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[1.2.1] SimpleConstruction - Stock rocket building v3.3


MatterBeam

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2 hours ago, MatterBeam said:

Sorry, I was unable to get EPL's custom recycling collider to work with the stock models. Attempts to recreate it in Blender have been unsuccessful. 

I have an idea, why not use the construction port, there could be a button that converts ships to parts once you press it. The convertion process would take the same period of time as building the ship and the amount of parts you get would rely on the skill of the engineer. Alternatively you could utilize cargo bays. They would do the same job, only they would need to be closed and the vessels inside not moving or docked in order for the procedure to work.

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Hi there! I wanted to ask a couple of questions:

  1. Why do your ThermalEfficiency modifiers differ from stock ISRU? It makes it inefficient in ether producing metal or producing everything else.
  2. Why lab is bound to use TemperatureModifier and ThermalEfficiency, but it does not produce heat? It makes lab perform with only 4%-6% load.
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44 minutes ago, RealGecko said:

Hi there! I wanted to ask a couple of questions:

  1. Why do your ThermalEfficiency modifiers differ from stock ISRU? It makes it inefficient in ether producing metal or producing everything else.
  2. Why lab is bound to use TemperatureModifier and ThermalEfficiency, but it does not produce heat? It makes lab perform with only 4%-6% load.

It is to compensate for the higher productivity multipliers the crewed modules provide. With reduced efficiency but increased multiplier (4x for the pods, x7 for the Science Lab), it favours large designs with multiple crewed parts rather than small, ultra-efficient designs that rely heavily on crew skill. 

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5 hours ago, RealGecko said:

As far as I can see from config files, metal and rocket parts production is not bound to crew skills in any manner.

It is coded into the .dll that comes with the EPL plugin. I cannot change the effect of crew skills through a config file. 

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1 hour ago, MatterBeam said:

It is coded into the .dll that comes with the EPL plugin. I cannot change the effect of crew skills through a config file. 

Actually crew stats do not affect RP printing and metal refining in any manner, it only matters when you actually build ship. So, even a fully automated ship can do both:

Y75Se3F.png

0nShEsC.png

I use 6 Crew Science Lab to maximize my labs capacity and as you can see, even having six level 2 engineers on board does not affect it in any manner:

KQ44Rea.png

MX2wO1p.png

But of course fully automated ship cannot build any rockets:

r2YQ0IU.png

Meanwhile fully packed lab does wonders:

Mpvp12O.png

But due to thermal modifiers rocket part printing goes with tortoise speed and metal refining is not 100% efficient.

So here is my kinda balance patch:

ISRU.cfg

@PART[*ISRU*]
{
MODULE
{
	name = ModuleResourceConverter
	ConverterName = Metal
	StartActionName = Start Metal Refining
	StopActionName = Stop Metal Refining 
	AutoShutdown = true
	TemperatureModifier
		{
			key = 0 100000
			key = 750 50000
			key = 1000 10000
			key = 1250 500	
			key = 2000 50	
			key = 4000 0
		}				
	GeneratesHeat = true
	DefaultShutoffTemp = .8
	ThermalEfficiency 
		{
			key = 0 0 0 0
			key = 500 0.1 0 0
			key = 1000 1.0 0 0
			key = 1250 0.1 0 0
			key = 3000 0 0 0 
		}
	UseSpecialistBonus = true
	SpecialistEfficiencyFactor = 0.2
	SpecialistBonusBase = 0.05
	Specialty = Engineer
	EfficiencyBonus = 1
	INPUT_RESOURCE
		 {
			ResourceName = Ore
			Ratio = 1
			FlowMode = STAGE_PRIORITY_FLOW
  		 }
	INPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 60
		 }
	OUTPUT_RESOURCE
	{
			ResourceName = Metal
			Ratio = 0.5
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
	}
}
}

As you can see it makes metal refining happen with stock temperatures.

largeCrewedLab.cfg

@PART[*]:HAS[@MODULE[ModuleScienceLab]]
{
MODULE
{
	name = ModuleResourceConverter
	ConverterName = RocketParts
	StartActionName = Start Printing RocketParts
	StopActionName = Stop Printing RocketParts	 
	AutoShutdown = false
	UseSpecialistBonus = true
	SpecialistEfficiencyFactor = 0.5
	SpecialistBonusBase = 0.05
	Specialty = Engineer
	EfficiencyBonus = 1
	INPUT_RESOURCE
		 {
			ResourceName = Metal
			Ratio = 0.25
			FlowMode = STAGE_PRIORITY_FLOW
  		 }
	INPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 30
		 }
	OUTPUT_RESOURCE
	{
			ResourceName = RocketParts
			Ratio = 0.25
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
	}
	MODULE 
	{
		name = ExWorkshop
		ProductivityFactor = 1
		IgnoreCrewCapacity = False
	}
}

This removes thermal modifiers from science lab, so it works with 100% efficiency regardless of temperature, but I diminished production rate four times to keep things balanced.

Here's the result:

0s2AVEO.png

As you can see ISRU now has 100% load with stock temperatures and rocket parts printing happens with constant, but diminished speed, so it does not overgrow construction port demand.

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5 minutes ago, SingABrightSong said:

Given that various mods have been moving away from Interstellar Fuel Switch, I would ask if there's a particular way to make the fuel switch compatible with, say, Configurable Containers.

Which mods are moving away from IFS? It works really well and is often updated.

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On 10/11/2016 at 1:10 PM, RealGecko said:

Actually crew stats do not affect RP printing and metal refining in any manner, it only matters when you actually build ship. So, even a fully automated ship can do both:

Y75Se3F.png

0nShEsC.png

I use 6 Crew Science Lab to maximize my labs capacity and as you can see, even having six level 2 engineers on board does not affect it in any manner:

KQ44Rea.png

MX2wO1p.png

But of course fully automated ship cannot build any rockets:

r2YQ0IU.png

Meanwhile fully packed lab does wonders:

Mpvp12O.png

But due to thermal modifiers rocket part printing goes with tortoise speed and metal refining is not 100% efficient.

So here is my kinda balance patch:

ISRU.cfg


@PART[*ISRU*]
{
MODULE
{
	name = ModuleResourceConverter
	ConverterName = Metal
	StartActionName = Start Metal Refining
	StopActionName = Stop Metal Refining 
	AutoShutdown = true
	TemperatureModifier
		{
			key = 0 100000
			key = 750 50000
			key = 1000 10000
			key = 1250 500	
			key = 2000 50	
			key = 4000 0
		}				
	GeneratesHeat = true
	DefaultShutoffTemp = .8
	ThermalEfficiency 
		{
			key = 0 0 0 0
			key = 500 0.1 0 0
			key = 1000 1.0 0 0
			key = 1250 0.1 0 0
			key = 3000 0 0 0 
		}
	UseSpecialistBonus = true
	SpecialistEfficiencyFactor = 0.2
	SpecialistBonusBase = 0.05
	Specialty = Engineer
	EfficiencyBonus = 1
	INPUT_RESOURCE
		 {
			ResourceName = Ore
			Ratio = 1
			FlowMode = STAGE_PRIORITY_FLOW
  		 }
	INPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 60
		 }
	OUTPUT_RESOURCE
	{
			ResourceName = Metal
			Ratio = 0.5
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
	}
}
}

As you can see it makes metal refining happen with stock temperatures.

largeCrewedLab.cfg


@PART[*]:HAS[@MODULE[ModuleScienceLab]]
{
MODULE
{
	name = ModuleResourceConverter
	ConverterName = RocketParts
	StartActionName = Start Printing RocketParts
	StopActionName = Stop Printing RocketParts	 
	AutoShutdown = false
	UseSpecialistBonus = true
	SpecialistEfficiencyFactor = 0.5
	SpecialistBonusBase = 0.05
	Specialty = Engineer
	EfficiencyBonus = 1
	INPUT_RESOURCE
		 {
			ResourceName = Metal
			Ratio = 0.25
			FlowMode = STAGE_PRIORITY_FLOW
  		 }
	INPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 30
		 }
	OUTPUT_RESOURCE
	{
			ResourceName = RocketParts
			Ratio = 0.25
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
	}
	MODULE 
	{
		name = ExWorkshop
		ProductivityFactor = 1
		IgnoreCrewCapacity = False
	}
}

This removes thermal modifiers from science lab, so it works with 100% efficiency regardless of temperature, but I diminished production rate four times to keep things balanced.

Here's the result:

0s2AVEO.png

As you can see ISRU now has 100% load with stock temperatures and rocket parts printing happens with constant, but diminished speed, so it does not overgrow construction port demand.

Impressive work. I will implement these in the next version.

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Had a floating clamp issue.

Reakon I tracked it down to SimpleConstruction.

Thread here.

Have a loooky if thee feeling in a fault finding mood.

OR..  Maybe that is just the way SimpleConstruction works. BUT this is a vechile built in VAB with stock parts and launched.

Edited by FizzerUK
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22 minutes ago, FizzerUK said:

Had a floating clamp issue.

Reakon I tracked it down to SimpleConstruction.

Thread here.

Have a loooky if thee feeling in a fault finding mood.

OR..  Maybe that is just the way SimpleConstruction works. BUT this is a vechile built in VAB with stock parts and launched.

Is it this problem:  https://www.reddit.com/r/KerbalAcademy/comments/4tz53q/issue_with_the_stability_enhancer/ ?

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Maybe..  All my searching I did not find that post on Reddit.

Will have to test later..  ATM I am all burned out testing and just wanna play :cool:

Thanks for the link, will look at it. 

Actually running EL ATM and I don't have the clamp issue.

MODS:

Spoiler

KSP: 1.2.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10  (10.0.0) 64bit

Filter Extensions - 2.7.4.2
Toolbar - 1.7.13
Ambient Light Adjustment - 2.6.2.7
B9 Part Switch - 1.5.1
Better Science Labs Continued - 0.1.8
Camera Focus Changer - 1.0.1
Chatterer - 0.9.91.1586
Color Coded Canisters - 1.5.1
Community Category Kit - 0.1.1
Community Resource Pack - 0.6.2
CommunityTechTree - 3.0.2
Contract Configurator - 1.21
Contract Pack: Clever Sats - 1.3.0.1
Contract Pack: Field Research - 1.2
Contract Pack: Bases and Stations - 3.4.1
Contract Pack: Tourism Plus - 1.5.1
Contract Reward Modifier - 1.0.2.4
CryoEngines - 0.4.2
DistantObjectEnhancement - 1.8.1
DMagic Orbital Science - 1.3.0.6
Contract Parser - 1.0.5
Contracts Window Plus - 1.0.7.2
Progress Parser - 1.0.6
Easy Vessel Switch - 1.1.1
EditorExtensionsRedux - 3.3.9
Extraplanetary Launchpads - 5.5.3
Firespitter - 7.4.2
Fuel Tanks Plus - 1.11
Interstellar Fuel Switch - 2.2.8
Kerbal Attachment System - 0.6
KerbalAtomics - 0.3.1
HyperEdit - 1.5.3
KerbNet Controller - 1.0.2
Kerbal Inventory System - 1.3
KSP-AVC Plugin - 1.1.6.2
KWRocketryRedux - 3.0.24.1
ModularFlightIntegrator - 1.2.2
Docking Port Alignment Indicator - 6.5.1
PartCommanderContinued - 0.1.1.1
PlanetShine - 0.2.5.2
RealChute - 1.4.1.2
RealPlume - Stock - 0.11
Real Scale Boosters - 0.15
AmpYear - 1.4.3
RetractableLiftingSurface - 0.0.1.2
SafeChute - 2.1.4
SCANsat - 1.1.6.11
SVE Scatterer cfgs - 1.0.1
Science Relay - 1.0.2.1
SpaceY Expanded - 1.3.1
SpaceY Lifters - 1.15
StageRecovery - 1.6.5
StationPartsExpansion - 0.4.1
Stock Visual Enhancements - 1.1.4
Stock Visual Terrain - 2.0
SXTContinued - 0.3.2.1
TAC Fuel Balancer - 2.11
Trajectories - 1.6.5
Kerbal Alarm Clock - 3.8.1
Alternate Resource Panel - 2.9
Transfer Window Planner - 1.6
TweakScale - 2.3.2
Universal Storage - 1.2.0.1
WASDEditorCameraContinued - 0.6.8.1
Waypoint Manager - 2.6
[x] Science! - 5.3

Issue comes back if I install SimpleConstruction!

Edited by FizzerUK
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1 hour ago, FizzerUK said:

Maybe..  All my searching I did not find that post on Reddit.

Will have to test later..  ATM I am all burned out testing and just wanna play :cool:

Thanks for the link, will look at it. 

Actually running EL ATM and I don't have the clamp issue.

MODS:

  Hide contents

KSP: 1.2.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10  (10.0.0) 64bit

Filter Extensions - 2.7.4.2
Toolbar - 1.7.13
Ambient Light Adjustment - 2.6.2.7
B9 Part Switch - 1.5.1
Better Science Labs Continued - 0.1.8
Camera Focus Changer - 1.0.1
Chatterer - 0.9.91.1586
Color Coded Canisters - 1.5.1
Community Category Kit - 0.1.1
Community Resource Pack - 0.6.2
CommunityTechTree - 3.0.2
Contract Configurator - 1.21
Contract Pack: Clever Sats - 1.3.0.1
Contract Pack: Field Research - 1.2
Contract Pack: Bases and Stations - 3.4.1
Contract Pack: Tourism Plus - 1.5.1
Contract Reward Modifier - 1.0.2.4
CryoEngines - 0.4.2
DistantObjectEnhancement - 1.8.1
DMagic Orbital Science - 1.3.0.6
Contract Parser - 1.0.5
Contracts Window Plus - 1.0.7.2
Progress Parser - 1.0.6
Easy Vessel Switch - 1.1.1
EditorExtensionsRedux - 3.3.9
Extraplanetary Launchpads - 5.5.3
Firespitter - 7.4.2
Fuel Tanks Plus - 1.11
Interstellar Fuel Switch - 2.2.8
Kerbal Attachment System - 0.6
KerbalAtomics - 0.3.1
HyperEdit - 1.5.3
KerbNet Controller - 1.0.2
Kerbal Inventory System - 1.3
KSP-AVC Plugin - 1.1.6.2
KWRocketryRedux - 3.0.24.1
ModularFlightIntegrator - 1.2.2
Docking Port Alignment Indicator - 6.5.1
PartCommanderContinued - 0.1.1.1
PlanetShine - 0.2.5.2
RealChute - 1.4.1.2
RealPlume - Stock - 0.11
Real Scale Boosters - 0.15
AmpYear - 1.4.3
RetractableLiftingSurface - 0.0.1.2
SafeChute - 2.1.4
SCANsat - 1.1.6.11
SVE Scatterer cfgs - 1.0.1
Science Relay - 1.0.2.1
SpaceY Expanded - 1.3.1
SpaceY Lifters - 1.15
StageRecovery - 1.6.5
StationPartsExpansion - 0.4.1
Stock Visual Enhancements - 1.1.4
Stock Visual Terrain - 2.0
SXTContinued - 0.3.2.1
TAC Fuel Balancer - 2.11
Trajectories - 1.6.5
Kerbal Alarm Clock - 3.8.1
Alternate Resource Panel - 2.9
Transfer Window Planner - 1.6
TweakScale - 2.3.2
Universal Storage - 1.2.0.1
WASDEditorCameraContinued - 0.6.8.1
Waypoint Manager - 2.6
[x] Science! - 5.3

Issue comes back if I install SimpleConstruction!

It seems this can be fixed by keeping the MM patch from EPL, which I dont have (only took the plugin).

Edited by MatterBeam
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8 minutes ago, FizzerUK said:

OK..

Good to know. At least someone else won't run into this now.

Keep up the great modding. Thanks

Apparently, I was wrong. The extending launch clamp MM code was inside my settings folder, which I had kept without understanding what it did. I've removed it and created version 3.3 

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Balance proposal

I noticed that stock ISRU ore input rate is usually ~0.5 sec on every conversion:

  • Ore 0.45 - Liquid Fuel 0.90
  • Ore 0.50 - Mono propellant 1.00
  • Ore 0.50 - Liquid fuel 0.45, Oxidizer 0.55
  • Ore 0.55 - Oxidizer 1.10

Every conversion requires 30 EC/sec.

Simple Construction adds "Ore - Metal" conversion, but it consumes 1 ore and and 60 EC per second.

So I propose a balance patch:

@PART[*ISRU*]
{
MODULE
{
	name = ModuleResourceConverter
	ConverterName = Metal
	StartActionName = Start Metal Refining
	StopActionName = Stop Metal Refining 
	AutoShutdown = true
	TemperatureModifier
		{
			key = 0 100000
			key = 750 50000
			key = 1000 10000
			key = 1250 500	
			key = 2000 50	
			key = 4000 0
		}				
	GeneratesHeat = true
	DefaultShutoffTemp = .8
	ThermalEfficiency 
		{
			key = 0 0 0 0
			key = 500 0.1 0 0
			key = 1000 1.0 0 0
			key = 1250 0.1 0 0
			key = 3000 0 0 0 
		}
	UseSpecialistBonus = true
	SpecialistEfficiencyFactor = 0.2
	SpecialistBonusBase = 0.05
	Specialty = Engineer
	EfficiencyBonus = 1
	INPUT_RESOURCE
		 {
			ResourceName = Ore
			Ratio = 0.5
			FlowMode = STAGE_PRIORITY_FLOW
  		 }
	INPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 30
		 }
	OUTPUT_RESOURCE
	{
			ResourceName = Metal
			Ratio = 0.25
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
	}
}
}

It makes ISRU consume 0.5 ore per second and give 0.25 metal per second and reduces EC consumption to 30 per second. Kinda closer to stock values.

jaU9ijm.png

PS: SC works with PBS without any patches. Isn't that great??!!!! :D

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22 hours ago, RealGecko said:

Balance proposal

I noticed that stock ISRU ore input rate is usually ~0.5 sec on every conversion:

  • Ore 0.45 - Liquid Fuel 0.90
  • Ore 0.50 - Mono propellant 1.00
  • Ore 0.50 - Liquid fuel 0.45, Oxidizer 0.55
  • Ore 0.55 - Oxidizer 1.10

Every conversion requires 30 EC/sec.

Simple Construction adds "Ore - Metal" conversion, but it consumes 1 ore and and 60 EC per second.

So I propose a balance patch:


@PART[*ISRU*]
{
MODULE
{
	name = ModuleResourceConverter
	ConverterName = Metal
	StartActionName = Start Metal Refining
	StopActionName = Stop Metal Refining 
	AutoShutdown = true
	TemperatureModifier
		{
			key = 0 100000
			key = 750 50000
			key = 1000 10000
			key = 1250 500	
			key = 2000 50	
			key = 4000 0
		}				
	GeneratesHeat = true
	DefaultShutoffTemp = .8
	ThermalEfficiency 
		{
			key = 0 0 0 0
			key = 500 0.1 0 0
			key = 1000 1.0 0 0
			key = 1250 0.1 0 0
			key = 3000 0 0 0 
		}
	UseSpecialistBonus = true
	SpecialistEfficiencyFactor = 0.2
	SpecialistBonusBase = 0.05
	Specialty = Engineer
	EfficiencyBonus = 1
	INPUT_RESOURCE
		 {
			ResourceName = Ore
			Ratio = 0.5
			FlowMode = STAGE_PRIORITY_FLOW
  		 }
	INPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 30
		 }
	OUTPUT_RESOURCE
	{
			ResourceName = Metal
			Ratio = 0.25
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
	}
}
}

It makes ISRU consume 0.5 ore per second and give 0.25 metal per second and reduces EC consumption to 30 per second. Kinda closer to stock values.

jaU9ijm.png

PS: SC works with PBS without any patches. Isn't that great??!!!! :D

I'm sorry, the 60EC/s was a design decision. I doubt the ISRU has fancy chemical extraction processes, so melting Ore and extracting metals out of it is the only way to refine. Therefore, it consumes more energy than simply boiling out the volatiles.

I'd like to keep it at 60Ec/s for now. 

3 hours ago, jr_the_king_71 said:

I really would like to download this mod but I cannot load the SpaceDock website. It simply will not load. Is there any other ways to download it like Curse or github?

Here is a mediafire link: https://www.mediafire.com/?xg45dfe1pcmhxr2

Edited by MatterBeam
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I am seeing the construction port available but not the clamp-o-tron jr docking port. 

I checked my career save and the jr docking port is not listed in the tech tree. I also checked a sandbox save that I have and there is no docking port jr available.

All of my crafts that had clamp-o-tron jr ports on them are now loading with construction ports instead.

Please help!

 

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17 minutes ago, Dr Farnsworth said:

I am seeing the construction port available but not the clamp-o-tron jr docking port. 

I checked my career save and the jr docking port is not listed in the tech tree. I also checked a sandbox save that I have and there is no docking port jr available.

All of my crafts that had clamp-o-tron jr ports on them are now loading with construction ports instead.

Please help!

 

No help needed, unless I'm totally misunderstanding this mod. Those ports are renamed and given new functionality, but are otherwise the exact same port they were before. They will work just fine as docking ports, but now you can also use them to build things.

This is actually a feature of this mod. It allows you to utilize Extraplanetary Launchpads with otherwise 100% stock craft.

EDIT: Ninja'd!

Edited by 5thHorseman
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12 hours ago, 5thHorseman said:

No help needed, unless I'm totally misunderstanding this mod. Those ports are renamed and given new functionality, but are otherwise the exact same port they were before. They will work just fine as docking ports, but now you can also use them to build things.

This is actually a feature of this mod. It allows you to utilize Extraplanetary Launchpads with otherwise 100% stock craft.

EDIT: Ninja'd!

Correct.

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