a Planetary Construction Outpost: What you need: RocketParts Container (the bigger the better, EPL allows for progressive builds, but the less times you have to fill up the container the better ) A Housing unit with non-stupid Kerbals (with some Survey Stakes, and Mallet to place build locations) At least 1 Laser drill to extract MetalOre from the ground. (make sure you land where there is metal ore, scan the planet first! But thats another tutorial) A Laser Smelter and CNC Mill (to smelt the ore into Metal, and to Cut the metal into RocketParts) Note: There are EPL parts that do this same function, but i think the CivPop parts look better A Construction Drone (to act as a Survey Module to indicate where to build) Optional: A Civilian Landing Pad, to act as a building launchpad for smaller craft, if you don't want to use the Survey Stakes. I should point out that the Survey Stakes require the KIS (kerbal inventory system) to place and work. (check out the EPL thread for more info on how to use them) A completed Build using Survey stakes and manufactored RocketParts! (this was just a quick build, but this is a great way to place your Large Ground Modules!)
  10. Unfortunately there is a limit with the way EPL works, in that you need to have Kerbals on board, (to provide the productivity) So you'll need to have a manned capsule of some sort, along with the drone and some non-stupid kerbals, and you should be golden. I am working on a workaround for this to enable Unmanned construction in a future patch. Actually that reminds me I missed putting in a productivity rating to all the housing units. That way you can say, example Attach a construction drone to a small house and use that for your Construction Ship Testing and uploading a quick hotfix in a few minutes for that Will provide some details and screenshots on Building methods for everyones edification!
  11. 1.6 Update! --Cosmic_Farmer Edition NOTE: PLEASE DELETE YOUR NetherdyneAerospace FOLDER BEFORE INSTALLING THIS NEW VERSION TO AVOID ANY ISSUES MODELS/TEXTURES HAVE BEEN CHANGED/OPTIMIZED NOTE: Possible ship breaking issue: Empty biodome shells have been change around, if you have any connected to you base, please disconnect them before updating. Also some tech nodes have been reassigned for better Career mode experiance (PLEASE BACKUP SAVES) Change log: Added CTT (Community Tech Tree) Support. Reassigned some tech nodes on some parts. Removed some unneeded textures Rebalanced food production/Water production Add electricity usage to all manned crew vehicles (along with electricity) Added waste recycling loop for Farms/Bio-domes. (takes WasteWater/Waste into Substrate) This will allow you to have a semi-closed loop on most modules Reduced Civ immigration rate for Civie Docking port (it was too fast.) Model Optimization (memory reduction and rextuxure to several models) THANKS COSMIC_FARMER FOR YOUR WORK ON THEM! Serious Props to Cosmic_Farmer for shareing the edits he's made to some of the models. I've folded them into the download. Which has saved several MB's worth of memory, and should help some lower end machines run the mod. This should hopefully be the last major, possible breaking change in a good long time. (no promises though there is a lot of work needed!) I do have a major rextureing to do of all the models (to optimize and reduce memory footprint) But thats a little ways down the road Some WIP: I was unhappy with how the smaller farm looked, needed a little more work/optimization, so i'll hold it over till the next update. A Bridge Concept for your Generation Ships: (has a 3.5 meter attachment node in the back, so it will fit the attachments of the largest Biosphere) A Reactor Concept to provide all the needed Power for Generation Ships: (same 3.5m form factor)
  12. Sure toss the configs my way, Happy to take a look at them. PM me with em when you get a chance.
  13. Thanks Rover! Yup i saw that node, would be a perfect spot for the biggest Biospheres
  14. Thanks! Good call on the Community Plugins Library... Did not think to change that. Reviewing your models now. But by the looks of your screenshots earlier, they look great. And more thank likely ill be glad to include yours in the next patch ( which im hopeing to put out later today. Should include: a DDS conversion of textures, the new smaller farm, model reworks you included, a new waste recycling loop for creating new Substrate (had already implemented that one before your suggestion Cosmic_Farmer) And a few smaller changes, include CTT compatibility and some reworking of tech tree placement for the stock tech tree. FYI, this update will require you to delete the old folder (to avoid having two copies of textures) and MAY break ships on Career mode (if you dont have the required tech node unlocked. This should hopefully be the last such change in the foreseable future.
  15. I was planning on a CTT config, but im happy to accept pull requests, if have made one already Ill be happy to test it and throw it in if it fits. I should have the next patch up tonight or tomorrow, with a few additions. DDS conversion is complete except for the biodome tops.... which are giving me a little trouble not being transparent when converted to DDS.
  16. Im assuming those are the two your talking about? Looks like i need to update those tooltip. Those two pieces produce the same amount of food ( for 70 kerbals) In regards to the size difference, The ground based module would be more efficient than an orbital module, thus the ability to produce the same amount of food in a smaller size
  17. Glad to see this continued Definitely a needed addition when im trying to get my Kerbals to Sarnus! (OuterPLanets Mod)
  18. Sent ya a PM with a link to my github for said contracts
  19. Re balancing is one the way, first goal was to get everything up and running again. As far as the size of the apartment size goes, the 25 Civ apartment could use a small bump in size id imagine, till then we can just say they are living in cramped quarters The Large Apartments are Luxury Apartments Which Farm are you talking about? There are 4 producing farms/biodomes. The 3 orbital ones, and the ground based one. The Largest Orbital one and the Ground based should produce evenly. And the Medium and Small Orbital biospheres produce lower amounts as you go down. Also will be adding in a Smaller ground based Biodome farm/orchard. (the one on the right)
  20. It does not. Ive tested it If you do decide to go with MKS let me know, ive pretty much completed an MKS Contract pack , at least for the Kerbin SOI(almost sort of a Kolonization Tutorial via contracts) , id be happy to Cooperate with anything I've only held off on releasing it since Roverdude announced the Mk. V Modules, (which completely change how the base starts ) So its gonna totally change around my contract orders LOL
  21. It already is compatible with both TAC, and USI-LS, (given the fact that you don't need to have either to run CivPop. The Civies will eat food supplied by the farms/biodomes, and reproduce, leave, join or die regardless if your running TAC-LS, USI-LS , or none of the above, its just based on if you have enough farms to support food production for Civilians. While the civilian food and supplies are the same resource as used with TAC-LS its not required to run this mod. As mentioned in my long term goals for the project. I do wanna bring this mod a little close into supporting and extending MKS/OKS, and that would include working Supplies into the equation. (Last few weeks have been a killer at work, so havent had as much time to futz around with this as i would like
  22. DANgerous make sure you using the latest version, The one provided in the first post of this thread. I saw that issue, with the old .90 version, but i have not seen it since ive taken over the mod. Please if you can, delete the Netherdyne aerospace folder, and reinstall the latest version. Lemme know how it goes.
  23. Kolyent Green is KERBALS! Looks intresting! is the loop 100% closed? Or is their some loss? EDIT: nevermind read closer.. looks like Soylent starter is your limited resource... very intresting.
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