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Everything posted by linuxgurugamer
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[1.12.x] Community Tech Tree (August 13)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
Please keep the discussion of this specific mod in the FTL Drive Continued thread, unless it requires the input of the general CTT thread. Thanks -
It doesn't cost anything, so yes. Most of the Twitch streamers I know of use career mode. Specialized Control is rather low, I agree. Currently there are the following parts, and what I'm suggesting: Part Name Tech Required Proposed Stock Tech Proposed CCT Tech ftlContBcnPlus FTL Beacon Plus specializedControl Specialized Electrics High Energy Science advancedFTLdriveS1 650iN Advanced FTL Drive specializedControl Advanced Science Tech Applied High Energy Physics advancedFTLdriveMk2 720iN Advanced FTL Drive specializedControl Advanced Science Tech Applied High Energy Physics advancedFTLdriveS2 2500iN Advanced FTL Drive specializedControl Experimental Science Ultra High Energy Physics However, don't change the existing files, do this (or whatever you suggest regarding the tech trees) as a MM patch, so that the patch can be deleted if not wanted. Preferably as a PatchManager controlled patch
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[1.12.x] Interstellar Flight Inc. Life Support
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Update 3.4.0.2 - Alpha 3 Fixed techRequired for the small radial tank, it was misplaced -
[1.12.x] Community Tech Tree (August 13)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
@agrock Look at this: https://go.gliffy.com/go/publish/11139139 Seems to me that the parts would end up in one or more of the teal and/or gold categories -
[1.12.x] Community Tech Tree (August 13)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
Ummm, ESLD is very much alive And Alcubierre is very much an FTL drive, also known as Warp drive I was wrong, there is a fourth: -
Please dont remove them. They are there for historical reasons and for compatibility with old craft files
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[1.12.x] Community Tech Tree (August 13)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
To my knowledge there are three active FTL mods, FTL Drive Continued, ESDL Jump Beacons and Alcubierre Warp Drive. The first two aren't actually FTL, but actually are jump mods, although they work in different ways. I agree with @Nertea about the nodes needing to be used by multiple mods. So, either use the current nodes, or get a discussion going with the authors/maintainers of the three mods and let's get a consensus -
Ask the Mods questions about the Forums!
linuxgurugamer replied to Dman979's topic in Kerbal Network
Ummm, new technology has new ways. I've been around for a very long time, since before the internet was even a glimmer. And yes, the older software works that way, but I actually like this, it is (in most cases) more efficient -
Please don't. (enable the other drives). I suppose I should remove them, but they are the old models, which were replaced by the current models. Define "larger ships". FTL is supposed to be difficult
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Do them as a set of individual PRs, some are good, but not sure about all: The mod has built-in difficulty, by having to get the parts there. This mod is used by one or more streamers, and making it harder to unlock would hurt them. If you like, make a MM patch for the category, and either configure PatchManager to work with it or I can do that CTT needs at least two mods before it puts in a new node Not sure what you mean by "spit", if you mean spinup, then remember it's a game, and having it take too long would be unnecessary delay.
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[1.12.x] Filter Extensions, no Localization for now
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
New beta: https://github.com/linuxgurugamer/FilterExtension/releases/tag/3.1.1.7 please test this, I've reverted a number of the localization stuff, hopefully it should work fine in English only Assuming it's good, I'll make this a full release -
[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No, the ids are the same. Of course, do a backup first, just in case. -
Smallest SSTO Challenge
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Challenges & Mission ideas
Ummm, most challenges are. But it is fun, and made you learn something new, The space shuttle was the first reusable spaceship. It was big, and not cost efficient. Eventually the Air Force had the X37 made, whic is, in essence, a tiny space shuttle. -
Just updated to Alpha-2, details in the release thread: Added the PartModules into the release build to avoid unnecessary warning/errors in the log file Updated the part configs for the tanks to share the textures, reduces memory usage and loading time Replaced textures for the slurry and sludge tanks Added OrganicSlurry and Sludge to LS display, only displayed if LS mode allows Fixed bug where Slurry and Sludge tanks were launching full Add Slurry rate and Sludge rate (rate/day of processing)
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[1.12.x] Interstellar Flight Inc. Life Support
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Update: 3.4.0.1 Added the PartModules into the release build to avoid unnecessary warning/errors in the log file Updated the part configs for the tanks to share the textures, reduces memory usage and loading time Replaced textures for the slurry and sludge tanks Added OrganicSlurry and Sludge to LS display, only displayed if LS mode allows Fixed bug where Slurry and Sludge tanks were launching full Add Slurry rate and Sludge rate (rate/day of processing) -
[1.12.x] Filter Extensions, no Localization for now
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
Especially this mod, which references the fields of itself in a non-intuitive manner. I may just get a release out without localization, and try again later. -
[1.12.x] Interstellar Flight Inc. Life Support
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks. Keep in mind that development isn't done, but it's progressed enough for people to try out now. -
[1.9.x] NEBULA EVA Handrails Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
If I do add tags, I'll add these as well -
Old life support mod, originally written by @Stavell, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/83019-releasev32ksp-12-interstellar-flight-inc-kerbal-life-support-mod/& This is a NEW beta, after extensive reworking and parts Availability Source code: https://github.com/linuxgurugamer/IFI-Life-Support BETA Download: https://github.com/linuxgurugamer/IFI-Life-Support/releases/tag/4.0.0.2 License: GPLv3 Dependencies ClickThroughBlocker ToolbarController SpaceTuxLibrary B9PartSwitch ModuleAnimateGenericResourceUsage Major changes from the original mod are in the following spoiler New changes for the 4.0.0 beta Added flag to toggle skin Changed name of life support resource to "Kibbles & Bits" Changed time to die from seconds to hours Added option to not die during timewarp Added configurable delay for display updates All animations working properly. Added code to prevent starting lights when solar panels are closed Fixed air compressor scaling Added textures to new tanks for liquid and gas O2 Added new tank parts from JadeOfMaar Combined existing tanks from 9 to 3, using B9 Part Switcher to switch between them Removed IFITank parts, as they were just a duplicate of other tanks Merged the K&B container tanks into one with variable sizing Adjusted all parts models to use the MODEL stanza Set all rescaleFactor settings to 1, moved the scaling into the MODEL stanza Fixed all attach node sizes and locations Updated the metaball parts to liimit the switichable parts in flight Interstellar Flight Inc. Life Support IFI Life Support is designed to provide an enjoyable life support experience without making it complicated. There is one main resource called LifeSupport, and, in the advanced modes, there are two more, OrganicSlurry and Sludge. The only resource you really need to deal with in all modes is the LifeSupport resource, the other resources are there for the mechanics, and, while you can store them in tanks and move them around, there isn’t a lot to do with them. The mod is designed so that you can switch between the different modes of operation at any time without causing problems. So, you can start off at the Classic mode, and over time change it to Enhanced, Advanced and Extreme. If you feel that the higher modes are too difficult, you can easily change it back to a lower mode. Any existing ships will continue to operate in the mode they were designed in; ie: If you have a ship/colony which is using the Enhanced mode and has greenhouses, and then switch back to Classic, the greenhouses will continue to work, etc. Requirements IFI-LS requires the following mods: Community Category Kit Community Resource Pack ModuleManager These mods are included in the zip file for convenience. Please note that there is a directory called Squad, this MUST be merged with the Squad folder since it contains icons for the Tech Tree. IFI Life Support has 4 modes of operation: Classic Only the LifeSupport resource is available. Each unit of Life-Support should provide 1 Kerbin Day (6 hours) of Life support for 1 Kerbal when in space, see below for details on the operation info Enhanced This introduces the OrganicSlurry resource and greenhouses. When a Kerbal uses LifeSupport, the output is OrganicSlurry, produced at a 1:1 ratio; in other words, if a Kerbal uses 1 unit of LifeSupport, a unit of OrganicSlurry will be produced. Greenhouses are able to convert most of the OrganicSlurry back into LifeSupport, at a 90% efficiency. Tanks are also provided which can store Organic Slurry. Advanced This introduces the Sludge resource, and the MicroBiome and AlgaeHouse. The 10% of the LifeSupport resource which the greenhouses are unable to recycle create Sludge. The MicroBiome and AlgaeHouse are able to take that Sludge and convert it back into LifeSupport. The efficiency is 100%, although slow. As usual, tanks are provided which can store the Sludge. Extreme This mode doesn’t introduce any new resources, but there are some new parts: the Circular Intake, the Cryogenic Air Separator and the BioReactor. The functionality is described, but the resources they deal with are totally hidden: The Circular Intake pulls in outside atmosphere and filters out everything except Oxygen, and then feeds that into the Cryogenic Air Separator. The Cryogenic Air Separator takes that Oxygen and converts it into compressed O2, and then feeds that into the BioReactor The BioReactor takes in the compressed O2, Sludge and Ore (stock Ore), and produces more LifeSupport as output than was taken in as Sludge. All of the active parts also need EC to operate. Experiments and Parts All crewed parts automatically have enough life support for 3 days with a full crew. If you don’t put a full crew on, the life support will last longer. The Greenhouses, MicroBiome, AlgaeHouse and BioReactor all need some experiments to be run before they will work. The experiment needs to be run in the biome where the parts are working. The greenhouses need to have the experiment: BSS-1 (Biological Systems Study-1) to be run The AlgaeHouse and BioReactor need the experiment BSS-G (Biological Systems Study-Goo) The BioReactor needs the Biosphere Containment Study experiment run Operation Info There are three way of seeing the status of the life support systems: Toolbar Button Status Display window shown by clicking the toolbar button Right-click menu on parts Toolbar Button The toolbar will change color depending on the status of the worst off craft Green - All craft have sufficient LifeSupport Yellow - At least one craft has less than three days of life support available Red - At least one crat has less than 1 day of life support remaining Status Display Window The Status Display window shows the current status of all vessels with crew on-board, depending on the mode the Life Support mod is currently in: Classic - Shows the name of the vessel, where it is, how much crew is there and how many days of LifeSupport remains Improved - Added the ability to show how much OrganicSlurry the rate at which the vessel is able to process it, and how much time will take to process it. The window is expandable by clicking the double-arrow button at the lower-right of the screen. Enhanced - Added Sludge to the window Extreme - No changes beyond the Enhanced Right-Click Menu The right-click menu shows the the current status of status of the life support for the part. Currently there are several Status LS system can be in (note that the CAUTION, Warning! and Danger! have not yet been updated to the following): Pod Standby - No demand for LS and no resources consumed. Life Support tag for days / hours of LS remaining is hidden. Active - Demand for LS and resources consumed. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Visor - Kerbal on EVA breathing outside air decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again (fixing). Intake Air - Pod using air intakes to provide O2 to crew - decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again. CAUTION - Less than 3 days pod or 1/2 to 1 hour EVA of LS remaining. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Warning! - Less than 1 days pod or 1/2 hour EVA of LS Danger! - LS at 0, remaining Kerbals will start dying if immediate action not taken. Life Support tag for days / hours of LS remaining will read 0. There is a setting to prevent Kerbals from dying. Each unit of Life-Support should provide 1 Kerbin Day (6 hours) of Life support for 1 Kerbal. In Career and Science game modes this goes up and down based on Tech tree. Tech Tree All parts are included in a new branch of the stock tech tree. This branch appears at the bottom of the screen when you are displaying the tech tree. The Community Tech Tree is also supported Settings The settings page uses the stock settings page, to get to it, hit Escape, select Settings, click the Difficulty Options button, and then click the IFI Life Support button in the left column. There are two columns on the settings page. The first column selects the mode which you want the mod to operate in, one of Basic, Improved, Advanced or Extreme. The second column has the various adjustable values for the mod. At the top of the column you will see four toggles: Easy, Normal, Moderate and Hard. Selecting one of these will set all the values below to the defaults for that difficulty level. These levels are automatically set when you create a new game based on the game difficulty, these are here to make it easy to switch the mod between the different levels. Below the toggles are sliders for the various multipliers. LS rate per day Breathable Atmo pressure (min allowed) Min. Intake Air Atmo Pressure Breathable Homeworld Atmo adj, reduces the LS usage when on the homeworld Breathable Atmo adj, reduces the LS usage when on a planet with Oxygen Low EC Adj, when not enough EC, LS usage is increased Mod uses the time as set in settings menu so it will track 6 or 24 hour days depending on setting in main menu. Days remaining on RT click menu are accurate based on this setting. Only change in mod is that if not using kerbin time each Kerbal requires 4 units of LS per day. The following diagram shows the interactions between the different modules: New Parts
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