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ObiVanDamme

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Everything posted by ObiVanDamme

  1. For me it was very simple. After I installed KAS, I wished that KSP had the possibility to create parts in flight, because I forgot to add parts in the VAB or they broke for no obvious reason, or because of my bad pilot skills while landing. I looked fora mod that did that, but could not find one. So I decided to create it.
  2. You can of course add the Workshop module to your parts if you like to. I am very happy that so many other mod authors (on my scale 3 is very much) like the idea of what I am doing and want to include it. Please go ahead and let me know, when you did it, so that I can add you to the list of mods that work together with OSE Workshop in the OP. - - - Updated - - - That's exactly what we want to do. Ideally the first resource will have a lower funds/ton ratio than the cheapest stock part and the other one a higher funds/ton ratio than the most expensive part. In that case there would always be a ratio of the two resources that would allow to consume the correct mass of resources when hitting the price of the part. This step is the fine tuning we talked about, but before we can do that I need to get the multi resource system up and running. Edit: Did you calculate the funds/ton of each part by yourself or is there a list available? I was wondering if most of the parts clutter around a certain range to give a good idea where a possible starting point for the resource costs could be placed.
  3. It will stay simple for people who only use OSE Workshop and do not run MKS / EL. That is something I had in mind initially, when starting with the mod and that is also the reason why I removed the multiple resource feature I tried out some releases ago. And I promise it will stay that way! If you run OSE Workshop without MKS or EL you will be able to create everything you need in flight, even the second resource. What might change is what resources you need to use (RocketParts, SpecializedParts, MaterialKits or something completly different). Rover and me try to share the resource system to make the integration easier. When you install MKS together with OSE Workshop you will still use the same resources, but the converter recipe's will be adjusted to use the more complex MKS system with multiple harvestable resources and several intermediate products. Edit: The introduction of a second resource is independant to the MKS integration, because I needed that anyways to remove the career mode exploits mentioned some posts before. I just thought, that while I change the system and the resources anyways, that I could contact Rover to ask him about some advice regarding the integration to MKS as I personally like to play with both mods installed, because they extend each other so well if you like a challanging end game. With my current install including DMagic's science mods I can unlock the complete tech tree without leaving Kerbins soi ;-). MKS is something you can do afterwards which makes a lot of fun.
  4. thank you for pointing that out. i noticed that some time ago but forgot to fix it - - - Updated - - - sounds great. i will get the two resources system up and running with material kits and specialized parts and than wait for taniwha's implementation. we can fine tune the process and costs afterwards
  5. i did some more thoughtwork on that topic and all that crp and mks integration with an additional resource to balance the costs feels so smooth. when searching for the name of my resource i searcned the internet for 3d printing companies and suppliers and even nasa to find info about what is used to 3d print parts in space. i found a mission manifest on the nasa website that said something about material sample kits that contained several different metals, ceramics and plastic. in mks this could be metal, chemicals and polymers. in the current implementation you add specialized parts to create rocket parts. if we implement it so that metal, chemicals and polymers make material kits and i add specialized parts to that in the 3d printer we will have rocket parts again. not the generic resource used in el, but attachable specific rocket parts :-)
  6. OSE Workshop version 0.10.2 has just been released with available parts limitations - Only parts that are unlocked and purchased will be available for printing - The tooltip in the Workbench will show you the costs of the part itself and the costs of the resources used in the printing process => I need this for the career mode balancing but thought you might enjoy it as well
  7. I really like the idea behind CRP, because I saw how well mods integrate into each other if they share the resource system. even before I used regolith for the first time. If possible I will use CRP resources only, but during the time I introduced MaterialKits I was not able to find a suitable combination of resources to solve the current balancing issue I currently have. If this will be possible in the future I will try to go that way
  8. Career mode adjustments are on the way. I finally managed to make the part list to only show parts you have unlocked. I will adjust the part costs before the next release and introduce the new resource in another version. This should remove all exploits from science mode and make career mode a lot more realistic. I also would like to let you know, that RoverDude is working on a MKS integration for the Workshop with 3D printers in some of the MKS modules, MaterialKits in the switchable Kontainers and a MaterialKit processing using MKS resources (metal, chemical and polymers). Watch the MKS release thread to get when it will be available.
  9. Thank you very much, I will try that out. The code currently is in the onStart Method, so it needs to be moved, but I think it can go to the context menu action, that opens the GUI. This might even be better than OnStart, because the list will be loaded only when needed. Edit: I tried that out now and the problem really is, that you cannot run that detection in OnStart. I moved the detection to the GUI initialization and now it seems to work. You can reduce the code you posted to a one liner if you do not need the logging private bool PartResearched(AvailablePart p) { return ResearchAndDevelopment.PartTechAvailable(p) && ResearchAndDevelopment.PartModelPurchased(p); } I only tested this in Sandbox and Career mode without part unlock, but so far it does what it should do.
  10. This is also on the list, but not related to career mode adjustments
  11. Can someone please tell me how I can get a List of all parts, that have been researched (science mode) and that are purchased (career mode). Here is what I have now: foreach (var loadedPart in PartLoader.LoadedPartsList) { try { if (ResearchAndDevelopment.PartModelPurchased(loadedPart)) { items.Add(loadedPart); } } catch (Exception) { Debug.Log("[OSE] - Part " + loadedPart.name + " could not be added to available parts list"); } } I logged the length of the LoadedPartsList and the newly created list called items and they both have the same length no matter how far I am in the tech tree.
  12. "Not career mod friendly" is a very nice term. The current state of the mod is exactly what the others already mentioned. You can use it in career mod and you will not get stuck. It just has not all limitations implemented if you want a real challange, because you can use this mod in it's current state to do things that might feel a bit cheaty. If you just don't do it, you can very well use the mod in career mode. We will tackle this issue in the next upcoming releases and try to remove all those tiny exploits you currently have. The priority for this is as follows: 1. remove ability to print parts not researched, 2. pricing of the mods parts, 3. introduction of a second resource to adjust the cost of printing parts
  13. Do you see the "Open Workbench" context action? The Workshop itself does not have a status called "locked", so this message is not created by this mod.
  14. The behaviour you are describing is currently an exploit and due to the fact, that the mod is not career mode ready. We are working on a system to prevent the ability to create parts cheaper than their costs in the VAB - - - Updated - - - OSE Workshop Version 0.10.1 was just released with KIS 1.2.2 compatibility - Compatibility to KIS 1.2.2 - Fixed NRE in the VAB of the new inventory preference module
  15. Thank you for pointing that out. I already saw your pull request and will merge it with the next release. I had the same Issue with every part module I created, because all of them look for inventories on the vessel and I forget the check for vessel or if the loaded scene is flight and not editor every damn time
  16. I am happy to finally have it implemented, because it was one of the most requested features ever.
  17. OSE Workshop 0.10.0 has just been released - Fixed a bug that caused Workshop to determine the wrong maximum part size - Added category filter for "none" to show mod parts in custom category filters - Added inventory preference module to all inventories to allow the selection of favoured invetories. (All Inventories except the crew will have a "favor inventory" context action if a workshop is present on the vessel. When storing a finished part the Workshop will try to place the item in the favored inventories fist and than try the others)
  18. I will take a look at that for the next release. thank you for all the testing effort, i highly appreciate that because i cannot test as much as i would like to
  19. I will rework the available parts list for the next release anyways, to get rid of those weird errors. Your Idea sounds good and I might provide a configuration property for that, that defaults to zero. If you want to use it then, go can just change it.
  20. I received the same issue report from one other player but did not had it experienced myself
  21. That's exactly what I was thinking about. I currently run the detection in OnLoad and I think in that phase the other modules might not have been constructed. I will move that detection to OnStart or OnGUI where I am very sure all other modules of the Vessel should have been initialized
  22. The MPL has a default of 300 if you did not change it in the MM patch that came with the download.
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