allista

[1.4.5] Global Construction

Recommended Posts

Ok, it was just the distance between the kit and the construction equipment

Share this post


Link to post
Share on other sites
On 8/13/2017 at 6:21 PM, juanml82 said:

Hi, I'm trying to launch a 100% complete kit, but I get the error "can not launch from a packed construction kit". What does it mean and how can I launch the ship?

Thank you for the report, and sorry for not being able to answer quickly.

I'll update the message to make it clearer.

Share this post


Link to post
Share on other sites

Hi, if anyone can help, I'd like to add the GC MatKits refining function to the big Size 3 ISRU converter in the Stock Mining Extension mod. Don't know how to write MM patches generally, and more specifically would not know where to start looking at the config files in both mods. Thanks in advance for anyone who can help!

Share this post


Link to post
Share on other sites
59 minutes ago, FennexFox said:

Can this mod be compatible with non-stock KSP (such as RO) with MM fix?

try making one and let us know. 

  • Like 1

Share this post


Link to post
Share on other sites
3 minutes ago, goldenpsp said:

try making one and let us know. 

But I don't even know what this mod changes...( I'm trying.

Share this post


Link to post
Share on other sites
24 minutes ago, FennexFox said:

But I don't even know what this mod changes...( I'm trying.

Ok good luck.  I mean basically this mod lets you package a saved craft into a DIY kit, launch it somewhere else and "build" it into a craft.  I don't see how that would necessarily even need a patch.  I doubt it cares about what planet it is landed on.

  • Like 1

Share this post


Link to post
Share on other sites
15 hours ago, B-STRK said:

Hi, if anyone can help, I'd like to add the GC MatKits refining function to the big Size 3 ISRU converter in the Stock Mining Extension mod. Don't know how to write MM patches generally, and more specifically would not know where to start looking at the config files in both mods. Thanks in advance for anyone who can help!

Best bet is to start with the MM thread and learn that first.

  • Like 1

Share this post


Link to post
Share on other sites
6 hours ago, FennexFox said:

Can this mod be compatible with non-stock KSP (such as RO) with MM fix?

I've been using it just fine with RSS, although I haven't gone the whole RO route, but I'd think it'd work just fine "out of the box" with no other modifications needed.

  • Like 1

Share this post


Link to post
Share on other sites
12 hours ago, goldenpsp said:

Ok good luck.  I mean basically this mod lets you package a saved craft into a DIY kit, launch it somewhere else and "build" it into a craft.  I don't see how that would necessarily even need a patch.  I doubt it cares about what planet it is landed on.

Oh, I thought it need some work to tell which resources to be kept or be abandoned. If it's not, there must be no problems!

  • Like 1

Share this post


Link to post
Share on other sites

I love the idea and simplicity of sending DIY kit, but is there no way to modify this mod to "Orbital construction"?

I think if someone can build something in EVA, so does he/she in encapsulated orbital workshop...

  • Like 1

Share this post


Link to post
Share on other sites
32 minutes ago, FennexFox said:

I love the idea and simplicity of sending DIY kit, but is there no way to modify this mod to "Orbital construction"?

I think if someone can build something in EVA, so does he/she in encapsulated orbital workshop...

If you read back there is talk of future orbital capabilities.

  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, goldenpsp said:

If you read back there is talk of future orbital capabilities.

Oh, it was on literally the last page. Sorry for my laziness.

Share this post


Link to post
Share on other sites
On 8/20/2017 at 3:12 AM, FennexFox said:

Oh, I thought it need some work to tell which resources to be kept or be abandoned. If it's not, there must be no problems!

Basically it strips all tweekable resources with mass, with the exception of some preconfigured ones here:

https://github.com/allista/GroundConstruction/blob/master/GameData/GroundConstruction/KitResources.cfg

This config may be patched by MM like any other.

Share this post


Link to post
Share on other sites

Hi there,

There was some 'talk' about a possible future plan for the DIY Kits where you could make them on site?  Is that still a option that is being considered?

Share this post


Link to post
Share on other sites
9 hours ago, gamerscircle said:

Hi there,

There was some 'talk' about a possible future plan for the DIY Kits where you could make them on site?  Is that still a option that is being considered?

I'm developing it already, but it will take me some time, as my new work leaves me very little time of my own, and it's a decent piece of coding.

  • Like 2

Share this post


Link to post
Share on other sites
5 hours ago, allista said:

I'm developing it already, but it will take me some time, as my new work leaves me very little time of my own, and it's a decent piece of coding.

I do understand and do appreciate the reply.

Share this post


Link to post
Share on other sites
On 8/19/2017 at 4:51 AM, B-STRK said:

Hi, if anyone can help, I'd like to add the GC MatKits refining function to the big Size 3 ISRU converter in the Stock Mining Extension mod. Don't know how to write MM patches generally, and more specifically would not know where to start looking at the config files in both mods. Thanks in advance for anyone who can help!

Here you go, put this in a text file and follow the directory structure of the original mod such that:
 

GroundConstructionExtension

  >Patches

     >ISRU_Patch.cfg

 

@PART[SMX_Size3ISRU]
{
	MODULE
	{
		name = ModuleResourceConverter
		ConverterName    = Ore Smelter
		StartActionName  = Start Ore Smelter
		StopActionName   = Stop Ore Smelter
		ToggleActionName = Toggle Ore Smelter
		Efficiency = 1
		AutoShutdown = true
		GeneratesHeat = true
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		Specialty = ConverterSkill
		EfficiencyBonus = 1
		
		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 0.0004804444 0.0004804444
			key = 1000 0.9 0.0008214114 0.0008214114
			key = 1250 1 0 0
			key = 1500 0.8 -0.0009670794 -0.0009670794
			key = 3000 0 0 0
		}
		
		ConvertByMass = true
		INPUT_RESOURCE
		{
			ResourceName = Ore
			Ratio = 0.1
		}
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 200
		}
		OUTPUT_RESOURCE
		{
			ResourceName = MaterialKits
			Ratio = 0.03
		}
	}
}

I just copied the original patch definition and adjusted the ratios to match the larger ISRU. This is literally the first patch I made/copied with module manager so be careful.

  • Like 1

Share this post


Link to post
Share on other sites
16 hours ago, Gyger said:

Here you go, put this in a text file and follow the directory structure of the original mod such that:
 

GroundConstructionExtension

  >Patches

     >ISRU_Patch.cfg

 


@PART[SMX_Size3ISRU]
{
	MODULE
	{
		name = ModuleResourceConverter
		ConverterName    = Ore Smelter
		StartActionName  = Start Ore Smelter
		StopActionName   = Stop Ore Smelter
		ToggleActionName = Toggle Ore Smelter
		Efficiency = 1
		AutoShutdown = true
		GeneratesHeat = true
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		Specialty = ConverterSkill
		EfficiencyBonus = 1
		
		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 0.0004804444 0.0004804444
			key = 1000 0.9 0.0008214114 0.0008214114
			key = 1250 1 0 0
			key = 1500 0.8 -0.0009670794 -0.0009670794
			key = 3000 0 0 0
		}
		
		ConvertByMass = true
		INPUT_RESOURCE
		{
			ResourceName = Ore
			Ratio = 0.1
		}
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 200
		}
		OUTPUT_RESOURCE
		{
			ResourceName = MaterialKits
			Ratio = 0.03
		}
	}
}

I just copied the original patch definition and adjusted the ratios to match the larger ISRU. This is literally the first patch I made/copied with module manager so be careful.

Much thanks! Been having trouble trying to come up with my own. I'll try it out ASAP and report back. :) 

Update: @Gyger Yes it does work, thank you! Although I slightly modified the line "@PART[SMX_Size3ISRU]" to include ":NEEDS[MiningExpansion]:FOR[GroundConstruction]", based on what I've seen on other cross-mod patches (and I was able to save it as an independent file anywhere in GameData). [EDIT] Yeah, what I observed with the EC needs being x4 of the standard ISRU holds up with comparing the Squad ISRU and MiningEx S3ISRU configs, so the math in your config holds up. Again, thanks, and would you mind if I use what you got as a template for a similar patch for CryoTanks with the same part?

Edited by B-STRK

Share this post


Link to post
Share on other sites

Is it possible to add this to the DIY kit cfg to stop it producing a minor ERR in the log file on start up?

sound_decoupler_fire = decouple

Or am I the only one that gets this issue?

  • Like 1

Share this post


Link to post
Share on other sites
On 9/20/2017 at 1:42 AM, wile1411 said:

Or am I the only one that gets this issue?

No, I get that one too.  I'd kinda like to know how to make it go away since it's annoying.

  • Like 1

Share this post


Link to post
Share on other sites
7 hours ago, Nergal8617 said:

No, I get that one too.  I'd kinda like to know how to make it go away since it's annoying.

Take the bit of code I posted above and either add it to the part file (I'm hoping @allista might patch his files) , or use it to create a MM patch. Adding to the part file is only a temp fix as it will be overwritten with the next update of the part, so a MM patch is preferred.

Otherwise you can create a MM patch to add it to all decouplers if it can't find it. I'm out of town for a week and I'm hopeless in creating MM patches off the cuff, so I'll have to leave it for someone else to post a patch. Otherwise I'll have a go on Thursday when I'm back at home.

  • Like 1

Share this post


Link to post
Share on other sites
2 minutes ago, wile1411 said:

I'm out of town for a week and I'm hopeless in creating MM patches off the cuff, so I'll have to leave it for someone else to post a patch. Otherwise I'll have a go on Thursday when I'm back at home.

Making the patch is no problem, take me a couple of minutes at most, I was just looking for some sort of confirmation that this will fix it.

  • Like 1

Share this post


Link to post
Share on other sites
35 minutes ago, Nergal8617 said:

Making the patch is no problem, take me a couple of minutes at most, I was just looking for some sort of confirmation that this will fix it.

I know it gets rid of the error from my tests. I found that fix when search the forums.

  • Like 1

Share this post


Link to post
Share on other sites
1 minute ago, wile1411 said:

I know it gets rid of the error from my tests. I found that fix when search the forums.

Just did some digging and testing of my own.  Ended up using a slightly different bit of code from the stock decouplers but it works like a charm, thanks for pointing me in the right direction.

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now