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Dewar

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Everything posted by Dewar

  1. Efficiency = 0.3 to 20 ResourceName = ElectricCharge Ratio = 3 to 6 The above should be equivalent to that output. Good luck.
  2. Hi again! Why yes I did mean those drills! For anyone still following I am still interested in the mod, I'm just busy with other things atm. Apologies for the slow releases.
  3. @wile1411 Hey there! Sorry I'm in the middle of a coding boot-camp at the moment so I have been really slow to respond to anything other than sleep and food. First thanks so much for looking into the code and spitballing ideas. I love when I can get some feedback, and even better, a coder for basic functionality. I think I got through everything you mentioned about but do let me know if I missed something. To the replies! Splitting shouldn't be necessary, I'm thinking just a parts menu that would give you the option to spawn different sizes based off resource avai
  4. So, I was handed a bunch of work over the weekend. Will try to push an update soon. Apologies.
  5. So quick update, I am taking a full-time intensive course on web/program development atm and won't be releasing my planned redux for a while. Until then, I am planning on releasing a general update this weekend that will incorporate some of the stuff I am hoping to accomplish. Call it an alpha, so it won't be the default download on the main page. The changes to come are as follows: - unobtainium removed (thought it useless) -NQ-125 added: a high thrust fuel multiplier that can be utilized with a number of switchable engines. Configs to be adjusted on feedback (curre
  6. I don't think I am going to make unobtainium heavy this time around, at least not like gold. I want it to be more about getting out there and obtaining it. (Get it!?)
  7. @Barar I did get a working version of the lv-n running on liquid fuel+unobtainium. I kept consumption rates the same for liquid fuel and just added in .05 Unobtainium to the mix, kind of like a Nitrogen Oxide equivalent. I set ISP at 400 - 650 and increased thrust to 140kn from the base 800 ISP and 60kn. I also made it impossible to spawn unobtainium (and goldore) in the hab. The SSTO designer in me likes the idea of needing to build a silo next to my runway to manually supply spaceplanes with their added fuel. More infrastructure, and more reasons to go places i
  8. That is an amazing idea and easily implemented! I think I could get this going tonight to test. I was thinking more along the lines of improving the thrust of nuclear rockets, as those are the ones that everyone uses end game anyway. I could add a switch that would allow for the consumption of both Unobtainium and Liquid Fuel while increasing TWR and/or atmospheric ISP. Actually, this is already implemented in my updated version of the mod. It is an easy Resource config setting something like: Tweakable = No or some such. Lol... Love Stargate... I guess most players
  9. @BararSomehow the idea that Kerbals are smart enough to get to another planet and mine for a rare resource, yet too dumb to consider the ramifications of the resulting product, makes me smile at the absurdity. Speaking of Unobtainium though, I feel that there is almost no need to ever go after it in the current mod. Perhaps combining goldore, unobtainium, and ore could be used as a recipe for a new product. Something that would be valuable for an alternate reason, ie: power production (as an alternative to 20 RTGs), late game science production via recovery, or something else.
  10. I am not removing the scanning for resources/mining goldore mechanics from the mod. What I am hoping to add is gold nugget production via a smelter, which will require electricity and goldore to produce. I don't like that gold is so easy to load up into a ship, as half of real world mining is dealing with the logistics of moving the substances after obtaining them. Additionally, the idea of having to deal with a big unwieldy rock appeals to the Kerbal in me. I am also going to make multiple configs to drop onto the mod in order to change the difficulty (whether resources a
  11. @Barar I do appreciate the effort you put in here, and I may end up going that direction in the end. As the mod stands now, I want to change the entire way that you recover your gold; hopefully in a way that will ignite a challenge, while further making it necessary for landed infrastructure. If the plugin-gods send me a programmer; instead of filling up tanks of Gold, you will produce large rocks of gold to be manually hauled back to Kerbin. I feel that the current, "land> mine> fill random tanks with substance> convert to gold> fill another tank", is a litt
  12. Hey guys, If you or anyone you know are plugin creators, please check this out: Update hopefully inbound, waiting on above plugin! Have a good one!
  13. Hey guys, I'm the mod tinkerer behind The gold standard. What I need: I am looking for someone to build a plugin module that will spawn parts (different sized gold nuggets) through the default right-click part menu, check if resources for selected sizes are available (goldore and electricity), if not green vanilla message reads not enough resources, if resources are available spawn part at specified location using specified resources. Ideally spawn location, resource amounts/types and item to be spawned would be configurable within the config for the part module Wha
  14. @MaximumThrust have looked into this and have permission from the mod author @Nils277 to use his assets. Once my mod is brought to full 1.41 functionality I'll begin working on the add-on pack incorporating KPBS parts with my own mods mechanics.
  15. That may be the reason that my parts all looked patchy? Will experiment with that. Thanks again for the help! amazing addon
  16. Awesome! got it figured. Thanks so much for your clear explanation. I ended up following what you said and opening up two blender windows, one with a stock part, one with mine. Cheers!
  17. Awesome, last question. How do I specify a texture file to use for the mu export? I have got my part functioning correctly in KSP but the texture and bump map won't function. I have tried both dds and PNG files, I think I may not be getting an object or material reference that points at the file? Will continue to hack away but if someone can enlighten me I would appreciate it
  18. Is this functioning for 1.4? And do I still have to import to unity to get the part into the game? (i am n00b)
  19. Bump to this. I also want to get my 3d models running in 1.4. Anyone?
  20. lol... I already did that... haha that would have saved me some work. Google sucks.
  21. .... Yay! Thanks guys! I'll release a standalone version of his drills running vanilla animations and ore alongside my own, which will have custom textures and only be viable for gold ore/unobtanium.
  22. Hey guys, who would I talk to about using Baha's augers in my mod? I did message him directly and haven't heard back. Any idea what license he's running? I would of course be leaving full credit for using his models. I have already changed the textures to dds and have adjusted the drills to function with 1.4 stock ore. Am currently doing a refresh on the textures as well. - Dewar
  23. Hello everyone, I have been away busy with life, but seeing as 1.4 is now out and KSP will probably remain unchanged for the near future, I have decided to attempt a redo on the mod. It will include a new unique way of producing gold, and a few other new mechanics. More soon. Edit: A word
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