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Everything posted by linuxgurugamer
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[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, there are changes for the CTT: InsituKerbalRecruiterTest --> shortTermHabitation t1CivilizationGenerationShipQuartersMedium --> longTermHabitation t1CivilizationGenerationShipQuartersLarge --> colonization They all appear in the line second from the bottom You can see all the changes by looking at the file: Configs/CTT.cfg -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Which tech tree do you have there? These three parts need the following nodes in the tech tree: CivilianPopulation/Models/Utility/CiviHousing_Size2_01 : spaceExploration CivilianPopulation/Models/Utility/CiviHousing_Size4 : advScienceTech CivilianPopulation/Models/Utility/CiviHousing_Size3_01 : advExploration I've tested these with the stock tech tree, and they all show up. So if you are using a different tech tree, then we may need to make some changes to accomodate it -
[1.9.x] YongeTech Tech Trees Plugin Re-Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release 0.7.0 Rebuild for KSP 1.8.x -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Updated, thank you. Please review the entire OP and let me know of any other inaccuracies. -
[WIP][1.8.1] Epic Space Program - Beta 0.5
linuxgurugamer replied to General Apocalypse's topic in KSP1 Mod Development
You could make that depend on certain mods, such as Civilian Colonization being available, having a certain population at a base for a period of time, etc -
It would also make the game unplayable. All of that adds to the system load
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
linuxgurugamer replied to Galileo's topic in KSP1 Mod Releases
@rettter3 @falcoon As a suggestion, could you both try removing Kerbal Konstructs? it's a common mod, and can be removed without removing the rest of your mods -
These two mods were originally made around the same time and complement each other. Due to health and other issues by the maintainer, they have fallen into disuse, and languished. I was requested to see if I could revive them last November, and finally got around to it now. This is now a joint project between myself and @Denko666 Warpship The IXS Warpship OS mod is an update and expansion of the IXS Enterprise, adding some futuristic functionality while maintaining good integration with stock parts, and creating some new gameplay options but not adding too much complexity to the game. The core of the mod is, of course, Stevie_D's IXS Enterprise parts, but it also adds several models from KSP Interstellar in order to give more flexibility when building your WarpShip. However, WarpShip itself is not all that compatible with KSP Interstellar and the parts generally do vastly different things. WarpShip also uses @RoverDude's Alcubierre Warpdrive Standalone and Community Resource Pack. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/149873-ixs-warpship-original-series/ Warpship Availability Source code: https://github.com/linuxgurugamer/warpship Download: https://spacedock.info/mod/589/IXS-Warpship-OS License: CC-BY-NC-SA-4.0 Available via CKAN Changes by LGG Reorganized directories Saved master branch in oldmasterbranch Made master current with the Release branch Updated csproj for KSP 1.8 Added AssemblyVersion.tt Added InstallChecker Added IXSWarpShipOS.version Removed WSXFSFuelSwitch and reconfigured to use B9 Part Switch Added bulkheadProfiles to all parts Added basic tags to all parts Reformatted all parts file Spacedock Spacedock Reboxed was originally done by @steedcrugeon (?), original thread here: It was revived by @Jesusthebird, thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/180240-spacedockreboxed-ksp15x/ Original thread by @Fendrin is here: https://forum.kerbalspaceprogram.com/index.php?/topic/150589-12-spacedock/ SpaceDock is a mod that provides a few parts that..combined with some other mods, make it possible for very stylish orbital construction, or if you wish..a nice looking 'garage' for your space planes and rockets To take full advantage of these parts, you will need to combine this with a few other mods listed below. This 'ReBoxed' version has a few additional Docks as well as updated modules for supported mods to their more current versions. I've also added a few other minor changes. Please feel free to give me advice on balancing or future update suggestions! Spacedock Availability Source code: https://github.com/linuxgurugamer/SpaceDockReBoxed Download: https://spacedock.info/mod/1585/Spacedocks Redeployed License: CC-BY-NC-SA-4.0 Available via CKAN Changes by LGG Reformatted all files Fixed bad characters Merged @Denko666's changes with the original
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[WIP][1.8.1] Epic Space Program - Beta 0.5
linuxgurugamer replied to General Apocalypse's topic in KSP1 Mod Development
Does this mud work with any planet packs? -
The Truth Can Now Be Told - Mysterious Machines
linuxgurugamer replied to purpleivan's topic in KSP Fan Works
Love the reference to The Prisoner- 195 replies
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- apollo
- totm november 2019
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[1.7.X] Civilian Population [RELEASED : 07/04/2018]
linuxgurugamer replied to Pamynx's topic in KSP1 Mod Development
New thread is up, with links: Please move all conversation about this mod to the new thread @pmborg The problem with the University part (and some others, a total of 5) was not the numbers, but bad characters, only visible in certain editors. Please try this out and let me know how it goes (reply in the new thread)- 242 replies
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An old but good mod, this mod has had a checkered past. It exists thanks to the collective work of : @michaelhester07 https://forum.kerbalspaceprogram.com/index.php?/topic/101058-10x-civilian-population-14/ @rabidninjawombat https://forum.kerbalspaceprogram.com/index.php?/topic/111815-104civilian-population-1751-update-to-105-in-progress/ @GGumby https://forum.kerbalspaceprogram.com/index.php?/topic/140127-112ckan-civilian-populations-revived/ @trafalgar https://forum.kerbalspaceprogram.com/index.php?/topic/143823-120-newbier-newbs-revamp-of-civilian-population/ @Pamynx https://forum.kerbalspaceprogram.com/index.php?/topic/162204-17x-civilian-population-released-07042018/ and finally from @pmborg an unofficial rebuild here: https://forum.kerbalspaceprogram.com/index.php?/topic/162204-17x-civilian-population-released-07042018/&do=findComment&comment=3732599 Turn your Kerbal society into a Type 1 Civilization by adding civilian exploration! Your agency, as research goes on, gains the ability to have civilians take part on your exploration. Once built, your ships, orbital or ground station will welcome civilian that will pay a rent to your agency, breed, grow their kids, get aged and die. You will also be able to train and recruit civilian to become regular kerbonauts. Help Needed Most of the parts do NOT have tags. If anyone would like to add tags, either to one, some or all parts, I'd appreciate it Dependencies Click Through Blocker ToolbarController Community Resource Pack ModuleAnimateGenericEffects Recommended Mods Ship Manifest Extra Planetary Launchpads(for building huge cities on a planet) Scansat (for resources) Hangar Extender: For building Generation ships with the new parts in 1.2 Availability Source: https://github.com/linuxgurugamer/CivilianPopulation Download: https://spacedock.info/mod/2560/CivilianPopulationModernized?ga=<Game+3102+'Kerbal+Space+Program'> License: CC-BY-NC-4.0 CKAN soon Electrical parts - Netherdyne Reactor Unit DX-110 - Netherdyne Reactor Unit MX-99 Convert Enriched Uranium into Depleted Uranium, Xenon Gas and Electricity ! Part List: Civilian quarters (3 sizes) Civilian contractor dock: allows civilian population to grow while in kerbin space Garden modules and farm biodome to feed the civilian population Resource containers Laser drill for in-situ resources Recruitment centers : Movie theater, university, flight school Changes made during adoption Added bulkheadProfiles to all parts Fixed bad chars in some parts preventing them from loading Reorganized directories Created overall solution file Added Assemblyversion.tt to all dlls Added InstallChecker to all dlls Adjusted node positions on many parts Replaced stock toolbar code with ToolbarController Added support for the ClickThroughBlocker Added unique numbers for the window ids How to manage your civilian population Civilian kerbals are not like your astronaut kerbals. They require food to survive and have not been trained on how to eat a diet of snacks. The management of your civilian population relies on generating enough food for them. If you have enough food they'll live. If you don't they'll die off. It's that simple. Space Tourism Civilians will flock to your space stations and bases which can support them. You can either transport them yourself or you can hire Civilian space agencies to transport them for you. The space agencies gave Netherdyne plans for a universal docking port which their transports will use. Attach the port to your station or base and you civilians will come. Space tourism is limited to the kerbin system (Kerbin, Mun, Minmus). Civilian reproduction and long voyages A couple of male+female in the apartment is enough to generate a civilian. This will produce a new recruitable Kerbal every 3 kerbin months. Understanding the stats on the Civilian Quarters parts Every civilian quarters part will show you the statistics for your population's voyage Food per pop: This is the minimum amount of food your ship's stores must have on hand to support the population. To get the required amount multiply this by the size of your civilian population. It's easy: 1:1. So 50 population requires a minimum of 50 food to support. Each farm module is scaled to support a 1:1 quarters to farm size. The large biospheres support the largest of population capacities. Each farm tells you how much population it can support. Population Growth Rate: this is the time in seconds it takes for your population to grow through reproduction. Population Decay Rate: this is the time in seconds it takes for your population to decay. Growth and Decay timers: these show the current state of growth or decay. When these pass their respective rate the population will change by 1. Reproduction rate: this is the minimum population your ship needs to start reproduction. The speed your population grows at scales based on how big it is beyond this. A population of 150 will reproduce 3 times faster than a population of 50. Total consumption rate: this is how fast your population is consuming food civilianDock: If you have a civilian contractor dock attached to your ship this indicates it. civilianDockGrowthRate: this scales your ship's growth rate by the number indicated. Scale is 1000 for kerbin and kerbin orbit, 100 for Mun, 10 for Minmus. GrowthRate: This is how fast your population is growing. Recruit Kerbal: You can recruit a new crew member from the population onboard the module. Each Civilian module except the dock supports a number of Crew slots. Population changes over time, even when you're not watching! The civilian population on your ship or base will change over time even when you're doing something else (flying another mission perhaps). How the population fares depends on how well you managed the food on your ship. Make sure your ship, station, or base has food and all the farms are operational before you leave it! Individual Parts Some FAQS Is TAC Life support needed No. If you have it this mod may make it easier to manage though. I balanced the civies to consume 1kg of food/water per day and .1kg of oxygen per day. These are in kerbin days (6 hours). Depending on how you've configured TAC life support your crew may use more or less resources. They are the same resources. Unfocused ship simulation should be compatible as I use Regolith and MKS uses it and MKS is compatible with TAC. Do I need MKS? No. It enhances the experience though, providing parts to expand your base or station with. MKS unfocused simulation is now compatible. Other mods which may help the experience Scansat (for resources) Extraplanetary launchpads (for building huge cities on a planet) Hangar Extender: For building Generation ships with the new parts in 1.2 Misc notes from older releases, not yet integrated with full post Civilians are now full-fledged Kerbals, instead of being abstracted as resources There are now two methods of growth Linear growth by Civilians being ferried to your base -> A new arrival will arrive roughly every 85 days within Kerbin/Mun/Minmus SoI (contractor docks) Logistic growth by Civilians spawning within the craft -> Based on the number of Civilians present; first positive then negative exponential growth (apartment complexes) Civilian Growth is tracked by a new resource called "Civilian Growth Rate". It can be found on the upper-right hand corner of the screen with the other resources. It can be taken as a percent complete (0-1.00) until another Civilian arrives. Most of the time, it should read 0.00 because Kerbals take a long time to arrive. The mod is now life-support agnostic (due to Civilians now being Kerbals). Tac and USI Life Support are both supported in Module Manager config files Known Issues/Workarounds: All modules with crew do not have internal spaces for the crews (and thus no portraits). If you need to EVA, use the GUI or right-click menu. For transfers, it's only the right-click menu at the moment. But for all parts, the first couple of seats should have an IVA. I highly suggest using Ship Manifest which has the above functionality. When a Civilian is added to the crew, the portrait does not automatically appear, even with a part with an internal space. Still trying to find the root-cause of that. Restart the vessel (go to another one and come back) and this should be resolved. Working on this after I get unfocused vessels working Civilians only spawn/come to your bases when they are the active vessel. Currently working on it.
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HazardousBody corrosion effect
linuxgurugamer replied to JadeOfMaar's topic in KSP1 Mods Discussions
I disagree. An explosion causes kinetic damage, which means that only directly visible parts (think line-of-sight). Gases and liquids, however, touch the entire part and affect the entire part. The part that isn’t exposed doesn’t really matter, since from a practical matter even a small piece of a part which is exposed will have the visible surface damaged, and that part of the surface will get damaged at the same rate as if the entire part was exposed. -
[1.7.X] Civilian Population [RELEASED : 07/04/2018]
linuxgurugamer replied to Pamynx's topic in KSP1 Mod Development
For all, I have a beta release of 3.0.0 up on github. There have been a lot of changes: Adoption by Linuxgurugamer Added bulkheadProfiles to all parts Fixed bad chars in some parts preventing them from loading Reorganized directories Created overall solution file Added Assemblyversion.tt to all dlls Added InstallChecker to all dlls Adjusted node positions on many parts Replaced stock toolbar code with ToolbarController Added support for the ClickThroughBlocker Added unique numbers for the window ids https://github.com/linuxgurugamer/CivilianPopulation/releases I'll be creating a new thread soon. One thing I would like some help on is with tags. I would appreciate it if some of you would create some meaningful tags for the 36 parts in the mod. Thanks- 242 replies
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- civilian population
- revamp
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The problem is that people coded using the Unity calls, and those knew nothing about the current game windows. Ideally they would have a framework for people to use which would do that automatically. Would have been nice in the original, but when they started coding, they didn't know what they were doing.
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Varying Music on Exoplanets
linuxgurugamer replied to Delfino42's topic in Prelaunch KSP2 Discussion
You can do that with the Sound Track Editor mod (you can get a working copy for 1.8 here: https://github.com/linuxgurugamer/SoundtrackEditor/releases/tag/4.3.2) -
Actually, Squad did address it, but only for the stock game. Only one or two mods actually implemented click-through blocking, which is why I wrote the mod
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
That sounds like a good approach -
[1.9.x] Vertical Velocity Controller Redux
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The mod is only aware of gimbaling and throttle -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Sorry not at this time. It's for your own safety -
Have you tried contacting him yet? I just sent a message to him asking for clearer licensing terms. The only thing I can find is the Spacedock listing is showing MIT as the selected license
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- beautify
- visualoverhaul
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HazardousBody corrosion effect
linuxgurugamer replied to JadeOfMaar's topic in KSP1 Mods Discussions
Not by me. I have a backlog of work, but am keeping it in mind. It's not a simple mod to write -
[1.7.X] Civilian Population [RELEASED : 07/04/2018]
linuxgurugamer replied to Pamynx's topic in KSP1 Mod Development
How about posting a log file?- 242 replies
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- civilian population
- revamp
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
linuxgurugamer replied to Ger_space's topic in KSP1 Mod Releases
Kerbal-Konstructs 1.8.1.15, KSP 1.8.1 This is in a career game, I have a dev install of Kopernicus and JNSQ installed. Getting the following upon returning to the main menu: NullReferenceException: Object reference not set to an instance of an object at KerbalKonstructs.KerbalKonstructs.UpdateCache () [0x00005] in <d148da5d5d9249218e63843d11b290e5>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) repeating endlessly, until I exit the game. I believe that if I reenter a game it goes away. Complete log file: https://www.dropbox.com/s/s8yc6ds82z6r7qx/KK.zip?dl=0 -
[1.12.x] SOS (Save Our Settings)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New beta release, 0.0.0.2 Fixed localized button, was missing # for #SOS_001"