eevenson
-
Posts
46 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by eevenson
-
-
No worries, already found the issue ,Just a small bug, already got it fixed and uploading a hotfix now.
(basically didnt think about a ship within Kerbin SOI without a civi dock, cause no reason not to )
Didn't think about testing the craft on kerbin itself. If you had hyperedited the craft out to an outerplanet for example the reproduction woulda been fine.
My apologizes! Complete oversite from me. Gives me a chance to also throw up the animation fix for the small reactor anyway. Give it two minutes and you'll have a hotfix uploaded.
Also yea, if things are in the red for example, you will see the Population Decay Timer turn from being 0 , to counting down as your civilians die.
Awesome -- thanks for this. I rank this mod in the top 3 for required gameplay. FYI, I saw the same behavior for the same craft sitting on Minmus.
-
You dont need a dock for civilians to reproduce, but reproduction is slow. With a minimum of 20 civilians, they will reproduce, but slowly,3 months per civilian at 20 pop, lowering as you get more. (small note, if you arnt already make sure you on 1.7.5 latest version, as there was a small bug with reproduction)
If your ship is planned for the Kerbin system (or Mun or Minmus) you can include a civilian dock, (orbital, landing pad or radial) and Civilians will immigrate to you station or base, at a MUCH faster rate than reproduction, provided you are in the net positive for food production, they wont come to starving station
So really no reason NOT to have a civilian dock if you are in the Kerbin or its moons SOI
You wont see the civilians arrive (they come via civilian transport), Civilian numbers will tick up.
So my point here was to make sure my plans for a interplanetary ship worked with regard to population growth -- so docks are out.
I did wait at least 6 months to see an increase in population. I also thought that I would see a non-zero growth rate in the right-click menu if things were working.
Here are my version stats courtesy of CKAN:
KSP Version: 1.0.4
Installed Modules:
- CivilianPopulation 1:1.7.5
- CommunityResourcePack 0.4.4
- EditorExtensions 2.12
- ExtraPlanetaryLaunchpads 5.2.2
- InfernalRobotics v0.21.3
- IR-Model-Rework-Core v01b
- IR-Model-Rework-Expansion v01b
- KAS 0.5.4
- KerbalAlarmClock v3.4.0.0
- KerbalEngineerRedux 1.0.18.0
- KerbalStats 2.0.0
- KIS 1.2.2
- MechJeb2 2.5.3
- ModuleManager 2.6.8
- ThrottleControlledAvionics 2.3.0.1
- Toolbar 1.7.9
- TweakScale v2.2.1
-
Picture link is broken You might not have a Civilian dock, but cant be sure till ya fix the pic (try Imgur)
Why do I need a dock for population growth?
https://www.dropbox.com/s/667gvko4xw4so14/Screen%20Shot%202015-10-12%20at%208.31.22%20PM.png?dl=0
- - - Updated - - -
I thought all I needed was what was pictured in your docs: "The pictured land crawler shows everything you need to maintain your civilian population and to grow it. Left to right: mining container, garden, fertilizer for garden, Civilian pod, laser drill."
-
I have this beast on the launch pad -- but it doesn't seem to be growing the population. Why? Thanks for the great mod!
-
+1 to the request to add to CKAN. Thanks!
-
So can KSP stock resources be converted into ore?
-
Looking forward to a 1.0 update. Thanks for the status!
-
I just want to say that 1.0 is great, but CKAN has been the biggest improvement I have seen in this game in ages.
-
Or you build a craft that spreads heat:
http://i.imgur.com/wAV0Uhe.jpg
Not a single part included for extra radiation, and that's without using the cargo to further radiate heat. Full thrust, 0.32t/w with cargo and full tanks. Doesn't overheat.
How do you get this thermal view?
-
I agree completely. This new wrinkle is a bad idea. If during prototype testing the engineers noticed the engines routinely overheated when operating as intended (high power for long periods of time), then they would have built the production models with integral radiators so they wouldn't overheat. Net result, the engine works without any further ado to the player. So forcing the player to add radiators of any kind (expedient or later stock/mod parts) is just a complete waste of everybody's time.
Hell, why not just include an integral fuel tank too. Nobody uses an engine without fuel after all -- it is just a complete waste of everybody's time.
-
@regex: that looks almost identical to my tug. My engines are mounted midships -- other than that, identical.
-
Solar panels have radiative qualities?
-
Sorry, I meant LV-N engines -- the atomic rocket motors. I have run them at 60% without problem -- I would just like to add cooling if possible to run them at 100%.
-
I have a orbital tug that I use for transferring cargo around. The tug has four NV-Rs. Typically, these NV-Rs burn for long durations. These durations are now limited due to thermal effects. What is the most effective way to cool NV-Rs so that they can burn continuously? I have tried adding structural panels as radiators, but this doesn't seem to be effective. The fuel tanks that the NV-Rs are mounted to seem to blow up just as quickly.
-
Awesome! Now let's get that propagated to CKAN.
-
Toolbar 1.7.8 installed via CKAN seems incompatible: https://github.com/blizzy78/ksp_toolbar/issues/33
-
Perhaps if the mods could be listed in alphabetical order on the main list that would helpful. Thanks!
-
Thanks. That will help.
-
What is the best way to check for mod compatibility for a given release? With the release of 0.25, I have a lot of (currently) manual checking to do...
-
I just wish I could solve the issue I have with Kerbals going into the workshop and never coming out. I cannot get Kerbals to exit the workshop -- they simply disappear. I know they are in there as the workshop works, but they don't appear on the vessel crew display nor can I click on any Crew Hatch menu.
-
Turning off progressive builds requires you to have enough rocket parts in stock to build whatever you are building though.
-
Thanks taniwha!
-
Can progressive builds be turned on in an existing save file?
-
Great idea. Adoption would be enhanced if you could lobby the most popular mods to participate (looking at you MechJeb).
Good luck and thanks for the great tool.
[1.0.4]Civilian Population 1.7.5.1 (Update to 1.0.5 in Progress)
in KSP1 Mod Releases
Posted
The Kerbal procreation crisis is over! Thanks -- the fix works.