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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience


Angelo Kerman

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Try this for the drilling rig:

	MODULE
	{
		name = WBIGoldStrikeDrill
		HarvesterType = 0
		Efficiency = 16
		ResourceName = Ore
		ConverterName = Ore
		StartActionName = Start Strip Mining
		StopActionName = Stop Strip Mining
		drillAnimationName = DrillAnim
		ImpactTransform = ImpactTransform
		ImpactRange = 15
		AutoShutdown = true
		UseSpecialistBonus = false
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = DrillSkill
		EfficiencyBonus = 6
		GeneratesHeat = false

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 15
		}
	}

 

The Drilling Rig is supposed to outperform the Hacienda' Claimjumper.

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47 minutes ago, Angel-125 said:

The Drilling Rig is supposed to outperform the Hacienda' Claimjumper.

It does, but it has an aggravating tendency to shut down when there's a shift in physics, for example when you want to use time warp, or when you have to switch to another vehicle/mission and come back. I usually have to manually go and turn them all back on.

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1 hour ago, capi3101 said:

It does, but it has an aggravating tendency to shut down when there's a shift in physics, for example when you want to use time warp, or when you have to switch to another vehicle/mission and come back. I usually have to manually go and turn them all back on.

I noticed that too, and don't have an explanation of why that happens. They're  based on the stock drilling code. Something in that code causes them to shut down. I almost want to write a custom drill plugin, but I'd have to do it quick because KSP 2 is dropping next week.

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2 hours ago, Angel-125 said:

I may have found the bug. Please see if this version fixes it. I also buffed the drilling rig's output.

Can you offer a synopsis of the bug?  Interested folks would like to know.

Also, your 1.40.4 source tag does not indicate any changes that have been committed recently.

Edited by Ooglak Kerman
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Interesting results.

- upping Efficiency from 6 to 16 had the effect of increasing MetallicOre output from 0.06/sec to 0.17/sec.
- uncommenting the SpecialistBonus stuff does not appear to have effect.  I tested this before and it does not cause an increase.  I have 2 x Eng-5 in the attached facility.
- Physics bump/scene shift causes a Rig attached via a walkway to a factory to stop.  A Rig directly attached to a factory is unaffected.  This is... odd.  But I have considerable oddity happening.

Moar testing is needed.  Stay tuned

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Wow!  The K-Dub hippy bus I built is just the most amazingly well balanced vehicle I've ever done.  Been mashing across Alva at 30-35 m/sec and catching monster air.  I did put the aux control module with it's reaction wheel right at COM.

It's almost like Pathfinder and Buffalo 2 were built to be complementary

Edited by Ooglak Kerman
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14 hours ago, Ooglak Kerman said:

Wow!  The K-Dub hippy bus I built is just the most amazingly well balanced vehicle I've ever done.  Been mashing across Alva at 30-35 m/sec and catching monster air.  I did put the aux control module with it's reaction wheel right at COM.

It's almost like Pathfinder and Buffalo 2 were built to be complementary

The original Buffalo was bundled with Pathfinder before people asked for it to be available separately. Buffalo 2 was indeed set up to haul Pathfinder's stuff around. :)

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5 hours ago, Angel-125 said:

The original Buffalo was bundled with Pathfinder before people asked for it to be available separately. Buffalo 2 was indeed set up to haul Pathfinder's stuff around. :)

The little work truck I built for the Alva colony has made a dramatic impact on the efficiency of building out.  Having a Kerbal laboriously move a thing a ways just made a huge inhalation noise.  And I don't know how I got along all this time without KIS.  Just the ability to adjust things in small increments is huge.  So much less cursing these days.

I'm about to start a very large side project on Minmus.  I desire a colony to be visible from space.  I'm also curious if KerbalKonstructs can be used to change Gilly into a cube.

Edited by Ooglak Kerman
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16 hours ago, Ooglak Kerman said:

The little work truck I built for the Alva colony has made a dramatic impact on the efficiency of building out.  Having a Kerbal laboriously move a thing a ways just made a huge inhalation noise.  And I don't know how I got along all this time without KIS.  Just the ability to adjust things in small increments is huge.  So much less cursing these days.

I'm about to start a very large side project on Minmus.  I desire a colony to be visible from space.  I'm also curious if KerbalKonstructs can be used to change Gilly into a cube.

Well before EVA Construction, Pathfinder was made for KIS/KAS. There wasn't much for kerbals to do on EVA  back then, so I built Pathfinder to be carried by Buffalo to a site and assembled by a kerbal on EVA. The part design and wonky attachment nodes reflect that. EVA Construction was released much later, and while I was able to make some adjustments for it, I didn't have time to redo Pathfinder to make it fully compatible. That's why you might have some difficulty using it.

And before anybody asks, I don't know if it'll be possible to port Buffalo 2 over to KSP 2. We know that modding KSP 2 is supported, but it may be some time before the game is opened up enough for modding to happen. Certain aspect of Buffalo 2 would likely need to be redesigned, such as the part variant system, for instance, and the artwork itself. Another constraint is that I don't have a license to the 3D program I used to make Buffalo 2, and while I plan to learn Blender, it'll be a while before I'm up to speed.

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12 minutes ago, Ooglak Kerman said:

What was that graphics package?  I recall you mentioning it and that the licensing costs went up pretty dramatically.

I've used 3DS MAX for the past 10 years. I had a good deal on it until they drastically raised the renewal price. It worked well for my needs- and not just KSP modding. Blender looks to be a stable platform that's been around 20 years, and has improved significantly in the past decade, so it should be a good investment of my time.

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Great gobs.  $1785/year.  Sounds like they took a lesson from Oracle in alienating users.  I've dinked with Blender on and off and yeah..  it seems to be getting a lot of love lately.  I'm just not of the artistic bent.  You need a datacenter defined in software - I'm your guy.  You need more than crudely done stick figures...  not so much.

I've frequently thought that it would be fun to have highly functioning but exceptionally crudely rendered craft.  A mighty interstellar craft that looks like it was hacked from rotted logs with a dull axe.

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41 minutes ago, Ooglak Kerman said:

Great gobs.  $1785/year.  Sounds like they took a lesson from Oracle in alienating users.  I've dinked with Blender on and off and yeah..  it seems to be getting a lot of love lately.  I'm just not of the artistic bent.  You need a datacenter defined in software - I'm your guy.  You need more than crudely done stick figures...  not so much.

I've frequently thought that it would be fun to have highly functioning but exceptionally crudely rendered craft.  A mighty interstellar craft that looks like it was hacked from rotted logs with a dull axe.

Yeah, that price is way higher than what I was paying. Soon as it jumped like that, I decided to let my license run out- hence the reason in the last couple of months of 2022 I was cranking out Buffalo 2 parts...

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37 minutes ago, Angel-125 said:

Yeah, that price is way higher than what I was paying. Soon as it jumped like that, I decided to let my license run out- hence the reason in the last couple of months of 2022 I was cranking out Buffalo 2 parts...

I know I speak for a number of folks when I say thanks for the work you put into it.  To put it in Cajun...  C'est une barrel d'aggrement

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1 hour ago, Ooglak Kerman said:

I know I speak for a number of folks when I say thanks for the work you put into it.  To put it in Cajun...  C'est une barrel d'aggrement

Much appreciated, thank you. :) I don't know how much KSP 1 playtime I'll get out of it, and if KSP 2 has good rover parts then it won't be needed. I'm already looking forward to not needing Pathfinder (due to colonies) or DSEV (due to new interplanetary/interstellar parts) either.  There's a raft of other mods I won't need... :) I really want to keep the number of mods that I maintain in KSP 2 very low- like the 2-3 I've mentioned before. I'm hesitant to even look at Snacks until resources and resource mining is in the game- colonies too. So if KSP 2 has adequate rover parts then Buffalo 2 won't get ported over. I don't even know if any KSP 1 3D models can be ported over...

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Huh... have you tried to pull off a mountain goat wheel assy in EVA construction and then  put them back on?  They're cursed!  Ya stick 'em on fine and then the wheels rotate 90 degrees.

Spoiler

N48DwdF.png

The jack lift is just frikkin awesome.  So wish I had that a long time ago.

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1 hour ago, Ooglak Kerman said:

Huh... have you tried to pull off a mountain goat wheel assy in EVA construction and then  put them back on?  They're cursed!  Ya stick 'em on fine and then the wheels rotate 90 degrees.

  Hide contents

 

The jack lift is just frikkin awesome.  So wish I had that a long time ago.

Maybe try it with KIS?

RE: Sandcastle shipyard:

82vC3mG.png

The frame is 42 parts but the total is 216.

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Off Topic: Having watched some of the videos on KSP 2, I can say that I'm definitely impressed. The game has great potential and I look forward to seeing how it matures. It sounds like modding isn't officially supported in Early Access, at least for a while, and as a long-time modder of KSP 1, I'm ok with that. It'll give me time to just play the game and enjoy its features, and lets me take the time to plan out what I want to do. @Intercept Gameshas done an outstanding job, and I think KSP 1's successor is in good hands. :) And if the specs look hefty, just wait, the game's performance will improve. There's no way that the company would build a game that can only be played by 30% of the players on Steam.

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I just got back into ksp after a couple months and I just tested the automated supply line part in sandbox mode, and i think it's going to be really useful for building stations with life support mods.

One question though, does it cost funds to resupply, or do i get the resources for free?

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