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rabidninjawombat

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Posts posted by rabidninjawombat

  1. So I installed the fix to use this with karbonite with EPL, and it's not working. My EPL containers are still demanding ore, and none of the karbonite drills produce ore.

    I do not have kethane installed, just karbonite and EPL. I have the latest version of both as of Oct 12, 2015. The MetalOre to StockOre conversion does not appear to have worked. I am uncertain what to do to get this working, and I would like some help getting my installation working.

    KSP Version: 1.0.4 running on windows 32 bit.

    Hey hubbazoot, as posted in the first post, you dont need this pack any longer to make EPL work with Karbonite anymore, EPL has a stock adaptation, you can use the included EPL drills to get what you need ( or the stock game drills for that matter)

    The only things this pack does now, since its no longer needed, is add parts to EPL (i.e. the ones pictured in the first post, along with some optional parts)

  2. Awesome -- thanks for this. I rank this mod in the top 3 for required gameplay. FYI, I saw the same behavior for the same craft sitting on Minmus.

    Yup minmuns being within the Kerbin SOI woulda been affected, so this update should fix it :)

    Download and let me know, Your reproduction rate should now be >1 (provided you have 20 civilians)

    Note: You'll need to grab it manually, as CKAN wont grab it for a couple hours at the least, usually

    - - - Updated - - -

    I finally put the finishing touches on my Interstellar Seed Colony. I have a exoplanetary launchpad on minmus to get it off the ground... This sucker is massive... I dont really know how to get the scale across other than this....

    My kerbal who is going to captain the ship.

    http://s27.postimg.org/4l6u50d5r/image.jpg

    The ship. With him standing on it....

    http://s7.postimg.org/fd5lk5lm3/image.png

    Hah! that is one heck of a ship! See the above post for an update with a new tweakscale config! I know you requested one

  3. So my point here was to make sure my plans for a interplanetary ship worked with regard to population growth -- so docks are out.

    I did wait at least 6 months to see an increase in population. I also thought that I would see a non-zero growth rate if things were working.

    Here are my version stats courtesy of CKAN:

    No worries, already found the issue ,Just a small bug, already got it fixed and uploading a hotfix now.

    (basically didnt think about a ship within Kerbin SOI without a civi dock, cause no reason not to :P)

    Didn't think about testing the craft on kerbin itself. If you had hyperedited the craft out to an outerplanet for example the reproduction woulda been fine. :P

    My apologizes! Complete oversite from me. Gives me a chance to also throw up the animation fix for the small reactor anyway. Give it two minutes and you'll have a hotfix uploaded.

    Also yea, if things are in the red for example, you will see the Population Decay Timer turn from being 0 , to counting down as your civilians die.

  4. Why do I need a dock for population growth?

    https://www.dropbox.com/s/667gvko4xw4so14/Screen%20Shot%202015-10-12%20at%208.31.22%20PM.png?dl=0

    - - - Updated - - -

    I thought all I needed was what was pictured in your docs: "The pictured land crawler shows everything you need to maintain your civilian population and to grow it. Left to right: mining container, garden, fertilizer for garden, Civilian pod, laser drill."

    You dont need a dock for civilians to reproduce, but reproduction is slow. With a minimum of 20 civilians, they will reproduce, but slowly,3 months per civilian at 20 pop, lowering as you get more. (small note, if you arnt already make sure you on 1.7.5 latest version, as there was a small bug with reproduction)

    If your ship is planned for the Kerbin system (or Mun or Minmus) you can include a civilian dock, (orbital, landing pad or radial) and Civilians will immigrate to you station or base, at a MUCH faster rate than reproduction, provided you are in the net positive for food production, they wont come to starving station :P

    So really no reason NOT to have a civilian dock if you are in the Kerbin or its moons SOI

    You wont see the civilians arrive (they come via civilian transport), Civilian numbers will tick up.

  5. I struggled for about half a day with various modeling software, but I can't seem to get the .mu exporter working in blender. So If someone would be able/willing to create this shape and supply me with a .mu, I will forever be in your debt. It doesn't need textures or any thing, the model alone will do just fine. I'm planning to use it as a Chroma-key backdrop to fake moon landings on for fun and profit. http://i.imgur.com/04yo8rZ.png

    Be happy to do it for ya :D (after the help you've already given me.)

    Just making sure i understand your diagram correctly. It seems like basically a stage ( sans top?)

  6. I am not sure how to do all that, however I can modify the files very easily as they are just 4 extra lines. If you do not have tweakscale installed they do not harm anything either. I changed the O2 tank and scaled it a few times. The actual change is where this is added at the end of the file. If you were to want to scale inline things they are a bit trickier, but you can do them as well.

    MODULE{ name = TweakScale

    type = free

    }

    http://s22.postimg.org/by5vcmii9/image.png

    Nice :) Ill see about putting tweakscale support in (at least for structural and tank parts) in the next patch.

    Though the best way to add support for tweakscale (if implemented) would be through a module manager file. its easy to do if you have never done it. Something like this:

    (in its own textfile, labled "whatever".cfg



    @PART[[COLOR=#333333]t1CivAirTank]:NEEDS[Tweakscale]
    {
    [/COLOR] MODULE
    {
    name = TweakScale
    type = free
    }[COLOR=#333333]
    }

    This way it work only if you or someone else has Tweakscale installed, in addition , your config changes dont get overwritten when there is a mod update.

  7. I have an issue when I run the game, when I placed the large ore scanner it deploys and can't access the menu when left click.

    If your talking about the OMD, (the large cyndrical white one), it currently only works if you have Kethane installed. (i posted a module manager config a page or two back which address this if you want)

    You can also use the stock resource scanning tools(or the small magnetometor included in EPL) just fine and they will find metalore.

  8. Just going to mention, don't forget Arkas proximity to the sun, I can't help but think about that when I see notes about ice and lakes. Also keep in mind the relatively small SOI, if somebody were to install all of the moons it could get really crowded really quickly...

    Id have to agree on that :)

    Love the Arkas (have landed on it several times and working on a colony :P)

    But I cant imagine it with more than 3 moons honestly. 1 good healthy Mun sized one. And 2 smalller large asteroid sized ones.

  9. Ok, Here is my full log: https://www.dropbox.com/s/sfwmswp61l0ibtj/KSP.log?dl=0

    And my craft, It is the "Vulcan", a EPL converter/miner designed to land on minmus. it has CivPop drills and converters for the EPL resources. http://imgur.com/yNk4vtZ

    (The electric charge is very little, I plan to send a second reactor module, the "Zeus")

    I couldn't find the version but I think they are both the latest, as I downloaded the mods yesterday.

    By chance were the downloads through CKAN? ( I had an issue with CKAN for some reason downloading much older version than should be downloaded, like months or years old)

    If you did download through CKAN, try manually downloading the EPL, and Civpop downloads (latest versions) delete the ExtraPlanetary Launchpads, NetherDyne Aerospace, and CommunityResourcePack folder and install manually and see if that fixes the issue.

    EDIT: Also, just saw what may be the issue, You are misssing the CommunityResourcePack folder. this is a requirement and should have been in the download of CivPop, try installing that, and you ma be goood to go.

  10. Is there any chance you can make a few of the parts that will not unbalance things be compatible with tweakscale? I was thinking maybe rescalling the old tanks would make them useful again.

    Also, a electrolyzer option on something that would allow you to make O2 (and lqd fuel) from water would be really handy.

    just as soon as the new version is up I will finalize this and the kerbals are going out into the universe to colonize the frontier. It should carry enough parts to make landers and seed colonies. (I have a special construction ship to produce this on minnimus and launch it into space.)

    http://s7.postimg.org/yi20kyuij/image.png

    Nice Ship! :)

    Regarding Tweakscale, I'm not against the parts being tweak-scale compatible, Just have never gotten around to doing one, Anyone is welcome to write up a config and send me a pull request and ill be happy to incorporate it.

    Regarding a electrolizer, I actually like that idea! Though realistically, it would give you oxygen/Hydrogen (or liquid Hydrogen for fuels sake) Its something that i'd incorporate into a Utility module (ive got some new models im making for a utility/industrial module) It should go hand in hand with a little longer term goal i have of developing specializations for civilians (i.e. Farmers, Doctors, etc)

    Hi rabidninjawombat my log file is on my dropbox here: https://www.dropbox.com/s/ypws9apuu44cgbs/KSP.log?dl=1

    MartinKS, sorry bout the long delay in response (busy weekend) are you still having this issue? Generally it can be related to an install issue, (or possibly an out of memory error, from one having to many mods installed) If you are still having an issue, a screenshot of your GameData folder willl help.

  11. Having nullrefs, what should I do to fix them?

     [LOG 14:28:26.100] Unpacking Vulcan[EXC 14:28:26.417] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.439] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.485] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.501] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.543] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.560] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.599] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.616] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.658] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.675] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.720] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.737] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.777] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.793] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.836] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.853] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()
    [EXC 14:28:26.894] NullReferenceException: Object reference not set to an instance of an object
    ResourceBroker.ParseFlowMode (.PartResourceDefinition res, System.String flowMode)
    ResourceBroker.AmountAvailable (.Part part, System.String resName, Double deltaTime, System.String flowMode)
    ResourceConverter.ProcessRecipe (Double deltaTime, .ConversionRecipe recipe, .Part resPart, Single efficiencyBonus)
    BaseConverter.OnFixedUpdate ()
    Part.ModulesOnFixedUpdate ()
    Part.FixedUpdate ()

    and then the log just goes on for forever....

    I think it has something to do with EPL and Civ Pop, because my ship was a mining ship with Civ Pop converters for EPL resources, but i'm not sure.

    My Gamedata folder: http://imgur.com/cWC7wbx

    Timandy, any chance you can upload a full copy of your output_log, also a screenshot of your craft. I'm running both mods (obviously :P ) and cant reproduce your issues.

    Not sure its CivPop causing your issues, but happy to help Taniwha troubleshoot this.

    EDIT: Also a good idea to check the versions of your mods, (what version of EPL and CivPop are you running ( There should be a version file in the main Netherdyne folder and if you look at it (with a text editor) you'll see a version number

  12. Oh I absolutely know. I consider texturing my weak point so I've been thinking about it a lot. I know it's a bit late in the project to ask this, but what then is the purpose of having the interior details fully modeled? If they are intended to be covered up?

    Also, it seems like you currently have the propulsion module attached to one of the fuel segments? I ask because I'm partial to the engine + RCS system on LADEE and would love to use it on other probe designs.

    Yea the engine module seen on page 2 is in the proccess of being remodeled. (heh.. when i first did it 5-6 month ago i was a noob in blender) I think it had several hundred thousand tri's :P So needless to say its being redone.

    I do like the engine system on the LADEE probe, and ill definitely see about incorporating it into the design :)

    EDIT: missed the first question. Regarding modeling the interior details, Since the system is gonna be modular, Never know which system the person might use on the top or the bottom, hence why i wanted them to have interior details. And some parts like the com system have deploy-able parts.

  13. Feedback? Sure!

    1) Solar panel texture could use some work. Shouldn't the cells be uniform? I'm not sure they should be alternating widths / height. Even if that's possible, I think it looks better with them being little rounded circles.

    2) I think the intersections of the cross beams should have AO; you don't need to do actual AO it can be faked easily on the texture. That would help give them some depth.

    Thanks! yea, the solar panels are a work in progress :) More than likely gonna change

    The bottom of modules would mostly be hidden, but ill put a bit more texture work into em. Slowly increasing skills ya know :)

  14. Made a little more progress on the battery/comm unit, Antenna is in and operation. :) Ignore the untextured solar panel, testing out some new textures for them.

    19b68g3.gif

    In the process of cleaning all the existing parts up and finalizing them, ProbeCore unit and engine, next , once i have those completed, will upload a alpha for folks to play around with...

    Any feedback welcome. :)

  15. Most of the "have a station" "have a base" contracts specify like an antenna, docking port and power supply. Pretty sure those are stock contracts.

    LOL well the ignore what i posted above :P (though the advice on how to update Contract Configurtor Packs is still valid)

    I just didnt ever remember having a problem with stock contracts, the PDU always seemed to count for power generation, (which uses the same ModuleResourceConverter as the nukes) which is why i assumed he was referring to mod contracts :P

    Its been awhile since ive played career seriously

  16. https://github.com/BobPalmer/MKS/issues/666 It's logged on MKS, which is what currently distributes the reactors to my game. ISSUE 666 MWAHAHA

    You also need to go and change your license here - https://kerbalstuff.com/mod/1194 from CC 4.0 BY SA NC to CC-BY-NC-SA-4.0 Otherwise no CKAN for you :v

    Please make these count as electricity generators for vehicle contracts.

    Mod "curved solar panel module" from NFS adds that, so you may want to see how it's done there.

    Qm3ster, as far as i know, no stock contracts require you to have a power source, So the contracts your talking about, i assume, are mod contracts (from Contract Configurator im guessing) Ive used a bunch off them, and looked into the contract code, and the support for the Curved Solar panels is added by the contract itself, Not NFS or Nertea.

    So in this case it would be up to the maker of whatever contract pack you are useing to add support for the Reactors, not visa versa.

    They woulda have to go about it a little differently(since they use the regular ModuleResoureConverter), but it could be done by simply adding a PartValidation using the names of the reactors to their contract packs

  17. I'm having a bit of a problem actually loading this mod once I've installed it, I can't see a similar problem here, so I'm wondering what I've done wrong.

    It always seems to hang while loading "NetherdyneAerospace/CivilianManagement/Parts/Biospherebases/parkbiodomebaseroc" sorry the rest is cut off:

    https://www.dropbox.com/s/9vkpfga5szp8yvy/Kerbal%20Load%20Error.JPG?dl=1

    MartinKS, can you provide a copy of your KSP.log file (found in the main folder) or the output_log (found in the KSPData Folder), when you encounter this? Im not able to reproduce it, but ill look it over to see what going on. May be an install issue on your side or a mod conflict, (which shouldnt be the case) but i need more info :)

    That's great to hear! I'm looking forward to the changes you've been looking forward to.

    Is this true? From the first page, it mentions needing a minimum of 50. I mean the small house works great if it's only 20. I can manage 3-5 (3xpopulation, 1xwith supplies, 1xKerbals/lander ) ships coming into Duna orbit pretty easily. But 6-10 gets unwieldy really fast.

    Yup 20 is the minimum. I lowered the total needed a few patches ago. (coulda swore i updated the first page, but ill double check and fix it if not! Happy Colonizing.

  18. Your issue with FTT it that you have 2 installs. (it should be in the UmbraSpaceIndustries sub folder, but i see it in the Main game data folder.

    And as roverdude said above, the MKS-Lite has less parts than the Full MKS , its ment to be a intro/starter for getting into MKS, if you are already experianced with MKS and want the full range of parts, go grab the main MKS install

    EDIT: And Golden has the rest.. missed the Firespitter issue. :D

  19. I have to say that I really enjoy the USI Kolonization parts but have not gotten far enough in a career game yet to fully enjoy all of it. I am a bit of a modaholic and spend more time trying to find the right combinations (of mods) to move on with a challenging yet fun career game.

    I find the two main LS mods that most players use a bit too hard core and interferes with my fun factor which is why I enjoy the IFI-KLS system instead as it seems much more Kerbalized than yours or others.

    I have been through some of the threads and I suspect someone has already asked before, but would there ever be a chance to get support for the IFI-KLS system so that Kolonization will play with it rather than the other LS mods?

    If not, is there anyone else that is using IFI-KLS and Kolonization that has worked this out at all?

    Keep up the great work btw and thanks again for your time and consideration.

    Cheers,

    Im assuming IFI, is Intersteller Life support. I've never played with it, but based on my quick reading of its features, it seems very similar to USI-LS (one resource, and electricty required for kerballs) So not sure were you got the idea that USI-LS was too complicated :P

    I'd probably recommend asking on That mods forum post to see if someone has whiped up a config for MKS, (its alot easier then searching through 1200 pages :P)

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