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iLikeGothMommys

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  1. Hey those are placeholder files as I restructured between versions 1.1 & 1.2. The files are organized in the folders. I didn't want the mod to break for people who didnt fully uninstall & reinstall.
  2. @Flamey_End_UpHey, welcome to the forums! The forums are completely glitched right now, but what is happening in your game? This is its own mod that is separated from Tourism Plus, it's not really recommended for them to be used together. I've been doing lots of ferry contracts in my personal save without any issue. I will be glad to investigate to see what is happening on your end though. If you are using Tourism Plus as well, please make sure you are not doing a ferry contract for Tourism Plus and mistaking it for one of mine. The contract has a duration requirement once you dock them with the hotel, are you letting them stay their entire duration? @Jeffery KermanThanks, yeah haha I received a lot of suggestions on reddit. I love all feedback, my goal is to make the ultimate tourism mod! I'm currently working on 1.3 right now, I have a few ideas I'm working on. The main one is to add late-game contracts for large groups, of tourists that want to travel interplanetary, that way players will still have an incentive to do interplanetary the standard contracts as well, along with interplanetary hotels. I'm thinking something along the lines of after 5 hotels are built you will unlock large group interplanetary tourism.
  3. I have a mining colony on minmus that mines minerals & converts them into fertilizer. On this mining colony I have a logistics center. The minerals get pushed fine through to planetary logistics, but not fertilizer. What could be causing this? My fertilizer is over half-full. edit: issue resolved, MKS only pushes at 75% load.
  4. Currently it does not have any integration with Kerbal Health. That is something I can look into though
  5. @Alpha188@DVQuillhttps://github.com/iLikeGothMommys/TourismOverhaul/releases/tag/Release1.2PreRelease Here is a link, sorry for the delay. I decided to merge this with the 1.2 release. Balancing the new contracts in 1.2 is taking a bit longer than expected so I posted a pre-release to GitHub with the new name system & a bug fix. If you try this let me know your results
  6. @Alpha188@DVQuill I have created a fix that instead of randomly selecting a name from a large list of names, it will instead select a random prefix + suffix and combine them to generate a first name. I am doing some testing to make sure everything is functioning well & will upload a patch tonight. I am noticing much better loading times with this method.
  7. Kerbals that are alive before the mod still get assigned a birthday, and if you would like you can adjust their age in the debug menu & it will backdate the birthday accordingly. In my personal save I used the ribbons from final-frontier to try and best guess when the Kerbal was added to my roster. I wanted to make the mod automatically assign age based off when kerbals were added to the roster but KSP does not keep track of any date related stats. It is kerbals who died before the mod was installed that get an unknown birthday.
  8. Thank you, another user pointed out yesterday the issue with the requirements. This way because I used the return from kerbin/mun text as a placeholder in development but forgot to adjust it after setting the proper requirements. It is most likely showing the requirement not as met because one of the child requirements is a random number generator has to generate a specific number to send the contract. TouristCount is in Attraction.cfg (GameData/ContractPacks/Tourism Overhaul) (I had the config title in my previous message, but not the path. Added that for extra context if needed). I will look at the "send kerbal to a escape trajectory out of the sun" and see if I can modify it to make it appear slightly less. Yes, you can change how many contracts it sends you. You will need to edit TourismOverhaul.cfg Adjust "maxSimultaneous = 4" to your liking. The default is 4.
  9. Kerbals Get OLD! - Adds an Aging Mechanic to KSP Kerbals will now grow old & die. This mod adds a new GUI with a calender icon to the toolbar. Click the calender to view a list of your kerbals and their ages. Fully configurable via in-game settings. You can also edit Kerbals in-game to change their current age so you can properly age up Kerbals that existed before the mod was installed. __________ New Kerbals will randomly start with an age between 23 & 38 By default once kerbals get between the ages of 305 to 330 they will die on a random year. Kerbals also have a 1/25 chance of being blessed. If a Kerbal is blessed they will live up to an extra 50 years past 330. When a Kerbal is within 10 years of death their name color will change to yellow in the GUI. If they are within 4 years of death their name will change to red. It also shows a kerbals date of birth. If a Kerbal was born before Y1 their date of birth will be labeled as "Yxx B.S.C. Day XX", B.S.C. stands for "Before Space Center". __________ This mod is fully compatible with DeepFreeze. Freezing kerbals will stop them from aging. Kerbals who died before the mod was installed will have their birth-date & death-date labeled as UNKNOWN in the deceased menu. DOWNLOADS GITHUB SPACEDOCK CKAN RELEASE 1.1 NOTES
  10. That's good. I have a theory on what could be causing the long loading times. The way I got the random names to display BEFORE the contracts were accepted (to keep it similar to stock) was by having every possible Kerbal name in a list & letting it select randomly from that list. I believe that list being extremely long is what extends the loading times. I am looking at developing a new system that goes around that. But the longer loading should be only when you start the game initially and no other times. How much extra time does it add to your game? I am running mine on an SSD and only noticed an extra 20 seconds or so when testing. EDIT: I tested this theory. I removed a bunch of the names from the list & the game loaded faster. I will work on a workaround.
  11. Very odd. I will investigate this. I haven't received this report from anyone else so I am not sure what could be causing this. I tried downloading any mod that I saw in @Alpha188s log that could potentially cause a conflict but I was unable to replicate this on my system. @DVQuill could you post your log?
  12. Yes! If you edit "touristCount = Random(10, 35)" in attraction.cfg it will change how many tourists are generated. 10 is the minimum amount and 35 is the maximum. Adjust these numbers to your liking If you edit the "minCapacity" variable in OpenInvestor.cfg it will let you change how big the hotels are required to be. And thanks lol
  13. I love this mod, but for some reason around Slate there is a weird texture overlay that looks like it moves across the surface. Here is what I mean. Any ideas what could cause this? I'm using Parallax continued https://www.youtube.com/watch?v=X_tuY0znCLU
  14. Hello, I love this mod and have been using it for a long time mostly bug free. I've ran into an issue recently, whenever my Kerbals swap vessels to a vessel without supplies it immediately is killing them. For example on my Duna base, whenever a kerbal enters the surface vehicle they immediately die due to lack of resources. Any idea what could be causing this?
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