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Everything posted by RoverDude
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So we have it working Basically the Jaw pulls mass out of the asteroid, leaving hollow space behind. Then you simply attach one or more resource hatches, expand or contract the space allocation, and insert stuff. Obligatory screenshot (this is still WIP!)
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Challenge ( Try fixing this :P) Would be nice !
RoverDude replied to Jakey4150's topic in Add-on Development
They didn't answer because you can't reverse engineer a .mu file. I don't think the issue here is with the community. -
[WIP] KerbalSocial - just an idea at this stage
RoverDude replied to codepoet's topic in Add-on Development
So the model I am toying with is less of a linear formula, and more of a variable likelyhood of someone just snapping. i.e. gather up all of the factors, and on a periodic basis, check and see how close to the edge they are, and if they are close, do a check to see if they snap. Surviving these stresses may in some ways help them cope in the future, or may in other cases, result in a PTSD for Kerbals where a seemingly fine Jebediah, despite surviving all of his friends getting killed on that Minums mission, one day just snaps and decides now is a good time to cut all of the parachutes. So a -
Indeed, busy at work on this even as we speak WaRi is knocking out the models, I'm polishing off some of the code.
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[WIP] KerbalSocial - just an idea at this stage
RoverDude replied to codepoet's topic in Add-on Development
Thanks - will post back once I have a design thread up. -
[WIP] KerbalSocial - just an idea at this stage
RoverDude replied to codepoet's topic in Add-on Development
Hopped in here since I was just about to embark on this for MKS, since it needs sanity, physical fitness, unique skills, etc. for the next part of colonization. Can you let me know who's working on it so I can check if it's still under active development? I'd just as soon integrate something complete vs. build, but my concern at the moment is having conflicting dependencies with fitness, sanity, etc. -
[WIP] Reconfigurable Tanks and Planetary Tanks
RoverDude replied to RoverDude's topic in Add-on Development
Quick update Working on the code for Planetary Storage. Essentially, how it works is this: You would land a module that would drill out an ever expanding useable area under the planet's crust. Attach a port, allocate storage space, and begin filling it. Now, here's the fun part. Because I also have the Proximity Logistics module from MKS, you could have ships land nearby, dip a part into the ground, and transfer in the resources without having to be connected (i.e. by using KAS, docking ports, etc.) -
[WIP] Reconfigurable Tanks and Planetary Tanks
RoverDude replied to RoverDude's topic in Add-on Development
Usual caveat - working textures, models, etc. (but I will keep the idea of embedding the label on the port so you can easily see what resources your tank is full of. Other use cases - Ferry out Kethane, replenish with LFO. Or swap out your supply run of life support supplies and fill up with LFO, all without having to move the mass of empty tanks. Also fun things like custom fuel mixes for spaceplanes with a single tank, etc. -
So one of the things I need to build out for Hollow Asteroids is the ability to dynamically allocate storage space in a part (since you could fill your asteroid with Kethane, snacks, whatever). I've decided to knock this out as both an open API, and also just for fun, to do an offshoot of Hollow Asteroids that lets you mine massive storage spaces in the crust of a planet or moon. It works by attaching resource 'ports' to a 'tank' that has a definition of both available and mazimum capacity (i.e. as you mine it out). These can then be tweaked, expanding and contracting the space allocated to
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
RoverDude replied to dtobi's topic in Add-on Releases
Good deal - will ping you offline. I think the two will make a nice fit. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
RoverDude replied to dtobi's topic in Add-on Releases
Nifty! Was just about to build a part similar to your probe for the Hollow Asteroids mod (currently wrapping up the API for dynamic tank partitioning). Would not mind chatting and see if we can work together on some asteroid goodness -
So here's the plan RE CoolBeer's configs. I am going to just run his multipliers through an alternate config set (I generate all of my configs procedurally). This will be on GitHub, and you would just copy these over the existing MKS Parts folder. It will assume you have already sorted out the rest of the stuff with TAC. I will make zero guarantees - things may be unleashed, children may be eaten