Jump to content

eevenson

Members
  • Posts

    46
  • Joined

  • Last visited

Posts posted by eevenson

  1. 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 :P)

    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. :P

    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.

  2. 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 :P

    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

  3. 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."

  4. 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.

  5. 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.

×
×
  • Create New...