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[WIP][1.2.2] Keridian Dynamics - Dev Thread [Last Update: 2017-01-21]


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7 hours ago, colmo said:

FYI @Eleusis La Arwall - you no longer need to use EPL to erect a fundament, allista's Ground Construction should be able to do it instead, and this time, it'll be level!

http://forum.kerbalspaceprogram.com/index.php?/topic/154167-122-ground-construction/&do=findComment&comment=2904240

Interesting, thanks for the info!

On 30/12/2016 at 4:03 AM, wasml said:

I would say split the crew passable tanks into a separate pack - they're a unique take on tanks that are usable by them selves. If both are wanted it's easy to add multiple packs to get it all.

I would vote against the MM patch to disable tanks as the resources are loaded but not used - could be an issue for heavily modded games (though it looks like you may be reusing textures so this may not be much of an issue).

I'll try the Crew-passable tank separation for the next update. At first they will be located in the customization.
Should not have a big impact on performance because they all use the same textures.

Next update will also introduce a smaller Furnace and a Fabrication Container (RocketParts production). The latter requires an engineer aboard the vessel to work. Here's a comparison of all 4 converters:
IXCXHDm.jpg

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On 04/01/2017 at 0:27 AM, Eleusis La Arwall said:

Interesting, thanks for the info!

I'll try the Crew-passable tank separation for the next update. At first they will be located in the customization.
Should not have a big impact on performance because they all use the same textures.

Next update will also introduce a smaller Furnace and a Fabrication Container (RocketParts production). The latter requires an engineer aboard the vessel to work. Here's a comparison of all 4 converters:
IXCXHDm.jpg

 

Oh sweet! I was actually wondering if we would get something like this funnily enough! xD

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  • 2 weeks later...

Version 0.8.2 - Recycling Everything - is available!

Download from SpaceDock

Download from GitHub

fn0gqpZ.jpg

What's new?
As the title indicates, this update takes the next step into recycling. Recycled crafts are turned into ScrapMetal and a small amount of Metal. The Furnaces and the ChemicalReactor can turn ScrapMetal into Metal.

Also there is a new EVA item (requires KIS&KAS) called RecyclingSite that must be attached to the ground. The recycling area is indicated by a red cube. The Site must be connected to a KAS connector port to store recycled resources.

The tank-configs are completly overhauled and support 9 different resource setups at the moment. New 1.25 m sized tanks and one adapter to 2.5 m are available.

The Station Tanks are now separated into the customisation folder. The series now ranges from 1.25 m to 3.75 m with all sorts of adapters.

A variaty of 1.25 m sized parts like Furnace, Fabrication Container and Recycler for smaller crafts.

The Planetary Assembly Management (PAM) acts as a Survey Station with integrated KIS storage for Launchsites, Tools and other stuff. Available in 2.5 and 1.25 m.

For more info see the changelog. Have fun with the update!

Future plans:
Making some new screenshots to replace the outdated stuff. Working on a deployable launchpad.

Changelog:

Spoiler

 

**2017.01.21 - Recycling Everything - v0.8.2**

* Moved parts to customisation: KD-STXXXXFS. New Adapters included.
* New part: KD-FurnaceSmall.
* New part: KD-FabricationContainer (Metal --> Rocketparts; needs an engineer).
* New part: KD-PAM (Planetary Assembly Management aka SurveyStation); has no IVA currently.
* New part: KD-PAMSmall.
* New part: KD-RecyclerSmall.
* New part: KD-RecycleSite (Needs KAS).
* New parts: KD-T125XFS (X=variant) 1.25 m Storage Tanks in 3 sizes(1, 2, 4 m)).
* New part: KD-T2001FS (1.25 to 2.5 m storage adapter).
* Re-exported most of the models with improved shading and materials.
* Re-worked most of the animations. Except the tanks all parts use ModuleColorChange for glow animations (can be changed in cfg).
* Overhauled resource storage and mass for ALL tanks.
* Added ScrapMetal setup.
* Added LFO setup (temporary, for balancing. Will be replaced in the future).
* Added surface attach to some parts (Launchpads for example).
* Fixed Furnaces MetalOre extraction ratio. Now really 70% (was 100 before).
* Recycling produces ScrapMetal and small amounts of Metal.
* Added ScrapMetal-->Metal converters (Furnaces,ChemicalReactor).
* Changed SpecialistBonus for KD-Furnace.
* Changed SpecialistBonus for KD-3D-Printer.
* ChemicalReactor can now extract RareMetals and ExoticMinerals from Dirt (if OSE Workshop is installed).
* Changed dependency for Metal,Ore-->SpecializedParts converter to require UmbraSpaceIndustries.
* Changed SimpleConstruction support: If SC is installed the following changes are applied:
1. No MetalOre Harvester.
2. No MetalOre-->Metal converters.
3. Ore-->Metal converters give 70 times more Metal.
4. Metal tanks storage-capacity is increased by factor 5 (ingame units, not mass!).
* Changed FS/IFS priority. If both are installed IFS module will be used.
* Added optional config to use RocketParts with OSE Workshop instead of MaterialKits, RareMetals & ExoticMinerals (KeridianDynamics-OSE-RP.cfg).

 

Thanks to @wasml for the feedback on the tanks. Very good suggestion :)
Again, big thanks to @Dr Farnsworth for a lot of suggestions, feedback and testing during development!

Edit: Forgot to mention that the window and tank lights are bound to Action Group Light by default now.

Edited by Eleusis La Arwall
Added picture and Edit.
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5 hours ago, Eleusis La Arwall said:

Also there is a new EVA item (requires KIS&KAS) called RecyclingSite that must be attached to the ground. The recycling area is indicated by a red cube. The Site must be connected to a KAS connector port to store recycled resources.

Could you describe this part's use a bit more? It makes a big red cube recycling area, where we can land ships and move rovers and stuff and have it be recycled? Does it happen immediately upon entering the cube?

Excited to play with it, just don't understand how it operates.

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@revolioclockbergjr Sure, I'll explain it more detailed. Build a vessel with Metal and ScrapMetal storage. Fill a KIS inventroy/storage with a RecycleSite, a Slege Hammer and a KAS Connector Port (or directly attach a connector port to the vessel). The Sledge Hammer must be equipped to attach the RecycleSite to the ground:

Spoiler

RFmfBq2.png

Link the surface attached RecycleSite to a KAS connector on the vessel. No need for a Connector Port on the RecycleSite, it has an integrated Connector Port that uses the same pipe-type as KAS. In the right-click menu select "View Recycle Area". Don't activate the recycler! this is important. Right-click menu must show "state: Off", otherwise turn the recycler off.

Spoiler

XGaSmyD.jpg

Bring the vessel/parts you want to recycle inside the recycle area, in this example it's a small stock rover. Make sure only parts you want to recycle are inside the red area.

Spoiler

IUWbOb2.jpg

Now activate the recycler and watch the little rover disappear as your tanks start to fill. The recycle rate is much lower than the other two recyclers but it's still pretty fast.

Spoiler

w96imEz.jpg

The red cube shows the entire recycle area (or recycleField). If a vessel (including Kerbals) occupies the same space as the red cube, even partly, it will be recycled. So be carefull with the "activate recycler button" :wink:

I hope this brings some light to how the RecycleSite works :)

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  • 2 weeks later...
5 hours ago, revolioclockbergjr said:

I think I'm doing something wrong. I'm new to EL stuff.

I have a KD Launchsite attached via KIS to the ground near a MobileVAB. I can't get it to show up in the GUI. All I ever see is "no sites found". Halp!

Do you have engineers inside the MbileVAB? I think you need at least one engineer, maybe more.

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6 hours ago, Eleusis La Arwall said:

Do you have engineers inside the MbileVAB? I think you need at least one engineer, maybe more.

Pilots, to find sites.  Technically you can find sites if they are close enough without a pilot - but I'm not sure those stakes are close enough.  :wink:   And it might be worth pulling down that top drop-down and seeing what the choices are, in case there are more than one.

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  • 2 weeks later...
5 hours ago, The-Doctor said:

hey, does the 3D printer do what OSE workshop does, hence rendering OSE workshop obsolete? I wanna know so I can know if to not install OSE workshop

No OSE workshop is not obsolete. The 3D-Printer and the FabricationContainer can do what OSE workshop does but OSE is required as dependency.

5 hours ago, The-Doctor said:

Also, can you add a description for all parts on the front page, and maybe a wiki it would really help new players

I've started a manual some time ago but t is pretty outdated by now. Once a release of the mod is reached I'll write a proper manual :wink:

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11 hours ago, Eleusis La Arwall said:

No OSE workshop is not obsolete. The 3D-Printer and the FabricationContainer can do what OSE workshop does but OSE is required as dependency.

I've started a manual some time ago but t is pretty outdated by now. Once a release of the mod is reached I'll write a proper manual :wink:

I install with ckan, ckan doesn't have OSE, my question was do I need OSE or can this 3d printer do everything OSE does, or at least enough of what OSE does?

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7 minutes ago, The-Doctor said:

Hey, one more question, does this mod no longer need EL? And do you plan on adding a runway? EL I only kept the runway, but would prefer not to install it on ckan

This mod is a parts pack.  It does nothing but provide parts.  To make the parts useful, you need either EL (for the EL parts) or OSE (for the OSE parts).

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11 minutes ago, The-Doctor said:

I installed it with ckan and ckan didn't install EL, should I go ahead and put EL?

Probably.  If you want to build stuff using EL.  :wink:  (I assume ckan's got it listed that way because it could be either EL or OSE, or both.)

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