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Ari

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Posts posted by Ari

  1. 22 minutes ago, StarCrusher96 said:

    Sorry, there is no support to undo KSS_basic features. It’s too complicated. The stock changes are the fundamentals of KSS and if you dont want the stock changes, than dont use KSS.

    Thats a shame, maybe one day it could be possible to release a version that has its own separate modular star systems, but like you said, that sounds like a lot of work so I won't bother you with it. 

    Do you know of any other star system mods I could add that are stand-alone?

  2. 53 minutes ago, Blazing Sun said:

    I seem to be having a bit of a problem. I've been using IR for awhile, but after a few updates (I'm playing 1.3.1 now), it seems that the parts are just kind of... there. I can't control them at all anymore, even on existing craft that I had before the updates. Do I just have to wait for an update of IR, or is there some other fix?

    Just try reinstalling, none of the parts were even showing up for me and I reinstalled now it works fine...

  3. I was wondering if I could get a little help from the people that are quite good with the EVE system, I've been tinkering around for a while making this config, just to test out to see if stuff worked. I converted a couple of textures to .DDS in photoshop and wrote a little config giving commands for a Kerbin Cloudlayer and the volumetric clouds (I may have borrowed a little code from SVE) super simple but for the life of me I can't figure out where I went wrong. I'm sure its one of those stupid errors that only somebody else can point out so I've built in the config and there is a link to the mod file below.

    Link to mod test file: https://drive.google.com/drive/u/2/folders/1OO4JBrM63L9A1qW41SSNB6FW8-uIfyT6

    Where in te config did I go wrong? 

    Spoiler

    EVE_CLOUDS
    {
        OBJECT
        {
            name = Kerbin_MainLayer
            body = Kerbin
            altitude = 10000
            speed = 0,30,0
            detailSpeed = 0,800,0
            settings
            {
                _DetailScale = 20
                _DistFadeVert = 3.99999E-05
                _Color = 255,255,230,300
                _DetailDist = 2E-06
                _MainTex
                }
                    value = testpack/Textures/cloudset1
                }
                DetailTex
                }
                    value = testpack/Textures/detail1
                }
            }
            layer2D
            {
                macroCloudMaterial
                {
                        _FalloffScale = 10
                    _RimDist = 0.001
                    _FalloffPow = 0.7
                    _InvFade = 0.02
                }
                shadowMaterial
                {
                    _ShadowFactor = 0.50
                }
            }
            layerVolume
            {
                area = 15000,3
                noiseScale = 1.2,1.2,90
                followDetail = True
                size = 4000,2
                rotationSpeed = 0.0010000001
                particleMaterial
                {
                    _Tex = testpack/Textures/Particles/rgb
                    _BumpMap = testpack/Textures/Particles/particle_NRM
                    _LightScatter = 0.55
                    _MinLight = 0.0
                    _InvFade = 0.008
                }
            }
        }
    }    

     
     

     

  4. 6 hours ago, Stone Blue said:

    @Ari While I'm sure your enthusiasm for the mod is MUCH appreciated, its usually bad forum etiquette to copy/include whole posts, or non-relevant sections of posts, and images, unless those sections of said posts, or images, are directly relevant to *your* post...

    Easy edit is just to delete the quote... you can always tag a specific person, if you want to direct your post to them... ie @Galileo would probably have worked in this case, instead of quoting/copying the *whole* OP :wink:

    Also, might want to watch the language... theres forum rules inplace for that, as there are many teenage minors on the forum... ie as young as 13yrs old. :wink:

    3

    Sorry about that! Although I'm not sure ***damn is an inappropriate word for 13-year-olds? I might be wrong but...

  5. 6 hours ago, Gameslinx said:

    What issues?

    Also please don't quote the entire OP.

    Sorry about that, new around here! I mean often collision issues or just bugs in lighting or whatever can occur because of Kopernicus I think. Mostly just general unpolishedness is what I'm referring to.

  6. On 10/17/2017 at 4:35 AM, Gameslinx said:

     

    Welcome to the Official Release thread for After Kerbin.

    After Kerbin is based on the Stock solar system, but 4 billion years into the future, adding highly detailed and intuitive planets to your game.

    We are in the process of setting up a DMP server. Spread the word!

    Overview:

    • This mod aims to add a completely new adventure as you begin on Duna (which has Kerbin's properties for ease) and explore and uncover the secrets of the future stock planets.
    • This mod adds highly detailed, 4k planets, each come with their own EVE and Scatterer configurations. 
    • Every single planet and moon has been adjusted and changed. Even Jool.
    • All planets have been tested and I have made sure both rockets and spaceplanes can function on each of them.

    System Requirements:

    • 5GB of RAM
    • KSP 64 bit

    UjDNjlc.png

    stgwx7s.png fHIa0NA.png

    Donations are never asked for, but always appreciated! Help buy me another pizza if you enjoy the mod :) 

     

    "Only during the last breath of life does the mind truly understand how lonely a species really is. Floating. In the dark. Guarded by nothing but the very nemesis which plagues the planet - loneliness, darkness, death." - Source Unknown, Year 7510, Solitude.

     

    FAQ:

    Is this planet mod compatible with present day mods?

    • Yep! Even the visual mods will work together (they didn't with my previous planet mod), meaning you can install nearly any planet mod except those that also replace the home planet.

    How much RAM do I need for this mod?

    • It varies. I recommend around 5GB at least. If you struggle, lower your texture quality.

     

     

     

    This mod follows the CC-BY-NC-ND licence.

    Thank you for downloading!

     

    Special thanks to @JadeOfMaar for the sunflare!

    We have a DMP server!

     

    Wow, this actually looks pretty amazing for a planet pack! I'll try it out, does it have any of the issues that all the others seem to face.

  7. On 4/28/2015 at 3:37 AM, RoverDude said:

    So I have been considering over the past month or two the creation of a life support system tailored to fit in with the USI mods, and also bring together some the bits I like about other mods already on the market, and add a few of my own tweaks, etc.

    This is pretty much my interpretation of how, if I were to go buy Kerbal in a store, I would expect a stock-ish life support system to work. I've been playing with it and minus a few refinements am very happy with the result.

    With that, I am pleased to introduce USI Life Support.

    IO1fsne.png

    n7QWMRG.png

    Basic overview stuff.

    Mechanics wise, it's pretty simple.

    Kerbals require supplies. Kerbals also require EC. these are both on the same timer, so I just check supplies for the status window. When Kerbals are done consuming supplies, leftovers, scraps, and 'anything else' is either tossed overboard, or (if storage is available) tossed into a 'mulcher'. The resulting organic slurry is called 'mulch' and can be used to feed greenhouses, etc. at the player's discretion (or in the case of MKS, converted into Organics at varying levels of efficiency).

    15 days out, the visuals go yellow (sorry, no auto-warp-slowdown-thingie, use KAC). When supplies run out, things go into the red. If you leave them unsupplied for 15 days...

    well, they just say 'screw it', get grouchy, and quit.

    They are still in the pod. they still take up a seat. But they can't fly, can't EVA, and essentially do the Kerbal equivelant of spinning around in their office chairs, refusing to work, until resupplied. This is a design consideration in that all of us, at least once, has just flat out done goofed, and lost a whole colony of Kerbals via glich or other sadness. Yes, death/despawn will be an option. Not the default one tho. Mechanics wise, they are transformed into tourists, as they are essentially on a self-imposed vacation :wink:

    Once resupplied, they are happy as clams and will return to work.

    While on EVA, they will not quit. But if they are brought back aboard a ship and have been starved (and can't find a hot meal waiting) they will promptly go in strike, and begin their self imposed vacation immediately.

    Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome. This always gives a player (especially a new one) an 'out' to test out a manned mission before actually committing your other kerbals, etc. to a horrible fate of snack deprivation.

    Yes, it's a bit more 'Kerbal' than TAC-LS, but also a lot more predictable and with harder consequences than 'Snacks'. It does, however, feel 'right' (at least to me) from a design standpoint.

    Parts wise: Three inline storage compartments.

    No extra recyclers needed. No resourced added to pods (the 15 day window covers all of the Kerbin SOI so no point). No random contracts.

    MKS/OKS Changes

    MKS wise, closed loop just got a lot harder/more interesting (depending on your point of view).

    The old C3 (now renamed to the Pioneer Module) will have a basic mulcher and greenhouse and can do recycling at 50% efficiency for up to four Kerbals.

    Kerbitats operate at 75% efficiency.

    Mk-IV modules (once released) will operate at 90% efficiency off-world, 100% efficiency on the surface (pulling in of local material is inferred, no extra drills required).

    Supplies come from organics. Organics come either from mulched supply waste, or from a combo of water/substrate. So surface bases are easier to get to self sufficiency - if they are on water/substrate deposits. Orbital will always be a pain - so you will need to fly up fresh organics or keep large stores. And since organics creation is not tied to the life support loop, building large surface farms is also pretty easy now.

    Dealing with hungry Kerbals

    So you can do some very interesting things. Run a command pod to dock reviving supplies/snacks to a starved out colony ship. Use one of your orange-suits to lead a mission and conserve supplies. Note that Kerbals are pretty damn aggressive about getting their snacks - the only way to lock them out of the biscuit tin is to click that little feed button by the resource on a part (same way we reserve some battery power for a probe).

    Note that a Kerbal about to starve (i.e. no supplies for 15 days) will in fact happily break open said biscuit tin. witty screen message included :wink:

    Design side note:

    So 'Mulch'.

    Waste was used, and too generic. And I wanted something that showed that the stuff was kinda useful, not edible, and felt more 'kerbal' (and less like poo!) if that makes sense.

    The idea of Kerbals tossing all of the spare bits and scraps into a contraption and getting out a semi-useful generic organic slurry had a certain appeal, hence the abstracted mulchers and mulch resource.

    The resource itself is just 'supplies' and has the visual representation of a translucent, semi-rounded green cube. What are they? Well... leave that to the imagination. But the labeling will read 'N.O.M.S. - (Nutritional Organic Meal Substitute)' on the tins

    LICENSE:

    Configuration files and code are licensed under the GPL v3 license.

    Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely :)

    DOWNLOAD:

    Get it at the GitHub Repo!

    https://github.com/BobPalmer/USI-LS/releases

    This plus B9 is golden!

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