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michaelhester07

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Everything posted by michaelhester07

  1. I'd like to request a change.. I don't know if it was intended or not but survey stations seem to use the center of mass for the ship to determine if the survey stakes are in range of the survey station. This puts a hard limit on the diameter of a base at 20 meters (what appears to be the max distance to the stakes). My request is can the distance to the stakes be measured by the distance to the survey station part itself rather than the center of the ship? The idea is to expand outwards with several survey stations allowing the expansion.
  2. That's what the stakes are for. You place the origin stake, the x+ and the z+ stakes and you can build a rover or base part right on the surface. If you're building a ship from the spaceplane hangar then x+ is forward and z+ is to the right (as you built it in the SPH). You can still get ground clipping issues if the ground slope changes over the size of your build. About the survey stakes... I found that EPL seems to measure the distance to a stake based on the distance from the center of mass of a ship rather than the location of the survey pod (in MKS's case the command center). This prevented me from designing Ares City 1.0 in my career mode in that I couldn't build modules out even though I had a command center survey pod less than 10 meters from the stakes. The detection range is 20 meters from the looks of it. My biodomes have a 30 meter diameter so you'd have to pack the city close around a single biodome for EPL survey stakes to work. I made the extraplanetary garage part in my stanford torus mod before I knew about survey stakes and it pretty much saved my base building. It's basically a launch pad that is specifically designed to show you which way is "up" when you build a ship from the Space Plane Hangar. Up on it is the post with the electrical hazard marker. I don't want to overlap parts from my mods any more than I did with the resource converters so i'm not bringing it over to Civilian Population. I'll go make a request over at EPL to make survey stake detection distance based on the location of the part with the survey station on it as I'd rather prefer that method to building bases. It's cleaner and easier to use.
  3. KAS is certainly an option for connecting everything. It's actually part of the reason for the huge landing gear, so that any shift in angle doesn't destroy your base. The cities shown in the screenshots at the bottom of the first post are connected with the KAS pipe from MKS.
  4. Most of the textures are final. I released it under Creative Commons so you can take the mod and re texture parts. I thought I had tested the ladder on the small module. Might be worth a look. Till I get to it go in through another module and crew-transfer down.
  5. As a start to a new expansion project to Civilian Population I decided to target the time frame from the year 2300+. Pure future. In this future stable fusion of deuterium makes fusion drives possible. This paves the way for large cruisers of several thousand tons. Cruiser parts will integrate to Civilian Population, Extraplanetary Launchpads, and possibly other mods. Here's an early look at the overall design. Planned parts to come: Docking module Central main engine Biomass, mining tank
  6. What settings do you use on the shader? I get the flag looking like this: It's transparent to the part it's on
  7. What shader type should I assign to the flag decal object to get it to show up right in game? Specifically if a flag uses an alpha channel? (this is not covered in the link from the mod development sticky)
  8. I launched the Galactica II 2 because 1 was scrapped for being too bulky. The core of the generation ship had to be welded to cut down the part count. Went from 400+ to 200, and most of that 200 was in the lifter that got it to orbit. Galactica 2 has karbonite sweepers to refuel in orbit before headin out. I'll send it to Jool probably. Funny thing (i should have screenshotted) was watching one of the engines fall off right before the launch... yea i scrubbed that one and went back to bolster the bottom a bit.
  9. 1.2 released! check the main page for more. I discontinued using curse so I only have to maintain one spot where the mod is hosted.
  10. You'll need scansat to see where the hotspots are on a planet, at least until 1.0
  11. Makes you wonder eh... how someone would spin up a stanford torus so that there's 1G worth of gravity inside. During a test with my biosphere framework I found that centrifugal force actually does work in the game. I had a kerbal inside a biosphere while the ship's thrusters were lit up and it put the ship into a rather strong roll. The only thing left would be making the kerbal believe he is landed. I wanted to have real gravity effect in a stanford torus but couldn't figure out how to do it.
  12. I'll give one. "If it fit's on the pad it isn't big enough"
  13. You really want to trust Bob with an acetylene torch? I'd hope a ball would fly well. I'll need to grab FAR and see what happens. The biodome framework is done. I decided against making them smart enough to remove kerbal helmets. I've turned my attention to the cruisers and generation ships you'll end up with by making some new gigantic structural parts: The structural girders you see are Netherdyne's Jumbo Truss Girder line. Parts included: 6mx6m cube hub, with and without 3 meter core 18mx18mx6m L girder (seen in the first screenshot) 18mx6mx6m Long truss The truss parts are light because they're mostly welded iron pipes but give a sturdy surface to build generation ships and cruisers out of. There is also the cruiser landing leg (seen in the last screenshot), which lofts a land base or cruiser up off the ground by up to 8 meters to protect it from the base kraken.
  14. I usually curse at eclipses I don't expect... cause they shut down all the power on my mun bases.
  15. I got a new shipment of jumbo truss girders from Netherdyne (I designed some new structural parts to enable making huge generation ships) so I took them for a test flight. Also started a new city on minmus (it's not done quite yet) The Cruiser landing gear (seen in the base builder screenshots) is a new landing gear piece designed to allow placement of humongous bases on a planetary surface without the fear of the base clipping into the ground (cause i'm sick and tired of the base kraken, which consumed Ares city 1.0). Now all parts are at least 6-8 meters off the ground and only the cruiser legs will contact the ground. With about 3 meters worth of suspension there should be no problem with clipping glitches.
  16. If you're in a career mode focus on getting the research unlocks from the screenshot with 8 and 4 on it. These unlock the Probodobodyne Octo which has basic SAS and the OX-STAT solar panel, which will power your probe. These techs will enable you to do satellite launch contracts. Satellite launch contracts are probably the highest profit margin in the game for the ship it takes to fulfill them. A satellite can easily have 3000+ deltaV with Tier 4 tech and be light enough to launch on a LV-T30 with some boosters. That's enough deltaV to fill any kerbin SOI satellite contract.
  17. I tried to build a city on ike. Here's the story album
  18. http://forum.kerbalspaceprogram.com/threads/111890-0-0-WIP-Civilian-population-development-thread That's the dev thread. The biodome framework is going to be in 1.2 of my civilian population mod. I'm planning to make the biodome system smart. Each dome part will detect if it's sealed and allow your kerbal to take his spacesuit helmet off (or more).
  19. I began prototyping some biodome designs for cities on Duna and other bodies. Here's the album of the prototypes. I'll build a mun city, ike, and duna city tonight hopefully. (i know, shameless plug... this biodome thing was so easy to do though)
  20. Now that 1.1 is flying high I've turned my attention to the city that you'll be flying places... or building on the surface. With that comes a custom biodome/biosphere framework. I've always wanted kerbals walking around inside a biodome park (it was my first mod even). Now that I'm better at this stuff I can see to making that happen. In that set of screenshots the parts provided allowed me to construct a biodome where my kerbal can walk around inside of and also a biosphere he could fly around in space. This will be part of 1.2 (which i'll save releasing for a while) along with the IVAs for all the civilian population modules.
  21. This is a nice framework. There is something I'd like to request about it. Would it be possible to add a flag that you can set which switches all of the recipe number to be in units of mass rather than ingame resource units? This came from when I balanced the civilian population resource rates. I want to be able to define the inputs and outputs in mass except when mass is invalid for an input (like electricity, sort of like this //input string //Resource,amount,unitisMass //output string //resource, amount,unitisMass,dumpExcess recipeInputs = CarbonDioxide,.0001,true,ElectricCharge,1,false recipeOutputs = Oxygen,.0001,true,false Once that's set have the resource converter/broker use the density of the resource to calculate the amount of it to use. I'm seeing all of that community resource pack talk and I'm thinking that by the time it comes to update that I'll have to rebalance all of the converters so that they obey conservation of mass. I'd like to be able to avoid doing that. Edit: I'd rather not have to inherit the converter to adjust this in my own plugin if it can be helped.
  22. I gave Bob the most metal death ever... He crashed a powered up nuclear Power distribution unit on the mun. The nuclear fireball could be seen from KSC. 2 minutes to midnight... more like 30 seconds realizing the skycrane on the unit had one of the engine's exhausts hitting the flight computer causing the ship to tumble.
  23. Hate to shamelessly bump but just in case it got missed 1.1 is now available.
  24. Before I release 1.1 Im going to add some things - My generators from the stanford torus mod are coming over. These are the cnc mill, the smelter, and the karbonite smelter. They all get unlocked at the same time as the 60 person apartment building. The reason these come over is to allow the construction of a type 1 civilization's base or space station with technology they could reasonably possess (robotic manufacturing). - Civilians will now generate "Rent" at a rate of 100 funds per civilian on a ship per kerbin day so long as their needs are met. Plans for 1.2 - Future expansion to this mod will add "morale" and a government building, which turns the rent into adjustable taxes. You can increase the taxes on your base to pay higher at the expense of morale, or reduce taxes to get more morale. - Morale will change the rate that resources are produced/consumed on your base as well as effecting how much money you actually get out of taxes. Details of this are still to be brainstormed. 1.1 released! check the front page for the update.
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