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Live Stream: The Kerbin Mission, Kerbin Academy...and other stuff !


Cdr_Zeta

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Hello,

The Interstellar MOD also called WarpPlugin in the folder except for Interstellar Lite which as Interstellar as the folder name...uses nuclear power, thermal power, and a few other oddities..

I-Lite as I will call it is an abbreviated WarpPlugin; it has most of the parts but only a single normal size of each; the different sizes of reactors offer different efficiency rates and ease of use; rescaling them as I-Lite may do does not affect rate changes (currently as far as I know); there may be a way with TweakScale to do this I am looking into it

Effects seem kind of cheaty as some have put it; well nuclear power does that; nuke reactors these days have a 20 year life span; Kerbals will be able to get to where they are going to get the supplies they need to survive within that time; for the most part.

Some of the engines dont seem to work; well I will hit the wiki today; I have yet to test the new alcubirra warp drive; this is our end-game ship as it will save years off of gameplay; but I see that it is a tough ship to stop!!

I am trying to add both the Lite and V90 Interstellar; I have done this but I am not sure of conflicts; I am testing these 2 seperately today' extended version does not seem to add or modify parts that arent already there, and adds some TweakScale changes which I am checking in v90; once that is done Extended version is done and not used.

I am looking for added or changed modules and models and will be picking the best of both worlds; I am leaning towards V90 for functionality; I-Lite has Rego-Resource Modules so I am trying to get both to work; I do not like Rego_Resource manipulation as the coding format is a tad too archaic for me; older is better !]

When I get these MODS sorted then I need to work on storage containers; for that TweakScale and FsFuelSwitch is awesome !!! I just need to get them to work!

I also want to solve my LqdGas to Gas converters today.

Lots to do....I have also planned the new beginnings for the REAL MISSIONS !!

EDIT: ERRR Wow ok KSPI Near Future inegration with Real Fuels; I hope they get with CRP on this one; this is worth looking at but may add ALOT of fuels complexity to the game; this looks like more of a hardcore resource game in fuels; I will check it out later. EDIT: Looks like they added the same parts from V90 then added some Config files to convert fuel resources; IE you collect the resources then just refine them into the fuels that Interstellar uses rather than use these resources directly; like saying Liquid Hydrogen is a Liquid Fuel or ArgonGas is a Liquid Fuel; this may have been my problem if Liquid Fuel is the resource used for "ALL" engines; then resource rates apply as the liquid fuel is used up? I am thinking this line:

@PART[reactor-0625]:Final

Overrides and exisiting CFG's - that remains to be seen; I was thinking of adding these; I hate to modify other modules or parts indirectly; KSPI-Near Future suggests improvement without modifying the files directly. Maybe I can add these CFG's last and see what transpires after I run tests.

EDIT: Another IMPORTANT POINT (!): I have ported 'ALL' TweakScale Declarations into one TweakScale file called Z-MultiPart(Rate)_TweakScale.cfg; that way there are no duplicates of parts and TweakScale data; this was all moved from allthe KSPI MODS (v90, Lite, Extended); then I am rechecking the default TweakScale cfgs... I noted the the TweakScale author has done all this work for 'MANY' MODS; this must have been extremely laborius; I am thinking it is best for Modders to do their own TweakScale work especially if rate changes are involved (and can be included hint (!!) using TWEAKSCALEEXPONENTS... EDIT (!): I found a default TWEAKSCALEEXPONENTS.cfg in TweakScale so I am checking that now I can delete the abovementioned file then I need to check Interstellar again...this is why its probly best to use the MODDER's TS data; I just dont want to miss a thing LOL !

EDIT: Near Future ups the ANTY on the reactors; not sure actually but changes the module definitions; I will check the forum later on this version; it might make them more realistic...another thing to check last it seems...

EDIT: Now I think I discovered a REAL problem; TWEAKSCALEEXPONENTS.cfg in TweakScale affects rates...well there are reactor rate changes; Module Generator rate change and if I use this resource generator for anything and remove this in TE above my rates are gonna be messed up; I wish I knew this was in here before; okay it is almost becmong a MESS; luckily there isnt too much to check and my Module Generator useage; well...I have to check them all now...I may not be streaming this afternoon until I get it all sorted...I will be on tonite tho.

EDIT: WOW what a chore that was - I got all the TweakScale stuff updated and checked; modified some rates with it on my resource converters and I am giving it a try...there may be a way to use one drill to extract different resources out of it...ugh.

Cmdr Zeta

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Hello,

I have had kind of a rough day I think I wont stream tonite...but I should be around most all day off and on this weekend. I been testing KAS and my Supply buildings need fixing which I seem to have to work on tonite; I am also making progress with my storage units so probly I will work on that off line and get ready to start my real missions again. I also need to do Career Mode Sim tests and redo that Science Tree oh ya what fun that will be.

I am gonna watch some streams and call it a nite...

Cmdr Zeta

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Hello,

Well I may get to Interplanetary to test engines and reactors...

Now that I know that TweakScale can effect rates and whatnot, TS is NOT in the game (YET!); I am SO GLAD I found this out as the declaration:

TWEAKSCALEEXPONENTS in ScaleExponents.cfg was not a readily apparent file; well it is now and rates are affected by the root of the rate; ie rate cubed is rate = 3 etc which is the rate change when rescaled; I am still verifying all this; I have many rates to get affected should I do so but only in a few parts that have processing; I didnt know this did this until a few days ago.

You can also rig tech tree data along with the size changes (which also change rates); this could be a good thing as I have a few processing units that prdouce 1000/5000 units etc.

Then there is the aesthetics issue; fitting 2-4 Kerbals inside these units; looks is half the game too.

So I am rechecking code, rates of product, and hopefully getting those Liquid Gas converter/regulators working.

Ah well boring as it may be, at least my endgame requires good resource management; or it will have when I get it done !

Real fuels is something like this; you hunt for the various fuel components and probly use MKA to convert it to liquid fuel etc or some other resource generator; I have 3 at my disposal I am trying to get one working properly.

Cmdr Zeta

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Greetings,

After much fixing...and TweakScale NOT present for awhile til we get our resource rates sorted, I present the following for testing....drills and mining, detection, a new resource called IceRock from which Ice is extracted, substrate conversions to chemicals from which Carbon is one chemical extracted at a 10% rate...we do believe there is carbon out there...we do believe, here at Zeta Reticuli, that Kerbals are a Carbon Based Unit; CO2 scrubbers and water purification at more reasonable rates...module code finalizations...storage units coversions for TweakScale as we are contemplating NOT Using TweakScale for process controlled units since we only need 2 sizes of said units; we may have discovered a new drill...ugh...atmospheric resource collections now include a Moisture Evaporator Unit, the MVU which collects moisture from InTakeAir and creates WasteWater which is sent ot eh labs for purification...lots to do...

I should be streamin in about a half hour...

Cmdr Zeta

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Greetings,,

I am gonna toy with DRE...I have added Karborundum as a resource which will be required to make any DRE shields; I havnt figured out a process for this yet since these are parts.

As they can be included in a ship as one built from space, it will have -DRE as a code to signify that enough DRE parts have been produced; I am making a seperate resource to do this ! Yo !! Actually I just did this: I made a resource called KarboMetal; the density of Karborundum is around 0.003 (real worldish-ingame) and KarboMetal is 0.005; KarboMetal (KM?) will then be forged into rocketparts. When a DRE vehicle is built some certain percentage of it we will call 25% will be taken from KM stores and forged into rocketparts; ya...

Tonite I dunno I want to do something different...I been wanting to do launch and orbital efficiency flights...I hope my drills will be done by then a I am finishing them behind the scenes.

EDIT: I have decided to start the Stream at 8PM EST sharp...the subject: Deadly Re-Entry or DRE as it is called...there will be a briefing by HAL...

Edit: From DRE partd there is a resource called: "AblativeShielding" by OblivionAerospace - I am lookin at the other parts by other MODDERS listed in the DRE thread ! I will also look at DRE maybe that is part of it as well ! If that is a common resource for DRE...! Looks like I can replace KarboMetal with AblativeShielding ! I wonder where they get the resource when it runs out - have no fear our Zeta Kerbal Space Engineers will provide !

Edit: DRE = WHOA ...

EDIT: Stream delayed by about 1 hour - I may start earlier but should start by at least 9PM.

Cmdr Zeta

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Greetings,

Firts off let me say I havnt seen many if anyone watching my past video streams; while they are rather lengthy and boring, they show my dedication to producing a KSP Resource SIM (not game !) that resembles a real life scenario as close as posible without going to extremes and making the game so hard to play that you cant even get into space.

It seems hardcore enough to me in that it will take good planning to keep our Kerbal Space Engineers alive for the long haul.

What this means is that we just cant plop space bases anywhere for any reason; they have to be built with purpose and survivability in mind.

I caught a glimpse of '3000 A Space Odyssey' I guess it is a book; the only book I have ever read practically (2001 that is); it gives an idea of what I am talking about here.

But for the rest of the story you will just have to watch the stream/video.

I will try to explain how I plan on playing my KSP Resource game; honestly when it comes time to play it; I really dont feel like talking about it because with all the work I have done and seemingly little respect I have been getting for it just because I use MODS the way "I" want to use them, the way I feel is just to let you watch for yourself and learn.

In a nutshell, while the MODS are great and all, when it comes to realism I have been abit dissappointed. I know some of you are trying and have done an incredible amount of work and time with them and that is why I play this game; because we can modify them to our own tastes and pursuits; which in my case is to 'play' KSP as a SIM-Game (there will always be a game aspect so as to allow fun and not making it too much of a grind).

Basically; we dont build rockets in space overnight; though my resource acquistion rates now seem to have to be abit on the high side, I am now looking at the costs of building rockets in space; well; sort of!

Generally in my SIM it is supposed to take a week to build a small rocket from getting the ore, smelting, and other resource useages, to building it; I think I have that in place. I have seen a few streams on MKS and they seem to be getting ore and rocketparts within like a few hours; honestly that is rediculous and I am not surprised.

Since I didnt have any control over the actual rocket building times, I expanded resource production into the equation, making it about a week for small rockets; I have had some problems to deal with so a really small one-stager can almost be built in a about 2-3 days.

I have major problems now though as my processes, unlike others which require hard-resources like machinery and such, I use soft-resources like coolant and heating supplies which to me seemed more obvious to include; of which I need ALOT.

These are real-life problems I can solve and have ideas as I speak (!); that to me is what makes KSP; not repititive and multiple resource grinding ! It is how we use the resources to me is what makes KSp what it can be.

So if you see me on stream and have lots of questions, dont expect technical answers; that is what these SIM streams are for; when I start playing the SIM I want to pay attention more to what I am doing.

That doesnt mean I wont chit-chat.

I am just getting tired of people coming into my stream and asking me LAME questions like, "I have a challenge - blow up all the buildings at KSC"; or build a jet 747 and if you dont then feel free to cuss me out etc; seriously some of those trolls are pretty lost; I dont blow stuff up on purpose for the most part; I was doing that for awhile to have some fun.

I will try to have my website explain a little in more detail my resource chain that might help. I might have a schedule soon where I can do different things with KSP and start to mingle more as I am almost ready to get back to my real missions.

Tonite I am just going over my Food/Water/O2 issues with TACLIFE and I will be solving them on the fly...feel free to join...

Cmdr Zeta

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Greetings,

After almost a week of drill and mining drudgery, the mining for resources is finally done ! WHEW ! It was a real mess...but now it looks really NICE !

Resource processing is nearly done for the most part; some REGO-Processing has been included mostly for Asteroid resource collection; there is also an inclusion possibility for Legacy Resource (which is what I use (read my posts above to learn more)) as I will be trying to mine IceRock off of Asteroids; this is now a new resource.

Ice is also a resource and is mined directly only if it looks like there could be ICE there; Kerbal Space Engineers are smart and dont mine where they shouldnt be mining (!); like mining for ICE in the tropics ! Now some engineers have been known to go against the rules...doing so incurs major hazards...

As for CRP or Community Resource Project I will check it out but for the most part I have an understanding of it for my KSP SIM needs now; IE real world densities are used whereever possibly but the game needs a 1/millionth value of them to work.

There are several new resources:

Ice

IceRock

KarboMetal <=> Karborundum used in AblativeShielding for DRE (Dead;y Re-Entry)

Lqd(Fuels and Refridgerants)

CoolantSupply

HeatSupply

and probly a few more...wait

KerbalTime <=== Used to keep track of Engineers' time at work; they produce 1 unit a day and use 1/2 unit a day; processes like drilling, chemical process etc, all require KerbalTime to run; IE a Kerbal has to be present for the most part; some processes can run remotely and the balance of KT (KerbalTime) is used for this purpose; if KT runs out the process(es) STOP ! Currently a Safety Light has their Time Clock and they are responsible for it and it must stay with them at all times; they are allowed to work outside near it but not on another process. I am still working on this system but it is ready.

This morning I am running final tests (I hope!!) on my Life Support Greenhouse production; I will NOT spoil this so ...harrdy harr harr...watch and learn is all I can say !! That is if anyone is so inclined as this is a KSP Resource game and Kerbals MUST provide their own resources after 100 days.

TACLIFE support has been adjusted as follows:

1 Kerbal / 7 days Support

2 Kerbals / 14 days Support

4 Kerbals / 30 Days Support

I think my only todo list is to make my Liquid Gas to Gas conversion units; for some reason I am having MAJOR problems doing this dont ask me why; I hope to get this sorted this afternoon.

Cmdr Zeta

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Greetings,

Since I may lose power tonite I am gonna do up a Q & A session on ANY Topic...this doesnt mean it will be a 'can you build a rover or plane' so you all can watch me kill kerbals...I admit I am not good at planes and I dont feel like setting up my gamepad (again we have alot of wind here tonite and after all the resource work I been doing...I am burnt out !

My mining operations teats are done; resource processing is now in work and almost done (!); there could be no end to resource processing you could go donw a rabbit hole here - not me though as honestly I 'HATE' resource 'games'; but in this case we need one; not to add challenge but to add realism and make it a SIM-Of Sorts !!!

Yes KSP is a game for the most part but a very instructional one and seemingly based on ALOT of math; something I am pretty good at.

There is a thing though...it is called a fine line between gaming and having 'FUN' and playing a real boring grindfested SIMULATION that never seems to end.

I believe I have met the best of both worlds here...

Tonite we can demo Deadly Re-Entry and how I plan to use it; I am a little worried about it but I will practice it til people show up...I have Planet Factory back online and I will be adding resources to all the planets/moons (harr harr!) so you can watch that process....MCE Mission Extended is on I am gonna try and make a few missions; contract missions was a little difficult for me and has a steeper learning curve (I am still using it though); I need to work on a Liquid Gas to Gas process ya'll can watch that too if I get that far.

I prefer to entertain questions on resources and how I detect and use them; I still have to even figure out half the stuff myself; teaching helps me learn too !

I still have some tidying up to do with the game and then when that is done I have to spend literally a couple days on building my tech tree...I will do a stream on that as well soon also with a Q & A !

If my stream dissapears tonite means I probly lost power...

Cmdr Zeta

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Greetings,

This one will be a winner...I got a late start because I had to learn Kittopia and Kopernicus and discovered the 'Tech' version; it seems to work and uses a 1/3 of the memory that Planet Factory uses.

I also found the CFG's for Biome and new planet/moon additions; how sweet is that !!

I am hoping to port Yukon over in all it's glory...tonite I will be tweaking for memory and presentation...deciding on which planets/moons to keep.

ALSO I ported over Outer Planets MOD which will probly crash it; I should be up in a few ...

Cmdr Zeta

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Greetings,

So altho somewhat inconclusive Kopernicus and Outerplanets MOD will replace Planet Factory; I never had the chance to use PF practically but the few times I did wants me to port some PF planets/moons into OPM; mainly Kerbin+...

When you have ideas for a KSP Resource game, and things come together, you see consistencies; I need to keep; well I wish to keep those consistencies; some of which I do "NEED" to keep but that is a spoiler...maybe you can figure it out...

I will be wanting to cabon copy moons and create an atmosphere or 2...OPM is pretty nice and while KopernicusTech is nice it seems awefully scaled down I havnt a clue as to what they are doing; also Biomes seems to be included (in OPM) and as it was said that "Custom Biomes" is not needed, I am looking into it because I wanted to try it out anyways...if Custom Biomes MOD works why not right?

The use of Kittopia is archaic enough as it is...(Wait am I putting down a MOD here...let me clarify...NO)

There are certain aspects of planet/moon creation that are archaic and we will be using Hyperedit to relieve some of that stress; there is a process to follow though in doing so...Hyperedit saves may not be persistent so it is used to retrieve and collate data...harr...watch and learn?!...or dont and figure it out for yourself; and why am I being a tad obstinate...because I get some of you who seem to think I dont know anything...there are people who ask if PF is compatible with Kopernicus...and those who dont even know which version of OPM to use...simple logic dictates the answers...and logic is not one of my attributes either and I figured this out myself; and am streaming it because yes there ARE people out there wanting to see the fruits of my labor...practically 2 months worth now...

But as life goes on there always seems to be more obstinate people on Twitch than those who want to learn anything these days anyways and I am dealing with it; it has been just such a shame to see people say bad things and try to spoil things for others; it is really sad.

At any rate I felt a need to vent a little just in case you see people/trolls come into my stream channel...which I did once when I seem to be making derrogatory posts about modders he had the gaul to say bad things about me in stream; I didnt BAN him but I know who he is; I dont need that crap in my life I been working on this game for months now and I havnt even gone past Minmus yet practically...I am almost ready and now KSP for me is 100 times more of a 'GAME' than stock; and all that thanks to MODDERS and the fact that we can play KSP ANY WAY WE WANT: PERIOD.

Enjoy...Stream will be up in a few...

Cmdr Zeta

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Greetings,

I spent a couple hours updating and adding a few MODS to test this morning - WOW this ought to be phenomenal !!

I also added a few Astronomer Pack recommended MODS...you will have to watch to see them in action - some of them anyways !!!

My MOD memory is at 1.3 Gigs; not too bad considering...I am hoping for a memory footprint of 2.5 to 2.7 Gigs...

Kopernicus...Long story short...OPM Outer planet MOD versions of Kittopia/Kopernicus have been added - NOTE that I read that OPM version Kopernicus is specifically modified for OPM and OPM+ may be misconstruing Kopernicus versions...OPM+ will run under the OPM version of Kopernicus AND Kittopia which I also believe they may have MODDED...looks quite impressive but very compliacted...this my issues with using it trying to make moons...I gave up and will be using OPM/OPM+ to move moons around to my liking...for example I put Eeloo back where it was...if it crashes OPM I or other I may have to put it back...

SOI numbers on moving moons/planets has to be watched and learned...not too much of a problem...the worst thing now is memory useage and I am not using ATM Active Texture Manangement yet !

I am also not using Force-DX11 but I may try it if things are looking good...

I expect to be streaming later this morning...I have all my resources in place; well for the most part...actually I need to add resources to the new moons/planets (!!); no problemo !! In fact if all goes well that will be my work priority !!

I had one problem with 2 moons though...I will be working that problem as well...I tried before and had OPM crash so that is last on the books...

Once I can see things working okay I have to redo everything in my Real Missions gamesave and test for persistency meaning I have to manually enter in all the oribital DATA if hyperedit wonks out in this area...

Cmdr Zeta

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Greetings,

Since I havnt been around I thought I would give an update...

I been very busy working on the planets and moons the Kerbalnauts will land on; yes VERY BUSY !

I will be using Outer Planets MOD as BASELINE data, then I built a few other planets packs around it...now I am moving and deleting planets/moon to a perty kool lookin SIM.

All the orbit lines will be edited for much more pleasing color - no more blaring white lines.

Resources will then be added as appropriate; again to make a KOOL SIM !!

I will be needing to add missions and Science as I go along; I aint spoilin nuthin !! Science nodes are triple to 5x required; as for funding I want to make the SIM fun so that is is partly not too much of a grind; I think the current funding system with KSP contracts is very nice and challenging and doesnt need to be tweaked.

So I will probly not stream this week a I am putting on the finishing touches; no since to stream that. Finally I am tryin my hand at making my own planet or moon as well as a few 'construkts' !!

In the meantime I watch other streamers as I work on my KSP SIM !

Cmdr Zeta

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So after some drudgery today making 1 step forward and 5 steps back all the time I am gaining; my Kerbol System is almost done! It gonna be nice - YA !

When I start to fix my tree I may stream that; otherwise I am workin behind the scenes...I may make a trailer...harr !

Cmdr Zeta

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Greetings,

After some few days of pulling my hair out with having extra planets and moons in my system, using Kittopia-modded...I finally found the problems I have been having: KITTOPIA.

So Kittopia FAILS for the average KSP player who wants to add planets and moons to their systems; if some of you are better at it then me then by all means...I need to be able to tweak, fine tune, and have some bit of realism as well as aesthetics; I cant have everything; and as such - NO RINGS on Sarnus and Neidon; and my special Planet...believe me they are awesome (using Kitopia); so no planets will have rings...this is a simple loss when I can gain the fact that I can now use HYPEREDIT (my MAIN orbit configuration program) and land/test my planets/moons; QUICKLY.

Having constant FAILS of planets/moons not loading due to various multiple errors over the past 4-5 days is enough; let them have all the bells and whistles...I will have enough bells and whistles as it is; at least now I can finally work on adding them in and getting my MODS back in and PLAY THIS SIM !!

At some point there will be a move to add Kitopia BUT NOT NOW; it needs SERIOUS development and compatibility testing for which I am DONE with (disregard my typos); 5 days and nights is enough...now onwards and space-wards !!

I am now adding atmospherics and resources to my NEW Kerbol System tonite !! When that is done I add my core MODS; I have about a 3-400Meg game memory headroom; once those MODS are added...I pull atmospherics, add the rest of the MODS; then run ATM Active Texture Management; it take almost an hour to run; I have yet alot of MODS that need parts tweaking and deletion; it should be good to go; that is my process I thought I would share...

As for streaming...not yet !! I am watchin others for awhile while I fix KSP !!

(EDIT: Atmospherics are DONE !! I need to work on ...err forget that...no spoilers....Finally...Resource additions to the new planets/moons; they will be similar to REAL SOLAR SYSTEM values found on the Outer Planets; the names I have are similar...I have some pleasant surprises in store for our lil Kerbal Space Engineers !! Once my Resources are added it is parts thinning time and final tweaks; then ATM; then Tech Tree !!! Then the "Real Missions Resume !!" )

Cmdr Zeta

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Quick Update !

Well I have ringed planets at least so far so good...

Everything Is Done !!!

I did add a few more resources though as I had an error in real world resource production...that's been fixed harr harr !! I will give you a hint...there is a moon with 'brine' on it in high concentrations...harr !

I am finalizing parts now...when that's done I need to add all the mods for memory tweaks...I sitll have about 250Megs of memory headroom then I have to add Active Texture Management to finalize the game...after that the Tech Tree gets updated and I am ready to play this thing !!

MODS used and MODified (!):

MKS, ExtraPlanetary, Kethane, Baha Drills (YA!), OuterPlanets OPM/OPM+/OP+/TransKept with 2 comets, UmbraSpace, WarpPlugin (Interstellar is ALSO added now or some version of it who knows all I know is it's now in there like I want it - this alone took me a week and I have yet to do POWER management which I just remembered - I will stream this !), and a few surprises...and tons of Science MODS and technical jibber jabber !

(Edit: Looks like I am tweaking parts...I had a few errors in my production facilities..got them done mostly...checking later today...everything is on track so far...)

Cmdr Zeta

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Tonite I go over Nuclear Power...Fission, Fusion...where to go to learn more...all required if you want to go beyond Duna...

Realistically, while the above is true for the most part I found out that the Stock Solar Panels are quite cheaty...I have downsized them considerably - now they produce more appropriates amount of power...I may have a problem with MKS draining some of my processors...I am working that bug as it could be erroneous MKS code or some mistake I made and possibly have fixed...I will be testing that tonite and redoing a quick DEMO of Solar Power.

I probly wont go into much detail on Nuclear; it is pretty basic - mine the stuff to make the reactors and generators work. I have already placed resources I plan on using and I still need to learn about it as well...the Warp Plugin site is the best place to go...there is tons of stuff there by FractalUK; I am trying to slim down a few needless parts to save memory tonite.

Solar Power becomes useless beyond Duna but in my case this trip for real missions it is allowable out to Jool and Sarnus; the rates should be about 250 EC units per day on average of total charge; I have been trying to simulate that but have had problems; maybe it will be fixed tonite; thus the need tor RTGs and Nuclear:

Fissio provides quick Electric Charge but not alot of Power...Fusion was said to be in the running for trips to Duna and beyond; we have resource placements in WarpPlugin to obtain those Nuclear Materials; the MOD is left as is but I am looking at rates as they most likely need toning down; my SOLAR rates are about 1000/day; I am lookin at Nuclear rates of 5000+ per day per processor/reactor.

Cmdr Zeta

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Hello,

I know this is a debated topic and really you can get into orbit any way you want as long as you have a big enough rocket ! Things like TWR APO normal and peri are terms you will come to know and love...there are tricks to the trade that I have learned in KSP in construction, getting into orbit, fine-tuning and ease-of use eliminating annoying features to make the game run smoother and faster and make it a more pleasant experience instead of trying to fight with it.

There are realism moments and there are game-play moments and I will show you some tips on how to get the best of both worlds.

One thing that erks me in some streams is the needless clutter of ICONS and Engineer Data that is not used; my goal is to have a good presentable screen; one idea is to customize MechJeb; I will go over a Mun landing and give you an idea of what I am talking about.

There are trajectory planners and planet planners but no pizza planners...learn this game from scratch and dont depend on these gizmos; especially autopilots !

Now when you get better at the game, play difficult areas for simplicity sake and quickness to get things done; I am getting back into KSP finally after completing my Resource KSP SIM definitions so I have to relearn all of this myself; I might as well stream it !

Now that I am into the planet portions of the game there are periods where time is accelerated in terms of days and possibly months...none of this can happen until I get my mining operations setup; I plan on, or hope to plan weekly missions I can run for a ingame-week without stopping; that isnt quite ready and needs ALOT of tweaking; there are tons of materials to mine and lift into space and I have to learn how to play my own KSP Resource SIM !

Maybe tonite I can kick off the REAL MISSIONS Restart ! My Real Missions are already underway I am picking up where I left off; which reminds me I need to work on my Science Tree...UGH so I may not be ready afterall tonite I will try.

I tweaked out my Solar Panel Power Curves...they were VERY CHEATY (!)...not any more.

I am re-tweaking the BASE Electric Charge Useage as I think it is way too high...in fact I forgot to tweak my power useage for all my processors so I have to do that; that was my last detail.

I will do what I can this morning then stream a Mun landing at 10AM EST.

(EDIT: Stream tonite is postoned...I am still working on Resources...I have another addition UGH !)

Cmdr Zeta

Edited by Cdr_Zeta
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Greetings,

FINALLY !!!! ALL DONE !!! Except for very minor tweaks and problems with parts I had to deal with all weekend...I am finished !! The Kerbin Resource Missions Begin !!!

Well...not quite yet...I need to update my Tech Tree - UGH...that may take a few hours or a couple days...but that is the easy part !!!

ALSO I am gonna have fun with this !!! I got a few surprises on how I plan to roleplay this SIM...I am adding another SIM to the mix later on...you will never guess...in fact if you do you will get a primary landing spot on DUNA for your flag and ride along with the first Kerbalnauts to DUNA !!!

My stream monitor computer drive may be breaking so I have to fix that now...I am running KSP with Active Texture Management first run...I have an overhead with 300Megs available but have to add some Outer Planets and Texture Replacer and Atmospheres; a total of about 300 basic but with a 500-800 Meg memory overhead...wish me luck !!

I will report in later !! (EDIT: Yehaw !! 2.1Gigs with ATM...)

Cmdr Zeta

Edited by Cdr_Zeta
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Greetings,

Finally after 4 more days and nights of tweaking I still have to TWEAK parts to gain some RAM; I now have atmospheres AND Outer Planets; what a chore...so I am still working on losing parts but I got tons more NEW kool MODS installed !

All that is left is to rework my Tech Tree which will probly take me another day or 2 but I am almost done !!

Cmdr Zeta

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Greetings !

After a few months of tireless work and dedication I am happy to say:

My KSP Resource Simulation is ready !!

I am very happy and excited to play this SIM !!

While it uses many of the most popular MODS out there, much if not ALL of the RESOURCE processing code was re-written to reflect a more realistic SIM. While MKS/OKS is a great SIM in it's own right, it did not meet my requirements for REALISM; close but no cigar as they say.

Now while my KSP SIM is 'ALSO' not actually realistic, it uses actual CHEMICAL REAL WORLD data to create RESOURCES that one would need to survive in space. I have solved a few of the most complex problems in a rather simple way; as to whether or not this survival SIM would work in reality is unknown; but it was a good attempt by me to try.

The processes are in no way attached to any particular MOD, especially MKS/OKS or USI as it is called; just to be clear so if someone says what MOD am I using I am using, for the most part, MOD MODELS and my own code; I have kept some of the original MODs' intent to showcase them; so in a sense yes I am using those MODS; I AM NOT using the MKS Resource Line; I AM NOT using BioMass or Extraplanetary as they were originally written; they have been OVERHAULED !!

I will add my resource tree to my website.

I also dont like the fact that some MODS are making Liquid Fuel out of Hydrogen and electricity; same with Monopropellant. At least MKS has a design using H2Peroxide; but the amounts used in MKS are allowing rocket builds in practically a day; I make about 500 rocket parts a day but that is only with full production capacity which includes 8 drills. The initial cost to build a small rocket in my KSP Resource SIM is well over 1 MILL !

I still have to trim out a few more MODS and do my Tech Tree (TODAY !!) then I am ready ! I did some testing last night and have a memory creep to deal with which seems worse but probly cause I have more MODS; I still have a good hours worth of gameplay before a game restart which is a MAIN GOAL.

I dont know how long the TREE will take me; maybe a couple days.

I will also be placing flags in rememberance of well known people who have contributed to Science (and this game !); the key MODDERS without which my resource SIM would NOT have been possible will be showcased !

In particular, the original authors include the MODS of:

Kethane - The Code

MKS/OKS USI Umbra Space Industries - The Buildings

Extraplanetary Launchpads - The reason for playing Kerbal Space Program - The Resources ! (and Containers !)

BahamutoD's Drills & Parts for EL - Just in time I might add !

BioMass - Survival Buildings and Code - Food/Water Resource Production and Recycling Processes

TACLIFE - Food/Water Resource Production and Recycling Processes

Community Resource Pack - CRP Resource Collection and Allocation (Not just REGO-Resource)

Overhauled with Real World Density Values Reflected In-Game*

Warp Plugin - Not Interstellar per se as this is a seprate MOD - Let's get to the Outer Planets like yesterday !

Planet Factory - Replaced with Outer Planets MOD

Out Planets MOD - The combination of Kopernicus and Outer planets and Kittopia (Originally from Planet Factory)

I am trying out NovaPunch2.

Those are my core MODS wihtout which my KSP Resource SIM would not have been possible. A great thanks and KUDOS to the above Authors who will have their place amongst the Moons Of Kerbal System.

* Briefly...Resources have Real World densities but the game uses 1 millionth of the real world values which is reflected in the metric tonne (I believe and hope!) in the game; this is to show that 1 Metric Tonne of water has a mass of 1 Metric Tonne in the game; to do this the density for water in the CRP is set to 0.001 (Period End Of Story and dont ask me how or why it just is; it is a wierd setup but it works...IE 0.001 is 0.001 KG/cu-m density of Water). Real world densities for the most part are in Kg/cu-m and are related to 0.001 - easy ya !!).

Cmdr Zeta

Edited by Cdr_Zeta
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Greetings,

So I been watchin some streamers...ya...and MKS-Orig...well my re-design of MKS is not really a re-design; it is a replacement of code; I added more code to the same model(s) to reduce the number of models needed; this will help reduce the LAGG that everyone is complaining about; even still I will have 5-6 units in close proximity.

Also I think I wont use those expando tubes if they increase game lagg...most of my parts will just be connected to each other but...ya...that I shall see when I go to work on this Career Mode !

My main Tech Tree 1st stage is actually done (!); took me 2 hours just to start working on it about about 2 to get it done.

I have to finish MOD parts that wouldnt load; short list; should be done tomorrow; then My KSP Resource Game is ready (Finally !) for Career Mode !

I looked at some Contracts; they seem fine; and I got Outer Planets back with some atmospherics ( Ya ! ); I also tapered memory down to hopefully a solid hour's worth of gameplay but the initial memory creep is still 250megs in the first 15 minutes or so (I am at 3Gigs on game start; awesome for the number of MODS I have and 2000+ patches from Module Manager !

I was gonna restart but I will wait til v1.0; I also moved up a few parts for earlier access; it will be difficult enough as it is; I am expecting v1.0 KSP out in about 1-2 months so I have plenty of time; I will be in Career Mode (NO SIMULATION!).

I may however run simulations of launches etc and I will have a notice on stream what mode I am in.

I am extremely happy with all the work I have done on KSP Resource; in my opinion it is better than anything out there but is based on MODDER's work; trouble is I dont think I will be saving any of this as a MOD per se. I could send the code and get some credit: IE Zeta Corporation is now Official !

I may be a tad burnt out from all this so my streams may be casual and have alot of simulations in them as I need to relearn Orbital Launches and Payload Systems...ya ! We do this right; D/V or Delta Vee is kind of cheaty and I see players are really depending on this as well as TWR or Thrust to Weight Ratio; I still havnt figured it all out but we gonna this weekend !

Cmdr Zeta

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Greetings,

After 2 months of painstaking work on MODS, I am ready to restart the Kerbin Missions !

I do have a problem at home tho I am posting it elsewhere.

I am doing up a few dry test runs and am hoping I can continue on with the missions; I should be okay.

With the new planets/moons and more Science possibilities (I have yet to add etc) I may up the Science Requirement anti...so far midrange tiers (Precision Engineering Tier) run 500 Science; depending on how these missions go funds and science-wise...

I am also trying to see how to sell resources for funds; I will be making contracts to do just that; I already made one or 2...I also need to do debugs and look for RED ERRORS...ugh !

So wish me luck...as it turns out I aint feelin so great so I dont know about streamin tonite I may have to take a break...depends...

Cmdr Zeta

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