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Cdr_Zeta

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Everything posted by Cdr_Zeta

  1. Greetings, I am streaming Tac Life Recycler value checks and changes and microbiome resource process activation ! Cmdr Zeta
  2. Greetings, So I been lookin at part model building; doable but complicated. I gonna go ahead and use MKS/USI parts for my process containers (for now). I have my multi-process generator...the first stage of waste recycling is done...now that I have core processes in place the rest shouldnt take too long. I may have a time issue coming up; I will be around but if I suddenly am not around, just know I will be back at some point. My time will be such that I may not have much time before spring hits and I am gonna have a crapload of stuff to do; I wanna play this game ! At least just reporting resources are in place; stock scanning is sufficient and needs some tweaking; resources processes are being imported (I spent several weeks gettng the resource game built and it is already done !). I do not use USI for main resource processing; I will have a flow chart on my website soon; even I am getting lost in it ! I need to get my drills working, maybe load up part of OPM; get the weather in place, and I am good to go ! Commander Zeta
  3. Greetings, So I am workin on MKS part model cfg files. I am hoping to restrict my process and storage data to a select few part models; ones that are generally included in the entire USI set of kolonization; I may make a MOD out of it now that the Creative Commons License seems to allow this. One would have duplicate part models with different names; confusing; yep; unless one uses MKS part models for my entire resource processing routines; which was my original design. What is odd is that I would have a separate download of similar parts of a similar MOD; I dont know when and if this would happen, but since I seem to have figured it out, and all that is sent with the MODS is a copy of this Creative Commons License I should be good to go as it covers all previous MOD owner restrictions of use. So we shall see. I hope to get to the other couple of storage/processing part models tonite; maybe no one is interested in getting into my part model contest for my processes; too bad. I do look to the 'small modder' and unknown modders out there; there are a few and should be recognized ! I will try to get into some part model building tonite ! Commander Zeta
  4. Hello, Ya I know who'da thunk FSFuelSwitch is used everywhere in other peoples' mods ! And I agree and understand the reasoning. Cmdr Zeta
  5. Greetings, I need some clarification ! Concerning version of FSFuelSwitch, FSMeshSwitch and FSTextureSwitch, FSTextureSwitch2 made by Snjo, are these routines buried inside the Firespitter DLL ? I used to use Interstellar Fuel Switch and with modders taking mods and doing things with them and redownloading them with socalled improvements is really confusing. I always try to go with the original author of a MOD to give credit where it is due, and if a MOD is not being updated for whatever reason, to the next modder inline given permission to do updates and/or improvements to it. The other problem is mods out there that have had changes done to them (even tho given permission due to free licensing etc as long as the product is kept free and not included in ANY product that charges money for it's own product), and not knowing whether or not the mod has a recent update history; meaning players (like me) go back through countless pages of searches to find the original MOD to see what is up with it ! It just serves my dedication to promote a good MOD written by the original author ! I looked everywhere for the MOD FSFuelSwitch and couldnt find it (because I had InterstellarFuelSwitch andFSFuelSwitch being used together; not that that cant be done). It was also used in the Umbra Space Industries parts when I discovered it early on but there was no mention (as I recall) that this routine was embedded into Firespitter.DLL; just that the MOD was a dependency. To make matters worse now I find there is no licensing information in any of the Umbra Space Industries downloads; none of this is your fault. Another question is, if players only use a much used part of a DLL, why not make it a seperate DLL for FSFuelSwitch (of FSFuelSwitch, FSMeshSwitch and FSTextureSwitch, FSTextureSwitch2) ? I dont use Firespitter as I am not a plane player in KSP; but I do use this switch ! Any comments? Commander Zeta
  6. Greetings, I finally found a way to import all my resource settings !!! HooAh for Moi Ha Ha !!! Smartly that is !!! Check my streams if yer interested... So now I can update all my processes to the new versions of MODS. Next week ... part model building to house them ! Commander Zeta
  7. Hello, So I am gonna try some more resource cfg coding tonite; hopefully I make some progress, but some of it will be historical in nature. Commander Zeta
  8. Hello, Now it is funny you mention that; I recall AMD processeors ans systems are not as memory-happy as Intel systems; for all I know Intel uses OGL better; I know it is a graphics app but there is still other code linkage that may handle things quicker in this aspect. Also I read Intel/Radeon cards...NOT Intel/NVidia ! (I think !) Commander Zeta
  9. Hello, I dont want someone to make a part MOD unless it is part of this contest; and yes I feel it is an 'actual challenge'; there is a winner here even though anyone entering is a winner; it would also be a challenge if someone had to make a few part models for me by the end of next week for my resource processes, as the winner of the winners would have their parts be in my KSP Universe; and since I live stream my KSP gameplay, that means visibility; it's a win-win challenge. Commander Zeta
  10. Hello, OpenGL is not worth the time or trouble; dont use it; move on...this is my opinion and suggestion based on prior experience using lowend graphics; I guess it is still supported; but again I wouldnt use it; I had all kinds of graphics glitches with it. Commander Zeta
  11. Hello, Borroqed the Koylent Maker idea from BIOMASS !? BIOMASS also as an Algae Greenhouse, and in my opinion, for space survival, and reading what algae is best suited for in space, creating oxygen, not food ! BIOMASS algae greenhouse does this; altho I have not looked at the resource rates, the idea is already there. BIOMASS idea for 'koylent' uses BIOMASS as a product to make food. I have not looked at the idea of making food out of algae; does sound interesting tho and algae could have a double use here; maybe a secondary food source. I also look at cryogenic storage of food; right now my long term food storage is MRE's; freeze-dried food. I dont know the shelf life of freeze-dried (?) algae food. Hmm I reread the post; methane-eating bacteria for high protein pellets for salmon food ?! I will take this idea of yours (I also think I read it some where as well I just forgot about it. Growing fish for food; I didnt think if this; DUH ! Maybe Kerbals eat goldfish ! LOL drill for gold and make goldfish, KSP Style ! Commander Zeta
  12. Greetings, I will chime in here as this is my 'BIG' thing: Life Support and Space Survival. I say 'Space Survival' ! Why !? Well I havnt inspected Rover's LS system, which is also a game-play system of kolonization; yet. I did inspect the earlier versions as I was looking at ways to 'process' resources. I also used the 'Kethane' and BIOMASS mods. After inspecting the BIOMASS mod, it seemed to have more difficulty but with resource processing that seemed, and still seems, 'unrealistic'; but game-playable KSP-Style. KSP-Style...converting ORE to Fuel for space ships; getting BIOMASS from waste products and converting it to FOOD; making it longer to process as a means of difficulty (I believe, maybe along with some other resource bits; I dont know I never bothered to inspect the difficulty ratings in the 'CFG's' as they were too hard to read for one (just because I dont use Notepad++) and too much CFG spam as I call it. So I tried to reconfigure BIOMASS on my own, at first with some difficulty (pun!); then I completely removed the difficulty settings and DLL; thank you (!); this method still works. The reason for doing this was that CFG's being altered caused a BIOMASS mod issue otherwise; without the difficulty settings, one can freely modify any of the BIOMASS CFG's to their own liking. Now, instead of BIOMASS to Food, I have about 10 different resources to make food. Also BIOMASS useages of microflora and nutrients are different than mine; I have my own terminology for BIOMASS, microflora, etc; nutrients go to make fertilizer which is part of the 10 nutrients that all go together in the hydroponics Greenhouse. With a brief look at MKS or UKS or USI whatever its called...I saw 'DIRT' added to the Community Resource Project resources (also a USI product); well in my honest opinion, 'DIRT', which is an organic material, cant be readily found in space, and hydropnics without dirt is more efficient, and but more nutrient heavy (and water heavy !); also 'DIRT' is essentially fertilizer (not per se); they also use 'MULCH'; I have not looked at the processes but I do know how to plant potatoes. I found a stickied post on remixing MODS quite by accident; I hope to add my MOD somehow, but in order to do it I would have to use someone else's 'NON-Process' part models to house the resource processes in. I see other people making part models for other modders' resources (and processes) so I know it can be done I just havnt had the time to look at this venture, and next week I plan on trying to make my own kolony buildings to house my resource processing. My resource processing is straight-forward and could use the STOCK resource converter; altho the best way to do this, the STOCK resource converter is very archaic to use; but it 'CAN' be done. As Rover said, Tac-Life is more concerned with limited survival supplies; Kerbals must plan their space stay based on Tac-Life survival rates; which are also unrealistic as far as storage of the resources. I saw the large container hold almost 2 years of water (?); I dont think so; but as far as KSP-Style play it will fly the spaceship. I am retesting the TacLife MOD and had a weird problem with it so I have to go thru some multiple tests with it (I do most of my MOD testing live on Twitch. My KSP website will have better resource FLOW DIAGRAMS at some point, and would be included in any resource MOD I may make out of it. BIOMASS has the greenhouse system and goes a little further for Kerbalnauts to make food in space. All the MODDERS are to be commended in providing a basis for players to expand on the KSP Resource Game. I also started with Kethane; the MOD that started it all in my opinion; the MOD that worked (at the time). Now unfortunately I cant use any of it's converters, or BIOMASS old converters for that matter; this may have to do with Unity update; their really needs to be mass resource conversion; now it seems to be gone. Enter Me ! So there is the RSS or Real Solar System, which I hope to get into at some point, and now the Galactic Naberhood (sp!); so I figured why not realistic resources ! Elements, chemicals, substrate, minerals, stuff that was the start of the resource game, and that I kept and have now re-added all of them back into the CRP (Community Resource Project) resource configs ! And not just those, but many others; raw drillable and scannable resources readily available on planets and moons; everything out there needed to make fertilizer for hydroponics, water for drinking, and oxygen for breathing. Tac Life was, and still is, the best place to start a resource game; I just went further with it having to figure out my own resource processes, and I do it with only 'CFG' files; no C+ Programming !! It is easy but time consuming. It takes a month or more to setup a KSP Resource Game. Good luck figuring it all out; it is part of KSP ! Commander Zeta PS: Wow what a rant ! If I could only make a point in one word: KSP
  13. Greetings, So, I dont have OPM (Outer Planets) in yet, but I am going to do up a stream on resource processing; reprocessing rates. I am gonna get some mods in 105 and try some stuff off the cuff live tonite ! Tac Life, BIOMASS, Kethane, and MKS - all separately at first. I will also load up an old version of KSP with my BIOMASS resource processes. I also would like to recheck TAC Life food/water/O2 useage as last recall O2 is not depleting. Commander Zeta
  14. Hello, Whats a github REPO? It is like an updater? Could be a great alternative to CKAN. Also yes I just have regular notepad; no biggy I just do what I do. I dont change anything; just recopy them back to notepad. I also look at biomes; add resources to BIOMES etc for fine tuning. Commander Zeta
  15. Greetings, I am going to do up a stream ... in a few minutes setting up .... It will DEMO the STOCK resource scanning system (modified by me); I have a few tests to try out; it will be quick down and dirty. I have most if not all my resources setup for planets/moons crust/atmospheres/oceans; I havnt touched OPM yet but it is in the works. The combination scanners/drills will be sorted out and separated later; ie the first drill drills for rock, dirt, substrate, and minerals; other drills are more specific. Both drill reorganization and resource process modifications are in the works for next week, as well as possible part building. Struggling along ... Commander Zeta
  16. Hello, Kool ! I have yet to get to Kerbal Stats etc...workin on resource priorities. This will be fun to work with ! Commander Zeta
  17. Hello, I asked earlier if cfg files were changed and got no response; looks like only karen; but I will update all my cfg's and when I say that I have to convert them to rtf format to the orig cfg files so I can read them; any chance of fixing this in the future so text files are readable? I use Kop alone; no expansion; no rescale KSP; hoep to see OPM in action; tryin it tonite and tryin a live stream later; chekin resources and biomes for OPM ! Commander Zeta
  18. That was the link I was looking for as well...I went to Github and got the latest. Commander Zeta
  19. Hello, Chekin this out ...we have a new modder in town ! Commander Zeta
  20. Hello, Keep the ideas goin ... I dont think the stupid/courage indicators fluctuate??? Distance between Kerbalnauts definitely a factor...resources low or hi...no comms periods...they could use more resources when goin crazy. Commander Zeta
  21. Hello, Doesnt the stock G-meter be buggy? I jumps around really bad. Cmdr Zeta
  22. Hello, I may try my hand at building kolony modules - not of the inflatable kind, and stream my work next week but dont count on anything it is just for fun and learning ! Cmdr Zeta
  23. Hello, I am using this MOD with my own resource processes...thank you FASA ! Cmdr Zeta
  24. I am takin a look at it, not dev-wise. player-wise maybe cfg files can be altered to make it work for my own resource game. Cmdr Zeta
  25. Greetings Baha ! So can you update the Baha Drills ! I am not desperate for those models but yeah they look much better than stock. For some reason, and I havnt done any troubleshooting yet, the drills are deploying out of the VAB, and they dont work as is (that part I havnt looked at yet either); just wondering if you are updating them (?) cause I am a usin 'em ! I am chekin out this MOD...glad to see you aboard still ! Commander Zeta
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