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BetaguyGZT

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Everything posted by BetaguyGZT

  1. Heya @akron, some of the parts don't function using your current (-ish .. within the past couple of days) Development build. Are you aware of this, and are there fixes incoming -- or is it likely something on MY end?
  2. And I suppose a box of doughnuts and cups of coffee as a sacrifice to the video game overlords ...
  3. Hiya @akron! Everything good for the latest game version? I've finally bought it and gonna install mods again, and I can't live without yours.
  4. I can not [bleeping] wait. Seriously, which leg do I have to give up in order to have this loveliness? It looks frigging AMAZING.
  5. No worries, and totally understandable. It's quite complicated and I broke things down into manageable ratios to make the conversions much easier to deal with. I'll be happy to pass along the sources to my version of the mod, if you like. If I recall correctly, I was working on removing dependencies to other mods and future-proofing, as well as making BioMass run purely on KSP Config code only. The trouble I was having was really only the models themselves, getting the emissives to work correctly -- but since I'm unskilled with Unity and modelling in general ... yeah. Stone Blue was taking a look and he couldn't get them to work either.
  6. I was given free reign to do as I needed/wanted when I made the attempt. I assume that the same applies here, bud. Roboto isn't on a lot. RL and all. Go ahead and do whatcha gotta do. Consider it CC-SA. That's what I was operating under.
  7. With my sincere blessings as well. I'm in College and unable to devote the time needed that this mod really deserved. I took a scripting-based approach and it didn't pan out, as such things sometimes go. @linuxgurugamer is a talented individual, and will be able to get it going the way it deserves.
  8. This is looking FANTASTIC. I can not [bleeping] wait .... I go away for a while, come back, download mods and I find this. Lovely. Simply lovely. We wants the precious!
  9. @ctbram It's working fine with the Community-ported version(s). @ss8913 Any chance of sharing it with the rest of the class?
  10. It's alive. I've made quite a few changes but haven't uploaded anything in a while. I probably should do that just to keep things current. Heh. Tell ya what. I'll give it a test this weekend when I have time (probably tonight sometime) and if all is well I'll upload a new testing release for everyone to play around with. I will likely do the changelog first -- if I can remember everything I've changed. Some stuff that I do remember changing: - Compressors are done, and are actually useful - Removed Kethane generation and use within the mod, as it wasn't relevant to much of anything at the moment - Still tweaking the CO2 -> Oxygen conversion rates from the Modules. I'm not happy with how little they are producing, and I need to actually do some real-world research to get solid numbers - Models are still wonky. I need to install Unity & the Autodesk stuff to fix 'em myself. No big deal, just have to find the time to actually do it. I'm a College Student, after all. - The code itself now works fine on 1.2 versions of KSP. Lots of changes with TAC-LS code that had to be done to get things working again. I'm playing around with using stock converter code to see if I can eliminate TAC-LS as a dependency.
  11. Yes indeed, that's what it means. I've written for two games. Nothing to it at all. BioMass seems to be at a good lull right now, so I've got time to write. PM me with how you'd like to proceed, and we'll go from there.
  12. Ideas? Oooo .... I have a few. - A shot of Mission Control, with Kerbals doing their "Mission Control" stuff would be kinda neat (probably would be several layers) kinda like what we see on NASA TV. - The Nightly News with Kom Krokaw actually doing the news (with a CC text field at the bottom) with a kerbal twist. - A Documentary called "Interesting Things", with our Host ... Korgan Kreebin. He gets a freckle every time he talks (CC at the bottom), and something around him turns to solid gold. - And, of course, "Kosmos" with our Host ... Karl Kagan! The text at the bottom (CC) says stuff that the real Carl Sagan would say, but with a Kerbal twist .. should be good for some laughs. (I can do this all day! )
  13. No worries, I figured out what was wrong and I'm fixing it right now. I needed to use rescaleFactor instead of scale, since it will handle the nodes too. Just need to test what I've done. I would have done this earlier, but you know. Walking Dead, then fell asleep in my chair in front of the TV. Heh.
  14. Looks like I have to fix node attach stuff on the Greenhouses too, due to resizing them. They're the correct size now, but they aren't attaching correctly on top/bottom. Expect another point release tonight. I probably need to check the other parts that I resized as well.
  15. Thanks for the feedback, folks. It'll be applied to the next release. - Concerning the Community Category Kit, I agree. I haven't looked into how to use that yet, but I've seen it in the latest TAC-LS and wondered what that was for; so yes, absolutely. Great idea, thanks. - As for the Kethane bits. We know that Ethane (Methane, etc) products can be made from CO2 via chemistry, and we can get massive amounts of CO2 and Kethane from waste products too .. so, it would appear that using the mod Kethane is a no-brainer. I'll look into that. - Likewise with the Community Tech Tree, and/or just the Tech Tree in general. Right now it's just messed up. Any ideas on how to de-convolute BioMass in general, I'm all ears. And eyes. I seem to have made it more complicated than it should be ... but I'm happy with the efficiencies and the rates of return the modules are producing.
  16. Yep, KethaneGas is a resource the player needs for one of the Compressors ... a necessary component in the steps to create LiquidFuel. Thus the small Storage Tanks that have the capability of storing said Kethane and KethaneGas. The Player will need those too. It's not as simple as just using one part ... BioMass requires Players to use three or more. That's the price of self-sustenance. I really need to make a guide on how to run the new BioMass. I've been sitting here thinking about it, and it's not straightforward at all. Well it is, but it isn't. Hrmph.
  17. Yeah, that's something I was testing before. Might be some bits left over. It might stay, it might not. CLS/SM needs updates to work on KSP 1.2.x. Any help with ModuleAnimateGeneric would be greatly appreciated. @Stone Blue and I were racking our brains trying to figure that one out, between the API and the weirdness with the models themselves.
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