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michaelhester07

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Everything posted by michaelhester07

  1. The construction drone gives you 30 productivity when it's active and powered. (it should be giving you some there...). It doesn't actually count as a launch pad. You'll have to add that separately. All of the parts are getting a similar texture style (end caps and panels). The flight school landing pads will look like the civilian one in the last screenshot. I got through most of the texturing yesterday and I'll finish re-texturing the last two pods ( the big apartment and the medium one) tonight. That leaves me the weekend to do IVAs. The movie theater and small garden are going to stay as is. Edit: I expanded that album from my last post to have better views of the texture changes.
  2. The availability of resources is thus determined by the root of the whole base rather than the location of the drill on the base (may be a decent request for a Regolith change). The plus side is that so long as you're recycling water you don't actually need to grab new water so you can truck it in instead of KAS'ing the drill platform to your base. Each civilian kerbal consumes 1kg of water per day. You need to match their consumption in recyclers/farms. Each newly born kerbal will expend 105kg worth of food. Basically to maintain a colony of 100 kerbals you'll need a minimum of 1 metric ton of water and food so long as recyclers are active. This works out to 2 of the biosphere farms or 2 of the biodome farms. The biodomes provide for a population of 60 each, so 2 farms are needed in this colony. If you expect a colony to grow from a population of 50 to a population of 100 you'll need - Enough farms to supply the 100 population - an extra 5.25 tons of food (50 * .105) for each kerbal. A fully stocked biosphere farm (the large one) has if i recall 15 tons worth of food available (im at work so I don't have the configs in front of me). The resource conversion path is a simple one: substrate to biomass biomass to food food to waste waste to biomass Water is used during the substrate to biomass and biomass to food production and is consumed directly by the kerbals, producing waste water at each step. The water is not consumed when a new kerbal is born. I could have split up the mass between the two but I assume that some part of water is in the food to keep the system easy enough to understand. Basically while mining water is necessary at the start of base you'll rarely have to get new water once it's operational. You'll need substrate (the extractor is on the laser drill) to grow new biomass for food. Substrate is pretty much everywhere. That said you won't need much of it. - - - Updated - - - It is cause KSP loads in alphabetical order and C comes before R so there's no regolith dll loaded at the time. I added the assembly thing and everything works fine. I'm also going to track the version of my plugin with it as well in case anyone uses it as a dependency. Dev news update: I've been hard at work re-texturing the parts. I took a day off yesterday but i'm back at it today. Here's what's new on the parts: - All of the biodome windows and the farm biospheres have vents on the side of what used to be blank parts. - New end caps on the biospheres, window parts, and on the university and flight school - University and flight school are completely retextured into cleaner models - The farm biodome is retextured. The orientation is now fixed too, so it starts out flat when you place the part in the VAB and that the "radial" duplicate mode works. - Civilian landing pad 2 is retextured with vents and a better landing pad surface texture. Almost all textures are tiled where possible. This lets me replace previously baked textures and save memory on the parts. The tiled bump maps will render better as well.
  3. I recently saw that it was possible to drill ore when flying. I came to me through my Civilian Population mod where I use regolith for the backend. I tested against MKS drills and they're effected too. Screenshots: Might want to look at this one.
  4. I've been toying around with different texture schemes and I do admit that the biosphere and biodome parts are a little bland. I've been getting better at making the parts since then, especially with texturing them. KSP is a bit challenging to model for: - I'm only allowed 1 material per model object. This means breaking up model polygons which will have the different material - Memory consumption of textures is a huge issue: This means either creative use of baked textures or tileable textures. Even then Baked textures are less desirable as they have to be a decent resolution to be of any quality when rendered, which cuts into the memory available in KSP. The surface attach house part demonstrates my attempt to split the polygons used in it into sub sections so that the UV islands are bigger. For most of the retexturing I'm doing for the civ-pop parts I'm trying to stay away from baked textures. This is primarily for memory purposes but also to allow tiled panel textures. You refer to the science module as to the look you want. It's not a matter of texture but a general lack of detail. I can certainly go back and address that. As for the other one: the mining lasers working from orbit... that's a Regolith problem. The laser drill uses the regolith harvester and I'm pretty sure I told it to be a drill (I mostly copied settings from the MKS drill) so when RoverDude updates regolith like he hinted at previously I can update it in the Civ pop and see.
  5. Nice to have: Career mode: need to re balance the profit margins on contracts. The part testing contracts all have such low margins that I can barely break even on them while the satellite launch, space station and base launches all have a nearly 5-1 profit margin (on normal settings). The satellite one is an even higher margin when I can use the same satellite for more than one contract.
  6. Which stock style were you referring to? There are several styles: Rocomax (just tin cans with bolts mostly, except for the orange tank) LV-T (black/white stripes) Kerbodyne (Kinda the same)? I could entertain the kerbodyne idea. they don't really have any pods though. Also which parts are the ones that look the most bland? @RoverDude Found the info. Thanks. I think this is probably a yes but will it load newer versions of regolith than 1.0?
  7. I only had about 5 minutes of grief before I put the regolith dll in the folder. That said, what's the KSPAssembly version number for regolith? I can't seem to find it in the github.
  8. Kerbal engineer will tell you the slope of the ground directly below your ship. My strategy is to look for valleys between craters or mountains. If those aren't flat enough the center of any moderate size crater is usually flat. The tops of mountains are also usually flat spots. If your ship has enough torque (reaction wheels) you can land practically anywhere. If you're planning to land anything significantly large or build on site with in-situ resources then you should send a small probe or rover to survey a candidate site and to mark the location of the really flat spot. If all else fails... the lakes on Minmus are perfectly flat.
  9. Looking at that... no i didn't think of making one of those. If anything it would be an expansion to the stanford torus mod. I am making more futuristic parts though. This is my latest run at the parts. The current parts for Civilian Population are getting a similar panel texture makeover. I wanted a clean look. The cruiser saucer is based off the Enterprise A from the 80s Star Trek movies. Each of those cruisers is at least 300 meters long. They'll be an optional expansion to Civilian Population. I like to think of Civ Pop as exploring a time frame from 2100 through 2250, where colonization is getting there but general travel equipment is still "primitive". The cruiser parts expansion will target the year 2300 +, where stable fusion has been discovered and used both for power and propulsion.
  10. That was actually on purpose... when I tested it before uploading it seemed to not work unless regolith was in the Civilian Management folder. The duplicated DLL is harmless otherwise.
  11. I found a working combo: FlagTransform a direct child of the center game object that has the KSP part tools, and KSP Alpha Translucent with default settings.
  12. I've been all over Minmus and didn't find a lick of any ice cream, just ice.
  13. About that base, which is fairly cool btw. If you plan to actually build anything there with Extraplanetary Launchpads you should make sure you have all of the parts on either landing gear or wheels. This is because as you mine ore and produce rocket parts your base's center of mass will change and cause parts to rotate slightly. KAS joints will carry this rotation over into the workshop and the garden and cause them to clip into the ground. You won't see this unless you time warp. When you break warp or come back to the base after a while the parts that clipped into the ground will rebound upward, either destroying themselves (most likely) or causing your entire base to flip out of control. The base is usually destroyed when this happens. The effect is magnified as the diameter of your base increases. Having parts on landing gear or wheels allows the gear's suspension to act as a buffer to this rotation, preventing the rebound. Landing gear (note the legs, not the wheel gear) has more wiggle room than wheels when it comes to this.
  14. That was the settings I had when I did the screenshot in game for the part. It shows up fine in unity but in-game it doesn't render the part below it. It happens with the Nasa "meatball" too. Flags without alpha see fine.
  15. I had figured 100 per civilian was reasonable. The rent period is where the problem is. I think i'll adjust it to monthly rent (30 kerbin days) rather than daily. Also I'll introduce a diminishing return for huge populations. A space station with 10 civies should pay for itself after about a year. A base with 50 civies could pay itself off faster. A huge city of 1000 would get hit with the DR, scaling down to a rent cap equivalent to 200 civilians. The cruiser parts expansion will hit the DR cap per cruiser. I plan to make a completed cruiser really expensive too, around 50 million funds. The expense will be in the bridge, engines, and fusion reactors. I do plan to make a saucer shape bridge too, not just the "bullet" one that I demoed in the dev thread for it.
  16. I feel the more popular mods are the ones that give you the parts and let you design it yourself. If you've ever owned legos... how long did the object that was in the plans last after you built it? I'd give it a max of 2 days. In my Stanford Torus mod having the stanford torus hull pre built is probably what held it back from being awesome (10000+ downloads and me with 5000 posts). I only did it that way to ensure the physics actually worked. A single part mod just to go to the Mun or to Jool... not expecting it to be popular. I learned from that in Civilian Population to make the parts separate so players can configure them however they want. Now single part mods are popular if they recreate something from other scifi (like Star Trek ships) or from real life. Even then, breaking it up in to parts makes it more fun for the average player. With that in mind, finding a pre-fab generic rocket ship mod will be a hard thing to do. Like the others said, check the spacecraft exchange. Also you can copy the craft files from your other saves into your current one so you don't have to redesign your own designs. Go to your KSP install folder, check the Saves folder, and find a folder with the name of your older save with your rockets in it. In that folder you'll find folders called "VAB", "SPH", and "SubAss". These are your saved rocket designs. Copy these into your new save and you get all of your old designs back.
  17. I don't have a reflection mod (though a reflective flag would be *sweet*). The flag is a single quad polygon that has it's own mesh object and floats above the fuel tank in the image. It seems the shader doesn't render anything on the same part behind it with transparency. I've tried the translucent ones and those don't render the flag at all. Unlit transparent does the same thing with not rendering the model behind it.
  18. What makes me feel like a pro at KSP: What makes me feel like a nub first: not visiting Jool or Eeloo with a stock spacecraft. Currently only heavily modded craft in my game have made it that far. What makes me feel like a pro: Assembling a cruiser in orbit from stock parts with multiple docking ports producing reinforced attachments. -edit- Also being able to nail pretty much any satellite contract within the kerbin SOI. What makes me feel like a pro modder: Being able to come up with decent mods and make them in a week. What makes me feel like a nub modder: Not having decent panel textures or colors on my parts.
  19. I can confirm the 100 meter range. I still have to wonder where it bases the origin for the 100 meter range from. I had a base on ike that was larger than 100 meters across (the kraken claimed it eventually though...) where I was unable to get the stakes to work except near the center of the base, which was already full. On a test last night though I placed 4 of the 6 bounds + the origin and it worked easily. When I tried the chained origin thing the test ship appeared at the first placed origin rather than the average of the two origins. Is the survey station counted in that average? Placing x+, z+, x-, and z- was the best setup. I definitely confirmed x+ as forward for space plane hangar crafts.
  20. I'm waiting for the scene where she makes Jeb pull the ship over to ask for directions.
  21. I sized it to match the biodome farm. The big sphere needs a little help with a second small garden (the 2 meter tube one will do). I'll go back and look at it while I'm retexturing the parts. On a different note... i probably also have to nerf the money generated from rent (probably a cap on the rent generated). This is in conjuction with a cruiser parts "expansion pack" i'm making for Civilian Population. I had built a 1000 civilian capacity cruiser and it maxed my money by the time it got to jool. It's not too inconceivable for someone to make a 1000 population base (a truly large city).
  22. heh good to know. I see so many modders not supporting 64 bit KSP.
  23. I don't think regolith supports 64 bit ksp. So long as your recyclers can out pace the waste water production on your station you'll have everything you need. Recyclers are built into the farms and each farm size matches capacity to the similar civilian module size, with the large biosphere farm slightly less than the apartment. If you use the apartment then plan on a bit extra farming equipment to support the population. Last part: you'll need enough farm equipment on the station to support the larger population size. If you want to support 100 civilians then you'll need at least 2 biosphere gardens. Add in an extra small garden for some overlap too if you have a civilian contractor port.
  24. In my picture the flag decal is a separate object in the model, the model behind it is solid, no holes.
  25. The range is built in and as far as I can tell not configurable. I asked on the Extraplanetary Launchpad thread as it's not my mod if he could make the range be from any (the selected most likely) survey station. As far as the textures: I'm practicing some new texturing techniques and learning how to make scifi like panel textures on my own. I'll re-texture the parts. I used the gray/dark gray color scheme as it's fairly prevalent among the KSP stock parts and mostly any Human made spaceship i've seen. Think about it... how much color there is in space ships. If a part is a prototype there may be some more coloring on it, like the warning lines on the SAS module. The fuel tanks are fairly bland though. Look at the rocomax ones. Only the big one is colored. The Kerbodyne ones... Flag, Black/White outside Orange for the tank center. I'll see what textures I come up with but there aren't many colors in space that I see other than grey, dark grey, and exhaust flame. What's the most colorful realistic space ship you've seen? Well maybe this one is pretty colorful http://forum.kerbalspaceprogram.com/threads/100798-0-90-Alcubierre-Warp-Drive-%28Stand-alone%29-v0-1-0-2014-12-16
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