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[1.9-1.10] Global Construction


allista

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1 hour ago, korniton said:

I see. Its my fault obviously. Sorry for bothering you  :(

I'm sorry I haven't had the time to upgrade my mods to 1.4. I'll only have the opportunity to try it this Sunday, but can't guarantee a day will be enough.

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3 hours ago, allista said:

I'm sorry I haven't had the time to upgrade my mods to 1.4. I'll only have the opportunity to try it this Sunday, but can't guarantee a day will be enough.

Don't be sorry :) you have a life and need to live it.  More important things come up.

Looking forward to an update though!  Peace.

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5 hours ago, allista said:

I'm sorry I haven't had the time to upgrade my mods to 1.4. I'll only have the opportunity to try it this Sunday, but can't guarantee a day will be enough.

No need to be sorry. Your work is very appreciated and life comes before anything like this. So dont worry about it :D 

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There seems to be a bug with the graphics of Space Crane's RCS exhaust - it is expelled in the wrong direction and is overly bright and large.

Also, will join the general encouragement - the mod is awesome and we can survive for a few days without it while you do your real life things:)

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20 minutes ago, AtilaElari said:

There seems to be a bug with the graphics of Space Crane's RCS exhaust - it is expelled in the wrong direction and is overly bright and large.

Also, will join the general encouragement - the mod is awesome and we can survive for a few days without it while you do your real life things:)

Thanks :)

As for the graphics -- it's entirely KSP thing; the direction is defined in the model and hasn't changed since 1.3.1, while the particle effect is drawn by the stock ModuleRCS which may have changed in 1.4.

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For some reason, when I try to put a craft into a DIY kit, it isn't doing anything. It's really annoying because I really need to put a rover in one.

Log: https://www.dropbox.com/s/m9peoec3dz58vqc/log.zip?dl=0

I'm using what @RoverDude bundles with MKS' 1.4 version, if that helps.

I'll wait for an official GC 1.4 to drop (I really don't care how long it takes, or if it even comes out, your life is way more important than my KSP, take as long as you like, and besides, I can always drop to 1.3.1) and in the meantime I'll just use EL, it seems to work in 1.4. It'll be annoying getting SpecialisedParts around rather that DIY kits though, :/

Edited by TDplay
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15 hours ago, Cookkiiezzz said:

Hey

 

I downloaded the mod via Umbra Space Industries,

I just can not load a ship into the container,

nothing happens when I select a ship and I click Load! What must or can I do?

Wait for Allista's update of the mod for 1.4.1 or roll back to 1.3.1.

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8 hours ago, allista said:

It's coooming... :confused:

HYPE!

No pressure :)

allista will have us all the best ISRU ship building mod updated soon.

Also, when you update GC, I have an odd request - could you make the dll separately available for those of us that use MKS?

Edited by TDplay
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I'm asking this in the EL thread as well, but is there a way to adjust the base build speed in this mod?  I use both EL and this mod, and I'd like to balance the speed each mod builds at - currently EL is much faster, which just seems very odd.

(Asking in both because if either can be adjusted, I'll try to get something working.)

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1 hour ago, DStaal said:

I'm asking this in the EL thread as well, but is there a way to adjust the base build speed in this mod?  I use both EL and this mod, and I'd like to balance the speed each mod builds at - currently EL is much faster, which just seems very odd.

(Asking in both because if either can be adjusted, I'll try to get something working.)

You can change the ComplexityWeight and MetalworkWeight in GroundConstruction/Plugins/PluginData/GroundConstruction/GroundConstruction.glob or, better yet, add the GroundConstruction/GroundConstruction.user file with these options changed to your liking (so that the changes were not affected by updates).

ComplexityWeight is the maximum value in SKH (1-star engineer will spend this amount of hours to do the job) that will be required to construct something very complex (complexity == 1).

MetalworkWeight is the amount of SKH required to construct something from 1 tone of MatKits on site.

So the TotalWork(SKH) = C*ComplexityWeight + structure_mass*MetalworkWeight

This is actually wrong; it should be TotalWork = KitMass*ComplexityWeight + structure_mass*MetalworkWeight, because to build something big and complex should be harder than to build something small and comparably complex. But it's as it is for now.

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In case you run into the same issue as myself, the github zip releases do not contain AT_Utils/Configurable Containers. I was still running on the old versions of those which prevented the parts from getting most (all?) of their modules. Easily fixed by updating those mods.

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I have a suggestion/feature request if you want to consider it: the size of the DIY kits it's based on the vessel contained and it's determined while keeping the kit proportions the same. So you never know how wide the kit will result until you select the vessel and, if you're shipping several kits, you may have this

NtaDHLp.png

What I'm thinking is, how about it becomes possible to restrain the height and length into KSP standard sizes and only length becomes affected? On one hand, that solves center of mass issues if I wanted to line up all those kits in order to attach rover wheels to them (which may not be critical in the example, but it may be if other parts are assembled with them are meant to be driven to location) and also allow the kits to be flown into standardized cargo bays:

Suppose you determine the kit's width to fit a 2.5m stack. You know you can fit it into an MK3 cargo bay (useful for SSTOs, atmospheric deliveries or to protect the kits from the reentry heat) although if the vessel contained is too big then the resulting kit may be very long (so may spam cargo bays, maybe choose 3.5 size on a 5m bay) and you know you can make a 2.5m sized rover/truck which will not suffer wheels or CoM issues. So, for instance, a standardized SSTO spaceplane can take standard sized kits (which in that fashion would work as cargo containers, which are of a standardized size) to LKO, where they get picked and, at their destination, they are also delivered through a standardized rover or lander.

The problem I see with this is the texture. Can KSP make them tiles, or would they necessarily stretch?

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5 hours ago, juanml82 said:

I have a suggestion/feature request if you want to consider it: the size of the DIY kits it's based on the vessel contained and it's determined while keeping the kit proportions the same. So you never know how wide the kit will result until you select the vessel and, if you're shipping several kits, you may have this

NtaDHLp.png

What I'm thinking is, how about it becomes possible to restrain the height and length into KSP standard sizes and only length becomes affected? On one hand, that solves center of mass issues if I wanted to line up all those kits in order to attach rover wheels to them (which may not be critical in the example, but it may be if other parts are assembled with them are meant to be driven to location) and also allow the kits to be flown into standardized cargo bays:

Suppose you determine the kit's width to fit a 2.5m stack. You know you can fit it into an MK3 cargo bay (useful for SSTOs, atmospheric deliveries or to protect the kits from the reentry heat) although if the vessel contained is too big then the resulting kit may be very long (so may spam cargo bays, maybe choose 3.5 size on a 5m bay) and you know you can make a 2.5m sized rover/truck which will not suffer wheels or CoM issues. So, for instance, a standardized SSTO spaceplane can take standard sized kits (which in that fashion would work as cargo containers, which are of a standardized size) to LKO, where they get picked and, at their destination, they are also delivered through a standardized rover or lander.

The problem I see with this is the texture. Can KSP make them tiles, or would they necessarily stretch?

I'm not sure about tiles; this seems to be possible only by procedural regeneration of model's UV coordinates.

Otherwise it's a great idea which I'll certainly implement!

Thanks :)

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