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GokouZWAR

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Everything posted by GokouZWAR

  1. They can be if your settings are set right. set the effectsVets to 0 from 1 and they aren't affected by supplies or hab.. Can you elaborate on this? I saw the colony stats screen and the three numbers and only one was going up...but what do you need to do to make the colony have no hab limits? Just get those numbers up? How do you affect the different numbers and what do they do? Or are you just referring to expanding and making it bigger over construction of new parts or does it just grow without doing anything?
  2. I'm kind of at the point of disabling the hab until its flushed out a bit. I like the idea but its still kind of early in development. I think it could be pretty good as well. I still like my idea of buffing kerbals using the courage skill level as a base and the various SOI changes, landing on the planet, maybe even a boost when orbit is achieved as well around a new planet. Kerbals get excited! Maybe not call it "habitation" but maybe "Morale". A bigger place would give them bigger morale boosts. The concept is still there but it makes more sense and would explain why changing ships and going places would reset the level. If you moved from a tiny cramped place into a bigger ship, your morale would go up too...
  3. So I read over some of the stuff and was wondering if a "longing for space" buff for kerbals sitting in the KSC doing nothing for the program was considered? Those kerbals would be excited to go into space and would get a head start by having a buff to allow for the longer journeys to the edges of the system. Maybe even a buff to tell the kerbals at the KSC that they are going further out. Also expanding on this, kerbals with a higher courage score would also buff faster than ones with a lower courage score (fear factor). That buff would drop to 0 over time of course but it would allow them a head start for their mission and the higher courage kerbals would see a much slower reduction of that buff than a non courage kerbal. Maybe even the highest courage kerbals would barely be affected by cramped quarters for extended missions because they're just that badass.. but the scare kerbals might not want to even be in the ship for a few days without something to take their mind off what they're doing (high hab buffing parts) We've been missing a reason for getting high courage kerbals this might give that skill a purpose like EL gave purpose to the stupidity skill. Those kerbals with a higher courage skill could do a few things for the crew and the hab level degradation as well, for instance with a high courage kerbal on board he could give pep talks to the lower courage crew members making the overall hab level drop slower than a ship full of scared kerbals. Or it could affect only his own level of degradation where he can last longer in the ship as a whole before he goes off and "pouts" and turns into a tourist. This way kerbals who are scared could be thrown in the smaller capsules for shorter missions and not be a big deal but the higher courage rates kerbals could be sent off to the remote edges of the system in a less "habitable condition" and still be ok with it to a point knowing they are doing something amazing for kerbal-kind. one other aspect that might be interesting to introduce is an SOI buff for habitation. Whenever they change over to a new SOI they get a burst of habitation (antisipation of arrival) as well as a complete reset of habitation timers if they actually set foot on a planet (for the first time only on this mission though) this would allow for getting kerbals to the outer edges by setting up fly bys of other planets and moons as well as actual landings during the missions. might be something to consider or build off of.
  4. Thanks for doing leg work for me, at work right now and couldn't get to it. I appreciate it. I'll take a look.
  5. So where exactly is the post on the forum that covers the details of the habitation mechanics? I thought it would be with the above post but was disappointed when I spent so much time flipping pages looking for it to find nothing but "check the forums" lol. Where exactly IN the forums do we have to check? :/
  6. So is hab fixed now and released or still pending? If pending is there any way to disable hab until it's fixed that we can do to it?
  7. yeah i think we figured out that the default config for 2 was what was causing my station to rip apart and i grabbed the hotfix that was pushed out (33.3), we fixed that but none of the kerbals are happy enough to start working still in 3.8, even after being thrown back into a new ship. At least they don't tear the place up
  8. I will add this just because, I think the whole "wander back to the KSC" thing is really kinda dumb. I really like the old method of just having them become tourists and not work. Its a much bigger penalty then sending them home by way of teleportation and leaving their vehicle abandoned. I really don't care about unoccupied vehicles sometimes and they can be easily terminated if no one is in them to lose. It really dumbs down the mod IMO and doesn't really add value but maybe I'm missing something as to why it was added. Just my 2 cents. They never seem to mean much here tho.
  9. I'm not sure but it appears your 'hardcore' defaults are still enabled in 3.7. I still see habitation and i also have orange suit kerbals going back to the KSC...are they supposed to do that? <edit> i just did a check and its actually version 3.5....so nvm. Also, this wandering back to the KSC is a real awesome exploit. If you want to get your kerbals home for free, just starve them out on purpose. I take supply containers and fill them up then undock them in a nearby orbit. When all the kerbals go home, i reconnect them to the station. I just sent an entire crew of 13 kerbals home for free. Seems to me if they're going to get fed up and go home, shouldn't it be based on the habitation and not the available supplies? I just had bob run back home from his ship around the moon (bob is an orange suit...) and he was -45 days on supplies but still had over 100 days on habitation.
  10. [quote name='taniwha']It looks like "n/a" comes from not being activated. I suspect something may have changed with the animation module. In the meantime, try cycling the activation state.[/QUOTE] I'd like to say "of course that was the first thing I tried" but that would be rude ;) I even installed a brand new freshly made auger (from spare rocket parts) and KAS installed it with no luck. It just doesn't detect there is ore present or something like that even though the orbiting satellite clearly shows it available. What you need to test is dumping rocket parts out, mining more metal ore and converting them on time warp without kethane installed...or even perhaps with karbonite installed (that's what I use). Try it in stock then try with karbonite and see if it breaks with either. The trick is that the ore has to be depleted...
  11. Yea I went to my base on minmus that hadn't been there for some time and I saw NA on the tiny auger but I also had the larger one as well and it also reported NA. I figured that was already depleted since it had been there for several game years already. I don't think it's relates to the auger or the infernal robotics because my larger auger was not connected on a rail (my tiny one was on my Duna vehicle) but the minmus base's tiny auger was not. So far I've not been able to mine any metal ore in 1.0.5. It's all good though because I'm flipping over to the MKS rocket part methods of mining. I'm just scrambling to get some machinery to my bases now before my kerbals all starve...lol.
  12. [quote name='mreadshaw']I've taken a few months off KSP but looking to get back into it now. Just before I stopped this thread had quite a bit going on about requiring kerbals to have extra crew capacity for longer missions. The OP doesn't mention anything about that now though. Is it still a WIP or was it scrapped or moved to one of Roverdude's other awesome mods?[/QUOTE] No, its still going. Theres a minor bug if you let the kerbals run out of supplies...so don't. ;) They turn into permanent tourists...:(
  13. [quote name='Kobymaru']That's a shame, imho it's the best thing since sliced snacks, and it's invaluable in keeping my install up-to date. But anyway, back on topic... How about this: Both the dash-version and the spaces-version is readable by a human. So there's no harm either way, right? How about someone (let's say me) makes a pull request that changes it, and RoverDude just clicks "OK". This way, the CKAN'ers are happy and RoverDude just needs one click. Or is there any other reason why the name of the license can't change? And @qm3ster: Look man, I appreciate what you are trying to do, getting stuff into CKAN is a good thing. But you *really* need to work on communication skills! You can't just pester the dev and blame him and trying to point out that you are right and he is not. That's not helpful. This kind of tone is common in the open source world, but if we reach the Linux Kernel communication culture, this community is doomed. So how about you stop wasting your and the devs time?[/QUOTE] Wouldn't it be simpler to create a string parser that would take spaces and convert them into hyphens when the file is loaded onto his server or something? Seems like there's a lot of time wasted talking to devs that could have been spent on this instead of creating limitations. He wants his product used he should make it user friendly so the users want to use it. In roverdude's case, its not. I don't blame him for not wanting to use it. He does it as a service to his end users which is great, but its easier for him (an imo is just fine with me) to host it on his own site and just notify his mod users of updates on this thread or on his site directly. I'm sure he could code his own CKAN that would work a lot better if given half a chance too...
  14. [quote name='Mynar Moonshadow'] Using the previous version will cause all kinds of exceptions to be thrown. At least it did for me when I tried the same thing while testing. If you can recall what each one was that you hired, it will work for you, certainly. You could even change all of the orange suits to be pilots if you felt like it. However, I will stand by what I said earlier ... give RD a chance to fix whatever is causing the problem. He'll find it and drop a MKS base on it to squish it permanently. Doing a "workaround" to solve your immediate issue is completely legit, but let's not take this too far and assume it will not get fixed pretty fast.~M~[/QUOTE] normally I'd agree but roverdude hasn't said anything yet...he also hasn't been streaming the past few days so i'm thinking he's on a leave for a bit which is fine, he works pretty hard already. Just worries me that with the holiday coming up soon he may not be as into doing development right now and i'm trying to get as much streaming in before next monday when albion online's closed beta starts up again. [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Kershu5']My apologies, Gokou, didn't realize, you're right I should have read. So.. Huh. Permanently. Well if you could, how do I adjust that save file? I don't know what to look for.[/QUOTE] its a couple of posts up on the previous page of what I edited. You'll need to search in the persistant.sfs file for the kerbal's name, then switch the three tags I noted. They're in two separate areas within the file for each kerbal. Once you're done editing it, don't forget to load the game, then do a quick f5 to overwrite the previous quicksave file with the changes. Otherwise the next time you quickload you'll have to do it all over again.
  15. [quote name='Kershu5']One more issue.. I resupplied a base that ran out of food, but the engineers within are still Tourists. ..I don't have to send them home to Kerbin first do I?[/QUOTE] [quote name='Johould']Resupplying the base is supposed to be enough. This thing with tourists seems to be a bug in the latest release or in it's interactions with 1.0.5 (which started recording professions in the save file, instead of computing them from names).[/QUOTE] If you read up above, this is what we've been discussing. Its apparently a known issue. Unfortunatly when this happened to me, (when the kerbals ran out of supplies and turned to tourists) they are permanatly changed to tourists. I've done some hacking to my save file to restore them back to "normal" again, but unless you know what they were prior and you're comfortable working in your save file by hand, your best bet is to wait until a fix is in place or don't let your kerbals run out of supplies.
  16. [quote name='Netoen']taniwha: here you go, Bob Kerman of course should be not stupid (33%) so productivity of 0 is kinda odd. [/QUOTE] Bob kerman is a scientist...so his productivity is 0 unless you have a 5 star engineer in the ship then you get productivity from him.
  17. [quote name='taniwha'][B]GokouZWAR[/B]: Ah, sorry, I missed the bit about ore. That is something I didn't test: mining via stock (just plain forgot as I prefer Kethane's mechanics). I'll take a look at it when I get a chance (on the sooner side: I'm preparing for a Duna expidition).[/QUOTE] So will it matter how far away I drive now? I basically depleted the entire planet of Duna of all its metalOre?
  18. ok so after reading over what you mentioned above, i went into my save file and modified the information type = Crew trait = Engineer I also saw IsGrouchy = True which i changed to false as well. This apparently has worked perfectly, because now she's back to engineer status. :) Are there any other places I should modify?
  19. [quote name='Mynar Moonshadow']Rolling back USI-LS to 0.1.5 in KSP 1.0.5 will not work. Give Rover a chance to look into it and get a fix out. He has been made aware and I logged the issue into Github already. ~M~[/QUOTE] Ok no sweat. I've already rolled back to 1.5, but if it won't make a diff i'll put it back to "1.6" and roll with it. We did confirm this is merely a VISUAL problem right? These kerbals are not ACTUALLY being registered as tourists are they? Should I hold off on doing anything with these kerbals as far as returning them to the KSC or should i leave them in the field until the fix? Can I suggest that we put a auto fixing thing in there that'll update kerbals in existance if they're supplied (or should be) that'll find tourist kerbals and switch them back to their correct job?
  20. [quote name='taniwha'] What I do: [LIST=1] [*]I always have the mallet in slot 1 of my inventory..[/QUOTE] [/LIST] That's probably the issue...I'm using the screwdriver not the mallet. What about the ore usage issue I reported? I've been trying to find more ore and I drove my broken rover nearly 26km away to a spot that was "supposed" to have a higher concentration of metalOre, but it still just shows N/A on the auger...I even tried building a new auger and equipping it with no luck...:( [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='sardia']I've tried that, and it works fine except that it eats my rcs, mono tank and a probe core, minimum every time. So it's only worth it to do that for huge wrecks. I'm just trying to recycle some old parts that are docked to my orbital yard. You know, empty tanks, old engines, decouplers etc etc. I have this inefficient technique where I place it by the recycler, and push it in. Then I quickly reverse in EVA, and hope I don't have to use my quick save. It works, but I was just wondering if there was a better way.[/QUOTE] I built me a ship that has a claw on it, and I run around with that grabbing parts out of space and bringing them near the recycler, then releasing them. Float away a bit, turn on the recycler...done. Use an engine as well as a really large reaction wheel to reduce the need for RCS fuels. Keep the RCS around in case you have a larger item that needs recycling...in those cases, i'll install a verner or RCS block on the end of the object to "assist" with turning. I also installed a robot arm using infernal robotics one time to grab parts out of space and then bring them into the recycler...just be careful to remember to release it before recycling... :)
  21. [quote name='Mynar Moonshadow']GokouZWAR mentioned over in the MKS thread his issue of non orange suits being returned as tourists on Kerbin instead of returning to their original professions. I decided to test it out and it seems to be an issue with the latest USI-LS, so I posting the details here. So far, I have verified his report with on 1.0.5.1028 with only hyperedit and USI-LS installed. I want to do some additional testing but what I have observed so far: One orange suit in a cupola, 4 in a Hitchhiker, small supply pack. Hyperedit to 1mil orbit, zoom around for 50 days. I only saw 3 messages pop up for quit working instead of 4, but figured it was just me missing it during time warp. Checked the crew report in the map screen and it shows 3 tourists and 1 engineer. Return to Kerbin, 3 messages that folks have returned to work at 50KM, landed and recovered. 3 of the 4 kerbals remained tourists, with 1 remaining as an engineer. Quit and restarted KSP, they still are tourists. I see nothing in the log files that gives any information. Going to run another test or two and clean out my log files in the off chance it catches something. I'll open a Github issue in a bit. Second test with 8 kerbal in hitchhikers, 7/8 become tourists. The one that did not change was the one that tossed the rest of the supplies out of the airlock. ~M~[/QUOTE] Try replicating with 2 orange suits and 2 grey suits. Its possible the one i had that "would" have been a tourist in your test was the second orange suit but i wouldn't have seen it. I'm going to test if rolling back to version 1.5 (the old version before 1.4 aka 1.6) will fix the issue. [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='GokouZWAR']Try replicating with 2 orange suits and 2 grey suits. Its possible the one i had that "would" have been a tourist in your test was the second orange suit but i wouldn't have seen it. I'm going to test if rolling back to version 1.5 (the old version before 1.4 aka 1.6) will fix the issue.[/QUOTE] Rolled back to 1.5, the save i have only has them already landed. I'm going to have to refly my mission back from duna back to kerbin and see if when they re-enter the atmo they restore their previous jobs. [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Mynar Moonshadow']I didn't even think to check if it was just a visual thing. I looked at the save file and they do have their professions still, along with tour = false. It may well be a glitch in the matrix ... EDIT: Ok, correcton: The type = crew does change from tourist back to crew. The Trait = Tourist is what is not being updated apparently. I just checked the difference between a quicksave before starving the poor things and the persistence file after recovering the vessel from orbit. I may have been looking at the one that doesn't change previously by mistake instead of checking all 8 of them. ~M~[/QUOTE] ohhh kay, so i guess my testing was pointless. You already figured it out...Shoulda read the next page. ;) So, they ARE their jobs (engineer / scientist / pilot) as far as the game is concerned just the job type didn't get updated and its entirely a visual issue, not a functional one? I guess the next question is, is it a 1.4 thing or a 1.0.5 (base kerbal game) thing? rolling back to 1.0.4 on KSP, will that resolve it for now?
  22. Try this tutorial: http://forum.kerbalspaceprogram.com/threads/59545?p=1692681&viewfull=1#post1692681
  23. Don't have them in the vehicle you're recycling. I use automated controllers to move ships into the recycler, or I position the ship in front of the recycler, then EVA the kerbal out of it and then turn on the recycler when they're clear.
  24. I have a similar problem. The survey spikes haven't been able to attach to the ground and they slowly fall over and eventually blow up because of it. Is there some special method needed to make these permanently attached? Second problem, i was mining metalOre from the ground using the tiny auger and i kept mining ores, i received a message that said something to the effect of 100% depleated or something...i thought at first it was a stock ore thing (i was mining a lot of different items) but now all of a sudden i have "N/A" whenever i use the tiny auger. Is the AUGER broken, or do i need to relocate to find more metalore? I am not use kethane mod, just Karbonite.
  25. Is it supposed to not count scientists and pilot's "productivity" toward the entire vessel? I have a productivity of 7.9 or so with an engineer in it, (zero of course with no engineer), but whenever i pull out the pilots and scientists, the productivity remains the same. the same as if a scientist or pilot is in there with the engineer. I thought it was supposed to give something and drop something based on the stupidity level of all kerbals regardless of class?
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