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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I've started an adoption process, let's move all discussion on the Moar Kerbals mod over here: and I just released a beta of it
  2. Originally written by @strideknight, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/94517-*Taken up by @zer0Kerbal, he disappeared last summer from everywhere, so I'm picking this up. His thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/191525-prerelease-173-moarkerbals-populate-your-colony-in-space-1110-2020-02-09/ Beta Download on SpaceDock, Github. Available on CKAN. MoarKerbals (MK) adopted for curation by linuxgurugamer - Originally created by strideknight Kerbthulhu Kinetics Program's MoarKerbals Populate your colony in space! This mod installs a Klone Bay that you can use to replicate new kerbals wherever you feel like. It takes a fair amount of electricity, and when combined with USI's MKS mod or TAC Life Support, it will require biomatter as well. There is a small chance for a freakish accident to occur, which can be disabled in the part's .cfg file, or you can just quicksave before kloning This is a fairly simple mod that adds the ability to use resources to create a new kerbal. Requires resources and the presence of a living kerbal. There's a small chance that an accident can happen - this is experimental technology after all. You can disable accidents or change the requirements in the part's .cfg file if you want, or just save before operating. MoarKerbals adds two parts: orbital station ground station (Klone Bay) It requires a large amount of electricity to operate, and @strideknight has always played with Roverdude's MKS and TAC's Life Support, so it automatically integrates with them to require Biomass or other materials. Also, [strideknight] included configs for the Community Tech Tree. Both require ModuleManager to integrate. MoarKerbals was inspired by [strideknight]'s desire to have a small colony of Kerbals living in zeppelins around Jool who populate the planet, evolve their own society, and then to go to war with the "grounders" back on Kerbin. This is [strideknight]'s first mod and it runs fine installs, so let me know if you find any bugs. All constructive feedback/suggestions are also welcome. Enjoy! Known issue Because [strideknight] used the stock lander can for internals, which is only sized internally for two, if you clone a third kerbal into the bay it won't show up in the kerbal profiles at the bottom right. They will show up properly once you transfer them to another module though. Features Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve Availability Source: https://github.com/linuxgurugamer/MoarKerbals Download (beta): https://github.com/linuxgurugamer/MoarKerbals/releases License: CC 4.0 BY-NC-SA Dependencies Module Manager SpaceTuxLibraries Recommends KerbalStats Community Resource Pack Suggests Mining Expansion Hot Beverages Irradiated KGEx (coming soon) B9StockPatches Kerbal Inventory System Kerbal Attachment System Not So SimpleConstruction (NSSC) Infernal Robotics - Next SimpleConstruction SimpleLogistics On Demand Fuel Cells (Refueled) Supports Kerbal Change Log USI-LS MKS SimpleLife
  3. Well, yes, but you do have physical time warp. I suppose I should ask if you are on console or pc, it does make a difference. Airplanes can be a significant part of the game. There's a lot to do, and you do have to start off small
  4. Are you running the latest release? If not, please install it and try again. Otherwise, please provide a log file
  5. Getting ready for the first manned trip to Duna, with life support
  6. More like a 1 minute elevator talk. Good luck, please post updates
  7. Can you provide a set of steps which will reliably reproduce the error? I'll look into it, sounds like there is a nullref causing the failure. Sad about @zer0Kerbal, I have no idea what happened to him. We were working well together You realize, of course, that this is going to make me adopt all of his "simple" mods?
  8. New release, 0.1.8.4 Fixed kerbals not walking in 1.11.x
  9. New release, 1.1.1.12 Added ability to start follow while in water Fixed issue of kerbals not moving in new KSP version 1.11.2
  10. I've solved this problem. Seems that for EVA kerbals, there is some new code to prevent kerbals from sliding, that had to be reset so the kerbals could move
  11. I support two mods: Eva Follower Walk About which both make kerbals walk around. Walk About was actually written using code from Eva Follower, so it makes sense the problem is in both. In 1.11.2 (what I've been testing on), the kerbals it's trying to move animate, but stay in place. After a few hours of digging and an off-hand suggestion from a Twitch viewer, it seems that the collider(s) for the kerbals is hitting the ground, and they aren't moving. It could also be there is some new code which essentially "locks" a kerbal in place to keep it from sliding. I did add the new ResetRBAnchor() call, but that didn't seem to help. I should add that the Vessel.isAnchored is false, so I didn't think the ResetRBAnchor work do anything, but didn't hurt to try it out This is the code in question: Quaternion from = eva.part.vessel.transform.rotation; Quaternion to = Quaternion.LookRotation(move, eva.fUp); Quaternion result = Quaternion.RotateTowards(from, to, eva.turnRate); eva.part.vessel.SetRotation(result); Rigidbody rigidbody = null; eva.GetComponentCached<Rigidbody>(ref rigidbody); //move if(rigidbody != null) { eva.vessel.ResetRBAnchor(); // Just added as test rigidbody.MovePosition(rigidbody.position + move); } I did notice that if I added an "up" component to the movement, they would move, but in a jerky manner. My assumption is that the "up" movement is breaking the contact with the ground. One more thing: This is only a problem on land. When in the water, the mod works fine (ie: kerbals move (slowly), and followers do follow properly. Suggestions? Thanks
  12. Thank you for both fixes, I'll get it out ASAP New release, 2.6.0.5 Thanks to forum user @xmnovotny for these two fixes: Fixed error of loading science requirement definitions. Fixed typo (both typo and case issue) with name of BIOPRODUCTS by replacing bad text with already-defined constant
  13. First off, the popping is very dependent on the altitude. How high above their limits are they flying? Second, the "flicker" is odd, sounds like something is going on, I'll need to see the log file to be able to do anything. Finally, could you get me a short video showing the configuration save issue.
  14. New release, 0.0.6.1 Added code to deal with embedded character sequence @"\n", found in new ModuleCargoPart
  15. New release, 0.0.2.1 Fixed nullrefs caused by UniversalStorage.GetInfo() begin called by ModuleCargoPart during initialization I've converted this beta into a full release. No changes from the dropbox version
  16. New release, 2.0.1.8 Fixed nullref when starting a crew collection mission
  17. If I don't hear anything bad by this evening, I'll convert this beta into a full release
  18. Ok, please zip up your entire save dir and send it to me. If you could also zip up your entire GameData (without the Squad) dirs, that would be very helpful as well
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