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Everything posted by rabidninjawombat
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Nice Cosmic I'm preferential to the larger size myself. I do like the idea of of having a texture switch with the cores on the girders, though i always hate to add more dependecies, (would use fsTextureswitch , firespitter) though if you have MKS, you always have Firespitter. In other notes, Should finish a numbers pass by this Friday (thank goodness for days off work ) Have a few smallish bug fixes to pop in as well.
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50 was the default setting before i took this project over, so far I haven't touched that specific aspect (reproduction) Id be open to reducing the number, but i don't think id take it as low as too. If your sending out a seed colony that's not coming back, you'd want a little more genetic diversity in the gene pool I'd say now lower then 10 to 25 individuals. Speadge, I was able to reproduce that, so its not just you. Also able to fix it for ya ill upload a fixed .mu file for you to drop in your GameData\NetherdyneAerospace\CivilianManagement\Assets Folder. (dont wanna drop a whole hotfix for just that file, but it will also be included in the next patch)
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Need your own thread moved or locked? Post here.
rabidninjawombat replied to Rich's topic in Kerbal Network
Hey mods I wanted to see if this was possible to avoid any confusion. Ive assumed control of a mod (Civilian Population) from forum user Michael_Hester07. (Under the license, and with his blessing, as per PM's in my inbox) Ive started a new thread here Old thread is here. His last post and activity was the one offering up the mod for adoption. Was hoping to see if the old thread could be closed to avoid confusion and make support easier. (He is of course welcome to reopen it at anytime and reassume control ) -
[1.0.x] Civilian Population 1.4
rabidninjawombat replied to michaelhester07's topic in KSP1 Mod Releases
Thanks Oak, ill take a look at the drag issues. Far as the reactor goes, Just get some 7.5meter rockets to launch it Or ask Comwarrior On a more serious note, There are alot of other options though with the starlifter/MKS reactors/NFT . I will see what i can do though! On another note, Post in the new thread with any future issues. (wish i could get this old one closed to avoid confusion, but since i didn't start it, don't believe i Can. http://forum.kerbalspaceprogram.com/threads/124162-1-0-2-Civilian-Population-1-5-1-%28update-6-4-15%29 -
1.7.1.1 Hotfix! Fixed regular Core Girder model orientation. (Cosmetic issue, but would make folks who already have them on ships look weird) Added CLS (Connected Living Spaces) config that should have shipped with last patch. Doubled power production on Reactor Module increased weight to compensate. (to compare it was about 2.5 times the size of the OKS-PDU, but weight a tad less and put out the same power. Fixed this) Fix nodes on the 18x18 girder, (they were backward) Download of course on the front page via Kerbalstuff (CKAN should pick up the update shortly)
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Hrmm. What version did you update from microwave? There was a small change to the biodome, but that was a couple patchs ago. Was not touched in this patch. And yes. Yea ive had the same issue with MKS Kontainers.... it seems to be either a stock bug or one associated with tweakscale (and its the rootpart that shrinks ) Will re-orientate the 6x6 girders in a hotfix in a few minutes. putting together a patch right now Thanks for pointing out the 18x18 girder.. Will put that in as well. Didnt touch it last patch.. but looks like it was an over-site. Thats one heck of a Construct by the way! would love to see a screen shot when its finished
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Number Balancing Topics: TAC numbers should be fairly close, USI-LS numbers are probably out of line, but i defaulted to the high side. So im sitting down with the numbers today and gonna try to get them all in line. Starting with the USI-LS number first (Cause they are the easiest ) In USI-LS Kerbonaughts consume pretty much 1 Supply per kerbal per day. Given that, I'd be setting Civilian consumption to .5 supplies per civilian per day. Basing this roughly on the military MRE. (Meal-Ready to Eat). The Militarily recommended daily allowance is 3, and they roughly all sit at about 1250 calories each(probably more if you were like me and traded to get more peanut butter:P) So that's roughly 3750 calories a day. Your average civilian is recommended 1700-2000 calories per day, So roughly half that. You'd imagine your average Kerbonaut would be doing alot of strenuous activities, similar to a solider, so thus is my logic. Given the USI numbers , Ill grab the consumption of TAC-LS resources per day/per kerbal. And half that for each civilian, to make things easy. Production on the Biospheres and bio-dome will be patched to their requisite size housing (small to small, etc ), with the housed Kerbonauts and cilvians, along with a small excess. All these will be popped into the next patch. Enjoy the excess production while you can Feedback is welcome!
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
Also if you don't mind a screenshot of the sounding rocket you used, Like rover said, i used the crap out of sounding rockets in my save, and i haven't had that issue (long as im not running FAR, which i took out a while ago. With the basic starting .35m core, i can load 4 experiments , 2 batteries, the Avionics package, and the nose cone chute slows things down no problem -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
rabidninjawombat replied to Papa_Joe's topic in KSP1 Mod Releases
Check out the configs DangIt uses. I know they are able to apply the possibility of failure to all parts but they differentiate part categories based on modules. Something like this. @PART [*]:HAS[!MODULE[ModuleEngines],!MODULE[ModuleLight] followed by the CLS config My syntax is way off, but you get the idea, if the part is an engine, or a light bulb, then it gets passed over etc. Course then you run into the issue of those custom pods which have their own build in engines.. lol. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
rabidninjawombat replied to Porkjet's topic in KSP1 Mod Releases
Not sure why ive never downloaded this O_o these are amazing! Thanks Porkjet! -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
rabidninjawombat replied to Papa_Joe's topic in KSP1 Mod Releases
Papajoe, thanks for keeping CLS up to date! I've added a CLS config to my current mod adoption Civilian Population Thank for the in depth and easy to consult Wiki. -
80, same as the standard Squad Panels. (though, now that i thinking about that, ill bump it up slightly in the next patch, since they are a bit thicker) So as not to double post: Next on the agenda: As stated earlier, a closer supplementation to MKS/OKS (if installed) Adding some balanced production of specific MKS resources. Numbers Balancing and production pass. Sitting down with a BIG Calculator and a bottle of Tylenol, and doing a numbers pass on all the production to make sure they are realistic and balanced KIS Container? Current KIS containers are nice. But possibly a VERY LARGE high capacity one to go along with the rest of the large parts (Possibly in the current 6x6 girder format just showed above. ) Larger Ground dwelling- (to complement the Large farm Biodome) You can currently use biodomes along with the surface attached houses, but a large all on one ground dwelling will be nice. DDS Conversion of all textures - Yes i know this should be done by now having a few issues with certain textures cooperating, but its on the way. Longer Range Goals: Custom CivPop UI - Integrated into the Stock toolbar. Currently doing some research on implementing this (not a lot of experiance building UI's in unity ) But looking to make it an easy way to manage civilian population instead of just in the right click action menu. Should also help bring more life into the civies rather then having them just be numbers Civilian Jobs/Specializes. - More brainstorming on ways to bring more life into civilians roles. Having to have specific types of civilians to operate different Modules (farmers/botonists for biodomes, etc etc) And using the already avalible University Part to train Civies.
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1.7.1 Update: Structural Madness! New in this update: Updated to the latest version of CRP (Community Resource Pack) Fixed issue with 6x6 Core Girder, Core length is now proper. USI-LS Integration: If you are using USI-LS as opposed to TAC. All the parts should now adapt to the new resources. USI Life Support Integration brought to your courtesy of: (Small Note: Balance may be off on the Supplies production, more than welcome any feedback on the balance of the USI-LS production) New Structural Parts!: Along with the original empty and Core Girder, there is now a T, X, and L junction. All the 6x6 girder parts were retextured, and new supports added in (thanks for the inspiration Cosmic_Farmer!) New Structural Panels as well
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Ok seem to be bashing my head against a wall here with module manager I have a config with 4 ModuleResourceConverters. trying to delete two of the nodes with a new config. Orginal part config MODULE { name = ModuleResourceConverter ConverterName = FoodGrow StartActionName = Grow Food StopActionName = Stop Growing AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false EfficiencyBonus = 0.00376344086021505376344086021505 // 81.3/6 hours INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 50 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.2 } INPUT_RESOURCE { ResourceName = Substrate Ratio = 0.05 } OUTPUT_RESOURCE { ResourceName = Food Ratio = 3.55 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = Scrubber StartActionName = Start Air Circulator StopActionName = Stop Air Circulator AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false EfficiencyBonus = 0.00376344086021505376344086021505 // 81.3/6 hours INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 50 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 51.25576627 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 70.92198582 } } MODULE { name = ModuleResourceConverter ConverterName = WaterRecycler StartActionName = Activate Water Recycler StopActionName = Deactivate Water Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false EfficiencyBonus = 0.00376344086021505376344086021505 // 81.3/6 hours INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 50 } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 1 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 1 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = Composter StartActionName = Start Composter StopActionName = Stop Composter AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false EfficiencyBonus = 0.00376344086021505376344086021505 // 81.3/6 hours INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 40 } INPUT_RESOURCE { ResourceName = Waste Ratio = 1.3 } OUTPUT_RESOURCE { ResourceName = Substrate Ratio = 0.08 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } Now trying to delete the 2nd and 3rd config, using this code (im assuming the indexing of the modules starts at 0) and these are the only 4 modules on the part. @PART[stbiodomeFarmMk2]:NEEDS[USILifeSupport] { !MODULE[ModuleResourceConverter],1 {} !MODULE[ModuleResourceConverter],2 {} } With that config for some reason it deletes the second and fourth config. Not understanding what im doing wrong with the syntax. Ive also tried addressing them using the tag usage (these are my parts so added the tags to the config) no luck there either, Any help would be apprecited.
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Always happy for folks to keep tossing out ideas, ill see what i can work up @Maraz- Closer integration with MKS is planned (MKS has been my go-to mod every since it came out) and my vision for this is to complement it closely, though i wont go to the point of requiring MKS for CivPop for folks who don't want MKS. Especially that fact that you can recruit kerbals from the Civilians ,to avoid the atrocious kerbal recruitment costs:P @Cosmic_Farmer- I like the idea of jobs/and or new facilities requiring certain number of civies to operate As a side project im also trying to clean up the UI and in the near future(no exact time frame), i hope to implement a in game UI (via the toolbar button) to manage your Civies. Rather then them being just number in the part right click menu... Hopefully give them a bit more life and feel, if you know what i mean.
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[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
You'll need KIS/KAS (which im assuming you have since you said your kerbals have an inventory) You'll also need a Mallet (this part comes with EPL) You equip the mallet from the kerbals invetory in your kerbals hands, much like the KIS screwdriver/Wrench (has to be an engineer btw) Then you just pull the stake out of the ground and attach it to the ground (hold X, which placing it on the ground to surface attach the stake at the desired location) It gets more complicated from there if you want to place you ship at a desired height/orintation etc. (right click a placed stake and you can specify which stake is x/y/z etc) My recommendation, always quicksave before completing a build and you can place with the stake placement that way. -
Update: (looks like ill be getting some sleep afterall tonight. so patch tomorrow ) issue on the 6x6 girders fixed. (Cosmic, took the edits you sent, and made a few of my own edits. big thanks!) Also added a 2 way hub. Will texture the girder cores/hub tomorrow (reuses existing textures, no increase in memory usage) Also thinking about a L-shaped Core , if folks want one. Also added in a CLS (Connected living spaces) config for the Core-Girders (for folks using CLS) Hub is in the center. Also, stock-alike CivPop inspired sturctural panels (in 2x2, 4x4, and 8x8 (not pictured) flavors) (these take up a grand total of 2kb worth of memory)
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Sorry bout the delay Pholic. USI-LS integration isnt done as of yet. Ill get it uploaded ASAP, and ill make a post, as well as add it to the front page. My fault, been a busy 4th weekend, as well as having several days worth of overtime at work. Will get around to it shortly. Daniel, I have some plans, as Cosmic_Farmer said, these things do take a while. Ill be sure to keep you updated with rough-ups when i get a chance. - - - Updated - - - Nice! Just saw the issue with the truss segments yesterday. (like you i hardly use said parts) and didn't notice the Z-clipping. Was loading it up in blender, to address it this afternoon, and youve already got a fix for it Sorry bout the lack of response the last couple days, been a busy work weekend, If you wanna mail me the info for the info for the truss segment ill integrate it into a patch im prepping for tomorrow. EDIT: Also edited that main post with a shoutout to you good sir as you've submitted a hell of a lot to this project! Wrapping up all the new stuff youve send and what ive got for a patch tomorrow evening (or super late tonight if it turns out i cant sleept )
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Yup, in the process of redoing the trees in them (making them look a bit more vibrant) , and a little general cleanup. Will have more to post in a few days. Also, I'd like a few folks to test the USI-LS config that i have for the parts before i make it part of the general download. Everything seems to work fine in testing on my end, but id like a little input on general balancing, etc. (I can honestly say i like the way the flow and parts feel using USI-LS rather than TAC, but its just a personal opnion Keeping TAC as an option for the parts stays in of course )