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michaelhester07

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Everything posted by michaelhester07

  1. You can have the farm without the civilians. The resources won't do much for you unless you use TAC Life Support (then the farms are probably overpowered to a point). Tac LS crew produce the same waste products as civilians.
  2. Orbital... cause kerbals aren't the only ones who blow ships up on the pad.
  3. Death Trap 1. My ships make Uhaul trucks look like security blankets. (it will probably be "pad science" though, since the first ship I launch usually is just so that Valentina can get out and grab the eva report for the launch pad and "flying over KSC" while she sits on the ladder)
  4. Vessel.getActiveResources() also works to return a list of resources on the vessel. If you then want to consume a resource then part.requestResource() To get the active vessel FlightGlobals.activeVessel Although you'll just want to get the vessel through the module's part this.part.vessel So that your mod can still process resources if it's loaded but not being actively driven.
  5. You can play with an alpha version here: http://forum.kerbalspaceprogram.com/threads/114069-Netherdyne-Research-and-Development-%28work-in-progress%29-0-11-%28formerly-the-cruiser-parts-mod%29?p=1811797#post1811797 This mod ended up on the back burner though. I talk about plans to make mods but end up playing Skyrim instead. Need a break from the modding. If the fusion engines seem overpowered they are, but it's because the cruiser parts target an era where travelling within the solar system is commonplace.
  6. The hooks are 90% trial and error, 10% looking at others' source code to see how they did it.
  7. I would recommend using MKS with this as well for the logistics module. Repeatedly launching 400 tons of material at a time from the Mun to LMO gets old pretty fast. The first two... yea that was fun. My old tests took 16 launches to make up the materials needed.
  8. Seems like the Civilian Population module is missing from the civie pod. Did this ship exist from 1.2 and you upgraded to 1.3 or did you install the mod fresh from 1.3? If you upgraded make sure you removed the old Civilian Management folder from your gamedata directory. This old version doesn't check for regolith and extraplanetary launchpads correctly and will disable the modules as a result. The farms are all regolith based so make sure you have the inputs for the farms. These are listed when you select the part in the VAB. The generators on the farm: The food generator needs electricity, water, and biomass. The air circulator needs electricity and carbon dioxide. The recycler needs electricity and waste The water recycler needs electricity and waste water If you have more farms than population centers it will be perfectly normal for one or more farms to be starved of inputs, especially for the recyclers and the scrubber.
  9. I'll see if i can patch it later today when I get home.
  10. Basically this: http://en.wikipedia.org/wiki/Stanford_torus The use of Extraplanetary Launchpads is recommended. The torus in my mod won't weigh 10 million tons, more like 10 thousand so that it is practical to build in game. The construction idea is the same though: Establish a ground base to mine materials. Get fuel with karbonite. Launch materials up to an orbiting station which performs the construction. If you plan to launch it you'll need about 96 Kerbodyne KR 2L motors or 8 cruiser fusion engines if you use Netherdyne RnD alpha.
  11. Reproduction growth requires a minimum civilian population of 50. Double check your ship has that when leaving kerbin's SOI.
  12. The pipelines folder is the source code for the dll that goes in the gamedata folder.
  13. Lol I stopped maintaining this because I wanted to work on something else full time (it's that civilian population thing). Yesterday I decided to pick it back up, starting with solving the station kraken issue with the structural integrity field module. The station kraken problem is a build up of momentum in the station's parts due to floating point error. For some reason physics are calculated with Float instead of Double. With Double there would be no kraken. This momentum is stored on the part's rigidbody velocity field. If I set that velocity to match the root part velocity there is no longer a buildup of sub part momentum. I tested this by launching a stanford torus with my cruiser parts mod and noted that with the field disabled that 2 huge power reactors on the bottom started spinning like a loose hose. With the field enabled they were stable in place. With the SIF working I can fix the mark 2 hull so that the ground plate module works as intended. And with better modelling skill I can make the parts look a whole lot better than they used to.
  14. The 99 crew part is something I had to do to get around the zooming bug when a part has more than 2 resources on it. Each civie can has 5 resources and if it has a command module on it then the game doesn't render the resource list and cause the zooming glitch. 0/99 is perfectly normal.
  15. I watched the second video and immediately saw something... looks like your kerbal dances cause unity can't decide which collider he's hitting. The door or the inside of the hangar tube. This will especially be if the door collider is marked "Convex" as the door is not actually a convex hull and unity will round off that little lip on the bottom on the inside. If the door isn't convex then move it further down in the animation. You can see the base of the hinge clipping through the floor of the hangar. Move it down a little and it might be enough. Make sure you host a rave before you do that. Your crew wants to dance!
  16. Try using TGA textures (parttools can convert them when you export). PNGs don't have mipmaps which would prevent that.
  17. Maybe turn down the rave music at the space port How much of the part is the part itself in the screen/vid?
  18. No there is no other way. It's part of the challenge of building the colony to ferry them. The logistic hub is an interesting idea too, having the civies ride in those.
  19. microwave: You can only get civilians with the dock while in Kerbin space. You can't get civilians flying directly to Eve. You'll have to transport them there with enough population for reproduction. TheCardinal and Shalidor: Did you re-make the craft that used the farm after the update? If you didn't the .craft file still has the rescale factor in it.
  20. I see it a lot. I haven't seen the other one in a while ( I won't spoil it, but a short forum search will). I see it when testing mods more than actual game launches.
  21. I have no idea how it didn't break the pad... or an engine or two. I hit the launch out of the VAB editor.. went "oh... i forgot launch clamps". The rocket sat there ready to launch, pad and all intact. I guess the weight got distributed over all of the engines equally.
  22. I stick to my Ultima-13 design (its the honeycomb on the bottom) Almost single stage to orbit 400ton payload for less than 1 million funds. (not seen was the solid booster set on the ends). Start with the core: 2x large kerbodyne tank, 1x KR-2L engine on the end. Duplicate the core, attach with 6x multiplier. Duplicate the core again, attach to the 6x radial engines so that the edge of the new tanks nearly touches the edge of the previous ones, forming a honeycomb formation. Triangular strut the outer tanks together. It sat on the pad without clamps and surprisingly didn't break, and gets a 400ton payload to orbit with nearly 4000 delta/v in the stage. I use the KR-2L instead of the 4 bell engine for 2 reasons: Before .90 the 4 bell engine wouldn't place because it clipped. The KR-2L is slightly more efficient at higher altitudes than the other engine.
  23. I would have gotten into TAC life support except when I sent a 3 man capsule to the mun and one of the kerbals went EVA he ended up taking all of the oxygen,water,food with him and the ship was empty. Rare bug? Dunno. I hoped to use it though as life support is a realistic problem with space travel and a sufficient difficulty enhancement to kerbal space program. If squad were to incorporate it though there would have to be something like suspended animation to keep interplanetary manned ships from getting ridiculously big for the supplies they need to carry. It can take up to 2 years from what i've experienced so far to get to Jool. This means 2 years worth of food, oxygen, and water to carry with me. This is without technology to save life support costs. What techs can do that: Recycling systems: Without recycling systems a space ship is an open loop system that doesn't have an input. A ship cannot gain mass easily. It can be done with micro particles but it would take too long. Anyway the open loop system is seen in the Apollo missions (i'm citing Apollo 13 movie for this info btw) where they dump urine. Open systems will dump waste into space. Recycling systems aim to close the loop and return waste into a usable form. Heh ok here's what nasa does. I skimmed that and it looks like they don't quite recycle air. It's a fun read. http://www.nasa.gov/pdf/146558main_RecyclingEDA%28final%29%204_10_06.pdf The water is the big one. It's not feasible to transport water to a space station. It's impossible to transport it to a ship. What water is used must be recycled. Farms or gardens would make a logical means to recycle food. Waste would be collected from the crew as they consume food and it can be used to fertilize the farms. Some processing may be needed on it but otherwise the plants in the farm would recycle the waste to produce new food. I demonstrated the use of farms in Civilian Population (which while isn't crew life support it is civilian life support). The farms also included recyclers and scrubbers which assumed that the technology existed to produce a 100% efficient reconstruction of usable resource. Suspended Animation This comes with its own real life challenges but let's say kerbals are easier to freeze and thaw due to their smaller size. Suspended animation systems reduce the strain on the ships resources. The live mass of the ship is included in the closed resource cycle. Kerbals are chemical reactions. They can't be shut down completely but they can be slowed. A ship going to Jupiter or even Mars is going to be spending a lot of time doing nothing. The crew doesn't need to be fully awake during this time. Why not both? Squad could provide open and closed resource systems like we already have done in mods. They can make orbital farms and other parts. Suspended animation can be implemented such that when a crew member is placed into SA the member consumes a fraction of his usual resources. The member cannot do EVA and any trait he would give to the ship (like piloting it) would be removed during SA. When he's woken up he contributes to the ship and resource consumption again. At least one member or probe core would have to be available to wake up crew (one of HAL's roles on the Discovery in 2001). I'll give TAC another go tonight.
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