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Dewar

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Posts posted by Dewar

  1. 23 hours ago, B-STRK said:

    @Dewar or mods, I hope this isn't necroing things.

    Over at the Stock Mining Expansion thread, @TheProtagonists drafted a patch to apply GS to SMX's drills, the hyperlink goes to his post and patch there. Thing is, testing his patch leads to the the largest drill in SMX ("Terravore") drilling only about 0.30 GoldOre/sec., compared to the stock radial drill's 1.5 GoldOre/sec. The electrical consumption adjusts to maintain the same ratio in both (about 15 GoldOre per EC consumed, I think?), but the effect is that the largest SMX drill actually works slower than the stock radial drill in mining GoldOre, when for regular ore the Terravore should be ripping out 20 Ore/sec compared to the stock radial drill's 1.5 Ore/sec.

    So on behalf of TheProtagonists and myself, and anyone else who might want GS functionality out of SMX, what parts of the drill module do we need to modify in the SMX drill modules to give them GS functionality at their SMX input/output ratio vs. the stock drills? Again, taking the Terravore as an example, it needs to output 20 GoldOre/sec for 120 ECs/sec input (whereas the patch as written only puts out 0.30 GoldOre/sec.). Manipulating the numbers for the ISRU was more straightforward than playing with the drills, to be honest. 

    Thanks in advance to anyone who could help!

    Efficiency = 0.3 to 20
    
    ResourceName = ElectricCharge
    Ratio = 3 to 6
    The above should be equivalent to that output. Good luck.
  2. @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!

    On 5/8/2018 at 5:19 PM, wile1411 said:

    Alternatively, you could have the split nuggets split into the same mass values

    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 availability (ie gold and electricity).

     

    On 5/10/2018 at 10:07 PM, wile1411 said:

     - Are the Nuggets created overtime (like EL) or is it an immediate part spawn provided there is enough GoldOre to generate the desired sized nugget?
      - If it's immediate spawn, does that mean you are not wanting to model the time required to convert GoldOre into the Nugget?

     

    The mining speed and time to produce the gold resource needed for a spawn event is quite long (at least intended to be). 

    Although a spawn over-time mechanic would be cool, I don't think it needs to be implemented in the first re-release.

    I would just do immediate spawning for the time being, and if possible (using the api you mentioned) perhaps it could spawn "docked" to the gold spawning object to prevent kraken shenanigans and orbital issues.

    On 5/10/2018 at 10:07 PM, wile1411 said:

    Nugget part could include the module: 'ModuleAblator' with a setting 'ablativeResource = Gold'. You could then tweak the ablation settings so the Gold would ablate off quickly.

    I love this idea, consider it added! 

    On 5/10/2018 at 10:07 PM, wile1411 said:

    I'm thinking I could cobble together pieces of code from EL for the part that does the spawning of a nugget. I more pretty sure the rest of the plugin would be managed through the PAW (part action window) with various buttons appearing as conditions are met for resource requirements and what not.

    If you feel that this is something you are capable of awesome!! Visual studio and C scare me.

    I'll see if I can get my current build pushed to github so that you can see the source files and objects.

    Oh! you mentioned something about the gold nuggets being parts with values... to elaborate (after your thoughts on ablator): 

    I think I would make the "gold ablator" worth half of the funds, the other half would need to be the gold nugget itself. Otherwise if you did get it back to Kerbin with all the ablator drained rage would surely ensue.

    Just a thought!

    Feel free to message me, or respond here. 

    I'll try to respond as quickly as I can, but again, I currently have no life!

    Ciao!

  3. 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 (currently quite conservative IMO)

    - Removed all functionality with vanilla drills.

    - retextured and updated bahamut's set of drills for use on gold and NQ-125. (Will be leaving full credit for his models) 

    -drill configs have been altered to incentivize use of more crew on drilling rigs, and greater infrastructure through drill consumption of liq/ox depending on resource.

    - Have done some minor changes to tanks and spawn rules/situations for full functionality with futureplanet packs.

    - Have created configs for a number of engines to incorporate the use of NQ-125.

    - will be adding an interstellar fuelswitch config if I get around to it for greater storage options.

    Will let you guys know if I get busy and push this release back, but hoping to complete it this weekend.

    Cheers

  4. @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 is a win to me.

    I'm thinking of just doing tweaks on a few engines, perhaps one of each type, nuclear, air breathing, and liquidox

    Any thoughts on balance?

  5. Quote

    Engines could be a bit tricky as you may need to make your own, same with RCS thrusters. Although you could use the MultiModeEngine module were regular LFO thrust is 100, and the LFO + Unobtainium = 150thrust, or just an ISP increase. It would help taking off from EVE.

    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

    Quote

    Hard part would be that people could just fill it up in the VAB and use the enhance parts. If you could somehow block filling the resource in the MAB/VAB and make people mine it. Since making it really expensive would undercut the GoldOre. Making it too heavy making would make it too difficult for transport.

    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.

    Quote

    Maybe treat it like Naquadah from Stargate. It makes everything better.

    Lol... Love Stargate... I guess most players in this game do. 

  6. @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.

    Would like to hear any thoughts on this.

  7. 42 minutes ago, Barar said:

    That looks awesome, would download it.

    For my game setup, this might be too easy. I use OPM, Extra Solar. Combined with the FTL mod. I would find this method a little op if I find a big nugget. Since I would just FTL back home. Then stick a bunch of parachutes on it with a command module and drop it on my MAB.

    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 are available on mun and/or minmus for example).

     

  8. 1 hour ago, Barar said:

    Hi Dewar,

    Thank you for this mod, I play career mode and I find the contracts system limiting in that I am being told where to go, what to do for X amount of science and funds. It is rewarding at first, but I can only do so many rescue missions, satellite launches, bases or space stations. Just to finance the trips I want to do. This allows me to build up several gold mining bases and ship gold back home to fund my expeditions. I still have to put in the effort since I use the Umbra Space Industries mods from Roverdude. Just a bunch more fun for me then doing a ton of contracts, cheating, or playing sandbox. Since I can budget with each gold run I do.

     

    If you want suggestions, I wouldn't be opposed to the making the processing take an extra step to complete with MKS integration. I sorta do this with my MKS install using a hijacked part. I am doing this from memory since I am away from my KSP files so my not be balanced or correct config. Obviously other files need to be altered to make it work. 

     

    ####Insert code that should be in <> brackets.####

     

    Just something to chew on.

    @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 little too easy, and too near cheating for me to be comfortable with. 

    It also didn't feel like what the creators would have done in Stock. 

    Somehow grabbing a giant boulder of gold and dragging it across the solar system for profit seems much more on the nose to me.

    Most of the progress to this end has already been made...

    goldshot.jpg

  9. 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 

    What you get:

    Like the title reads, I'm willing to outsource the plugin creation. Choose your steam games (we'll talk on costs), add me to steam and I'll send them your way.  I will of course credit the plugin creator throughout the mod documentation, it is your work I just want to play with it. :wink:

     

    Let me know if you think this is within your capabilities!

    I did attempt loading up both realchutes and extraplanetary launchpads source code to try to attempt this kind of functionality. 

    It became apparent very quickly that I am new to plugin creation and not willing to put in the required time it would take to learn the process. 

    The help of the community would be awesome, so please do let me know if you are going to attempt to build this plugin or if you have any insights into how to go about making the code for others to get a head start!

    Fly safe!

  10. On 27/02/2018 at 10:03 AM, MaximumThrust said:

    Please make that happen! KPBS already has an smelter and many colored drills, could have one just for gold ore. Also the electricity requirement could be made very high, to make use of the nuclear reactor included. I've made a very dirt edit on the ore tank to resemble the gold ore tank, just to show the potential (I guess the license for the mod allows that).

    My skills are very limited, but I could help with everything I can.
     

    dllhost_2018_02_27_13_55_36.png

    dllhost_2018_02_27_14_15_40.png

    @Nils277 @Dewar

    @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.

     

  11. 43 minutes ago, taniwha said:

    @Dewar: I had forgotten you need to install the presets. Go to blender's user preferences, addon, and find the panel for Import-Export: Mu model format (KSP) (ie, this addon's panel). Then open it at you will see an "Install KSP Shader Presets" button: click that.

    That may be the reason that my parts all looked patchy? 

    Will experiment with that.

    Thanks again for the help!

    amazing addon

  12. 7 hours ago, taniwha said:

    Yes, it works for 1.4, and no, no need for Unity.

    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

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