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[1.0.5] Simple Construction v0.6 - Adding simplified rocket building to stock parts


MatterBeam

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Hi.

 This mod aims to provide simple rocketbuilding capability to stock parts. 

Mechanisms:

Refine Ore into Metal in the ISRU.

Print RocketParts in a Mobile Processing Lab.

Launch rockets from a Construction Port.

Features:

No extra parts

No RAM usage

Simple, configurable and adds levels of depth to the gameplay.

Requires:

Module Manager

Download:

Released: SimpleConstruction

After testing out Extraplanetary Launchpads and Roverdude's MK/OKS, I had the idea of creating a simple, user friendly mod that would allow you to build rockets without taking a 200MB hit to RAM or having to juggle multitudes of resource pathways. If you know how to set up a drill, ISRU and a fuel tank for an Ore to Fuel conversion, then you should know how to build rockets. 

Completed:
ISRU converts Ore into Metal
Mobile Processing Lab converts Metal into RocketParts
Docking Port Jr. renamed as Construction Port and acts as a launchpad

InterstellarFuelSwitch patch works correctly.
Final testing.

In development:


Planned:
Simplified Productivity parameters (locked into the .ddl for now.)

Changelog:

v0.1:
A something.

v0.2:
Included a fuelswitch patch for testing purposes. Released on KerbalStuff.

v0.3:
Cleaned up folder.

v0.4:
Ore tanks can now switch between Ore, Metal and RocketPart capacity. Removed KIS parts.


v0.5:
Updated MPL and ISRU GUI descriptions.

v0.6:
Small fixes. Ready for release.

 

 


Disclaimers:

This mod contains tanihwa's Launchpad.dll from his Extraplanetary Launchpads. This mod re-distributes InterstellarFuelSwitch by Nertea.

88x31.png

This work is Licensed under a Creative Commons

Attribution-NonCommercial-ShareAlike 4.0 International License.

Edited by MatterBeam
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1 minute ago, legoclone09 said:

Hey this looks awesome! But Mediafire is not allowed on the forums anymore, maybe you can upload to KerbalStuff? It's hosted by @katateochi and is awesome! I'll take a look at this.

KerbalStuff is awesome, but it's nothing to do with me! (I'm the KerbalX guy :)).  

OP, this does look interesting, as some of the ISRU mods can be a bit daunting! As @legoclone09 says, put it on KerbalStuff (which IIRC will automatically sort out registering it with CKAN too).  

I like the reuse of parts and this gives the MPL a bit more of a purpose (especially in sandbox).  Just one Q, with the repurpose of the junior docking port, does it still work as a docking port?

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1 minute ago, katateochi said:

KerbalStuff is awesome, but it's nothing to do with me! (I'm the KerbalX guy :)).  

OP, this does look interesting, as some of the ISRU mods can be a bit daunting! As @legoclone09 says, put it on KerbalStuff (which IIRC will automatically sort out registering it with CKAN too).  

I like the reuse of parts and this gives the MPL a bit more of a purpose (especially in sandbox).  Just one Q, with the repurpose of the junior docking port, does it still work as a docking port?

Right, close enough :wink:.

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1 hour ago, katateochi said:

KerbalStuff is awesome, but it's nothing to do with me! (I'm the KerbalX guy :)).  

OP, this does look interesting, as some of the ISRU mods can be a bit daunting! As @legoclone09 says, put it on KerbalStuff (which IIRC will automatically sort out registering it with CKAN too).  

I like the reuse of parts and this gives the MPL a bit more of a purpose (especially in sandbox).  Just one Q, with the repurpose of the junior docking port, does it still work as a docking port?

The junior docking port is renamed and contains a launchpad module, but is otherwise unchanged. It still functions as a regular docking port.

I'll put it on KerbalStuff as soon as I have a decent background image, which should be next morning. 

My main concern right now is learning how to add custom fuel switch configs to the Ore tanks. 

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Does this use the elp modules? I'm asking because say I only wanted the launchpad from one mod or such, but also the vanilla isru and drill etc with your functions. Would it be compatible, or are there plugging differences? 

Sounds exciting though, either way. 

 

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On 1/23/2016 at 11:24 PM, MatterBeam said:

The junior docking port is renamed and contains a launchpad module, but is otherwise unchanged. It still functions as a regular docking port.

I'll put it on KerbalStuff as soon as I have a decent background image, which should be next morning. 

My main concern right now is learning how to add custom fuel switch configs to the Ore tanks. 

You can probably look at this for pointers. It adds fuel switching to the stock tanks.

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12 hours ago, FungusForge said:

You can probably look at this for pointers. It adds fuel switching to the stock tanks.

Thanks.

17 hours ago, ZobrAA said:

No pics? No clicks... :(

It's version 0.1, I'm not looking for clicks.

12 hours ago, plausse said:

Does this use the elp modules? I'm asking because say I only wanted the launchpad from one mod or such, but also the vanilla isru and drill etc with your functions. Would it be compatible, or are there plugging differences? 

Sounds exciting though, either way. 

 

This adds EPL functionality to stock modules, so it still works alongside the original mod. It won't work with MKS because it does it's own thing, overriding EPL.

Edited by MatterBeam
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I've been trying to understand all the dollar signs in the FSFuelSwitchPatch, and ended up with this:

@PART[*]:HAS[@RESOURCE[Ore],!MODULE[FSfuelSwitch]] 
{   
    %Ore = #$RESOURCE[Ore]/maxAmount$
    Metal = #$RESOURCE[Ore]/maxAmount$
	RocketParts = #$RESOURCE[Ore]/maxAmount$
    
    %totalCap = #$RESOURCE[Ore]/maxAmount$
    @totalCap += #$RESOURCE[Metal]/maxAmount$
	@totalCap += #$RESOURCE[RocketParts]/maxAmount$
    
    %tempVar = 0
    %dryCost = 0
    
    @dryCost = #$cost$
    
    %OreCost = 0
    MetalCost = 0
	RocketPartsCost = 0
    
    // Cost Ore
    @tempVar = #$RESOURCE[Ore]/maxAmount$
    @tempVar *= 0.8
    
    @dryCost -= #$OreCost$
    @cost -= #$OreCost$
    
    // Cost Metal
    @tempVar = #$totalCap$
    @tempVar *= 0.8
    @MetalCost += #$tempVar$
    
    // Cost RocketParts
    @tempVar = #$totalCap$
    @tempVar *= 0.18
    @RocketPartsCost += #$tempVar$
    
    @tempVar = 0
    MODULE {
        name = FSfuelSwitch


        resourceNames = Ore,Metal;RocketParts


        resourceAmounts = #$../Ore$,$../Metal$;$../RocketParts$;$../totalCap$


        tankCost = #$../OreCost$;$../MetalCost$;$../RocketPartsCost$
        displayCurrentTankCost = true


        hasGUI = true
        showInfo = true
        
        availableInFlight = false
        availableInEditor = true


        basePartMass = #$../mass$
        tankMass = 0;0;0;0;0
    }
    
    !RESOURCE[Ore] {}
    !RESOURCE[Metal] {}
	!RESOURCE[RocketParts] {}
    
}

It should add Metal and RocketParts capacity to any Ore-holding tank.

-Doesn't work.

Edited by MatterBeam
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The StockFuelSwitch patch failed. 

I re-attempted with Interstellar fuel switch. 

@PART[SmallTank]
{
MODULE
{
	name = InterstellarFuelSwitch
	resourceGui = Ore;Metal;RocketParts
	resourceNames = Ore;Metal;RocketParts
	resourceAmounts = 300;300;600
	basePartMass = 0.5
	tankMass = 0.5;0.5;0.5
	volumeExponent = 3
	massMultiplier = 1
	massExponent = 3
	displayCurrentTankCost = false
	hasGUI = true
	availableInFlight = true
	availableInEditor = true
	showInfo = true
}
}
@PART[LargeTank]
{
MODULE
{
	name = InterstellarFuelSwitch
	resourceGui = Ore;Metal;RocketParts
	resourceNames = Ore;Metal;RocketParts
	resourceAmounts = 1500;1500;3000
	basePartMass = 2
	tankMass = 2;2;2
	volumeExponent = 3
	massMultiplier = 1
	massExponent = 3
	displayCurrentTankCost = false
	hasGUI = true
	availableInFlight = true
	availableInEditor = true
	showInfo = true
}
}

 

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6 hours ago, MatterBeam said:

The StockFuelSwitch patch failed. 

I re-attempted with Interstellar fuel switch. 


@PART[SmallTank]
{
MODULE
{
	name = InterstellarFuelSwitch
	resourceGui = Ore;Metal;RocketParts
	resourceNames = Ore;Metal;RocketParts
	resourceAmounts = 300;300;600
	basePartMass = 0.5
	tankMass = 0.5;0.5;0.5
	volumeExponent = 3
	massMultiplier = 1
	massExponent = 3
	displayCurrentTankCost = false
	hasGUI = true
	availableInFlight = true
	availableInEditor = true
	showInfo = true
}
}
@PART[LargeTank]
{
MODULE
{
	name = InterstellarFuelSwitch
	resourceGui = Ore;Metal;RocketParts
	resourceNames = Ore;Metal;RocketParts
	resourceAmounts = 1500;1500;3000
	basePartMass = 2
	tankMass = 2;2;2
	volumeExponent = 3
	massMultiplier = 1
	massExponent = 3
	displayCurrentTankCost = false
	hasGUI = true
	availableInFlight = true
	availableInEditor = true
	showInfo = true
}
}

 

Somehow, still doesn't work, even if it is not generating any Module manager errors on startup.

I need help with this, please.

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  • 2 weeks later...

Just a reminder: EL is licensed via the GPL. This means that since you distribute the dll, you are required to either provide the source, or provide links to its source. I think that means my github repository, but a link to my thread in addition would be good.

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  • 3 weeks later...

when you have a chance, would you reupload this? Kerbal stuff went down a few weeks ago. Spacedock.info has arisen to replace it, but most of the mods on kerbalstuff have not been put on spacedock.

Thank you for your time

Edited by mkire
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15 minutes ago, mkire said:

when you have a chance, would you reupload this? Kerbal stuff went down a few weeks ago. Spacedock.info has arisen to replace it, but most of the mods on kerbalstuff have not been put on spacedock.

Thank you for your time

It's been released: 

I'll update the OP.

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