allista

[1.9-1.10] Global Construction

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Posted (edited)

While SpaceDock is broken, releases will be posted on GitHub

  • Fixed game freeze on opening Recycler node with too many subnodes
  • Fixed deployment dimensions for SPH crafts in Ground kit
  • Fixed Recycler UI disappearing after scene switch
  • Compiled against AT_Utils 1.9.3

GroundConstruction-2.6.2.0.zip

Edited by allista

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Hi, I am a little confused by the conceptual direction of the project.

answering any one of my questions would probably sort me.

 

Abstract Question.

opening page says this

"Build DIY Kits themselves: make you colony independent, produce your own kits from scratch using blueprints and raw materials."

yet from early on the idea is some stuff we need to bring from home/Kerbin. so "make colony independent" without need for restocking seems antithetical to that.

I can't gel those together.

 

Concrete example question.

having say built one nano bot at Kerbin.... (or a kit for making nano  bot kits from scratch?)

Can you then make an on going supply of them on a base? (AKA indefinitely independent) (make kits to make nano bots? on the base? from scratch?)

or

do you make 1 kit on Kerbin containing 40 kits for Bots.... make the 40 kits then make bots one at time until you run out kits then get another 1 from kerbin?

 

Self help Question

What should I go and read to find my own answers?

Hoping for an answer shorter than a 50 page thread.

 

(target audience: old hand at KSP,  newb to GC, eats code for breakfast programmer)

 

 

 

 

 

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1 hour ago, AxleGreaser said:

Hoping for an answer shorter than a 50 page thread.

I don't know if I can adequately and elegantly answer your question(s), but I can be brief per your request. :)

DIY kits can be launched from Kerbin via the VAB or SPH.  They are much easier and lighter to handle and you can deploy a very complex vessel or base this way, which would be very complex to assemble off world.  To open the finished vessel from a DIY kit in situ, you need a workshop, some engineers, and some material kits (the amount of each is given in the DIY kit info box in the VAB or SPH).

That was the original mod, but since @allista has added the ability to make DIY kits in situ as well.  There are a set of parts to do this for both planetside operations and in orbit at a station.  It is more complex than just launching one from Kerbin, and he has videos on youtube showing the whole process from beginning to end.  The point (I believe) of this addition is to do off Kerbin launches in lower gravity environments, say like Minmus.  You can create a base there, mine for the components, build a DIY kit of whatever ship plans you have in the VAB or SPH, fuel and supply it, and then launch.

A side note, there is another mod that has a similar premise called ExtraPlanetary Launchpads (EPL), but I like GC a whole lot better.  I said that to say that the ability to create off planet DIY kits provides parity to EPL as well, which may have been another design goal.

@allista please feel free to correct me if I have misstated anything.

Hope this helps.  

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Posted (edited)

Ta. 

I should be sorted now.

Will find the video showing making DIY kits in situ.

(well some of that and some of the time honored blow stuff up == alpha testing)

 

 

 

Edited by AxleGreaser

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52 minutes ago, AxleGreaser said:

Ta. 

I should be sorted now.

Will find the video showing making DIY kits in situ.

(well some of that and some of the time honored low stuff up == alpha testing)

Yes, there's plenty in the demo videos on my channel here:

 

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Posted (edited)
15 hours ago, allista said:

Fixed USI-LS integration

Not completely :) Additional modules should be outside of USILS_LifeSupportRecyclerSwapOption:

    MODULE:NEEDS[USILifeSupport]
    {
        name = USI_SwapController
    }
    MODULE:NEEDS[USILifeSupport]
    {
        name = USI_SwappableBay
        bayName = Bay 1
        moduleIndex = 0
    }
    MODULE:NEEDS[USILifeSupport]
    {
        name = USI_Converter
        UseSpecialistBonus = false
    }
    MODULE:NEEDS[USILifeSupport]
    {
        name = USILS_LifeSupportRecyclerSwapOption
        CrewCapacity = 3
        RecyclePercent = 0.79
        ConverterName = Life Support
        tag = Life Support
        StartActionName = Start Life Support
        StopActionName = Stop Life Support

        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 6.75
        }
    }

 

Edited by Marschig

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1 hour ago, Marschig said:

Not completely :) Additional modules should be outside of USILS_LifeSupportRecyclerSwapOption:


    MODULE:NEEDS[USILifeSupport]
    {
        name = USI_SwapController
    }
    MODULE:NEEDS[USILifeSupport]
    {
        name = USI_SwappableBay
        bayName = Bay 1
        moduleIndex = 0
    }
    MODULE:NEEDS[USILifeSupport]
    {
        name = USI_Converter
        UseSpecialistBonus = false
    }
    MODULE:NEEDS[USILifeSupport]
    {
        name = USILS_LifeSupportRecyclerSwapOption
        CrewCapacity = 3
        RecyclePercent = 0.79
        ConverterName = Life Support
        tag = Life Support
        StartActionName = Start Life Support
        StopActionName = Stop Life Support

        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 6.75
        }
    }

 

Wasn't evident without full part config :D

Next time I'll check with you first, before releasing.

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8 hours ago, SkyPunch said:

A side note, there is another mod that has a similar premise called ExtraPlanetary Launchpads (EPL), but I like GC a whole lot better.  I said that to say that the ability to create off planet DIY kits provides parity to EPL as well, which may have been another design goal.

Quick side comment: It's 'Extraplanetary Launchpads' and EL, not EPL.   Taniwha is somewhat insistent on that: Extra Planetary Launchpads is what we got with the Making History DLC - more launchpads on Kerbin.  EL is for making launchpads off-world.

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5 hours ago, DStaal said:

Quick side comment: It's 'Extraplanetary Launchpads' and EL, not EPL.   Taniwha is somewhat insistent on that: Extra Planetary Launchpads is what we got with the Making History DLC - more launchpads on Kerbin.  EL is for making launchpads off-world.

Ahh, thanks for the clarification @DStaal.  I will make note of that for the future.  

Cheers!

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On 5/2/2020 at 12:59 PM, allista said:

Thanks for the report.

It does look like a bug in calculation of container deployment dimensions, but I need to be able to reproduce and test it on my side.

Could you, please, provide the .craft file of this station addon?

Unfortunately, I no longer have the save and craft designs. Will remember to include them next time I encounter something.

Nice mod, keep up the good work.

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21 hours ago, firda said:

Unfortunately, I no longer have the save and craft designs. Will remember to include them next time I encounter something.

Nice mod, keep up the good work.

I'm pretty sure that with @B-STRK's help I've fixed the issue you encountered.

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Is the current version of GC backwards compatible with 1.7.3 of KSP?  I'm still using that older version. 

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3 hours ago, Sarxis said:

Is the current version of GC backwards compatible with 1.7.3 of KSP?  I'm still using that older version. 

The only way to find out is to try, I'm afraid. But I doubt it: there were some breaking changes in KSP API between 1.7 and 1.8.

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4 hours ago, allista said:

The only way to find out is to try, I'm afraid. But I doubt it: there were some breaking changes in KSP API between 1.7 and 1.8.

Ok thank you!  Yeah, I noticed you had to recompile against the newer AT_Utils anyway.  

Guess I'll be back at the wonderful 2.4.0 version foreva!  FOREVAH!!!   :D

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Having trouble - I deployed a DIY kit on my Minmus base, it grew to proper size but is not appearing in the workshop menu. The only options on the bottom are for the Recycler and cancel. The DIY kit is right next to the workshop. Does a workshop need to have full workforce? Would there be an issue using the K&K Workshop from Planetary Bases?

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8 hours ago, ThereIGo12 said:

Having trouble - I deployed a DIY kit on my Minmus base, it grew to proper size but is not appearing in the workshop menu. The only options on the bottom are for the Recycler and cancel. The DIY kit is right next to the workshop. Does a workshop need to have full workforce? Would there be an issue using the K&K Workshop from Planetary Bases?

The K&K should work fine. The deployed DIY kit should be visible if it is closer than 300m, whether the workshop has any crew or not.

What says the part menu of the kit?

Would appreciate some screenshots and Player.log

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Hi. I just started using this mod and noticed something weird... after build a ship from the workshop with a heat shield it comes empty. is there a way to change this ?

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6 minutes ago, Veguer said:

Hi. I just started using this mod and noticed something weird... after build a ship from the workshop with a heat shield it comes empty. is there a way to change this ?

There's a config in GameData/GroundConstruction/KitResources.cfg that defines which resources are kept in DIY kit in editor, and which could be built during the assembly or construction phases. The stock heat shields that use Ablator should already be built with it.

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Found it, thanks. For some reason the Ablador is in both keep and construct 

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8 minutes ago, Veguer said:

Found it, thanks. For some reason the Ablador is in both keep and construct 

This is correct:

  • keep - means keep it in the kit when it is created in the editor
  • construct - means if the kit is created offworld, create Ablator from MaterialKits

I've just noticed that the names of GC_ASSEMBLE_RESOURCES and GC_CONSTRUCT_RESOURCES nodes both have an unprintable character at the beginning. This may prevent the loading of these nodes.

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Posted (edited)

Well. so far no luck : / thanks for the fast reply

Edit: Managed to fix it by creating other 2 CFG files with the parts that were not loading : )

Edited by Veguer
Found a fix

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Posted (edited)

I'm incorporating this mod into my main career game, because it is useful and neat. One issue that's just coming up for me now, however, is knowing how much EC/sec my (MKS) workshops will need to do the construction. (My early experiments were powered by decent nuclear reactors, so it wasn't an issue)

I see a _total_ EC requirement, but I'm not sure of the actual rate at which I'll need to keep my workshop powered.

Am I missing this information somewhere?

Edited by Tokamak

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10 hours ago, Tokamak said:

I'm incorporating this mod into my main career game, because it is useful and neat. One issue that's just coming up for me now, however, is knowing how much EC/sec my (MKS) workshops will need to do the construction. (My early experiments were powered by decent nuclear reactors, so it wasn't an issue)

I see a _total_ EC requirement, but I'm not sure of the actual rate at which I'll need to keep my workshop powered.

Am I missing this information somewhere?

The rate is not directly defined. And it's different for assembly and construction. It is proportional to the amount of work your engineers perform over time, i.e. to their number and levels.

1 engineer of lvl 1 performs 1SKH of work in 1 hour; in this hour he/she converts 1/10 t of mat.kits (construction) and uses 1000 EC.

Two such engineers, or a lvl2 one, would spend twice as much. And so on.

For assembly the ratio is different 1000/15 EC per SKH:

https://github.com/allista/GroundConstruction/blob/master/GameData/GroundConstruction/Plugins/PluginData/GroundConstruction/GroundConstruction.glob

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6 hours ago, allista said:

The rate is not directly defined. And it's different for assembly and construction. It is proportional to the amount of work your engineers perform over time, i.e. to their number and levels.

1 engineer of lvl 1 performs 1SKH of work in 1 hour; in this hour he/she converts 1/10 t of mat.kits (construction) and uses 1000 EC.

Two such engineers, or a lvl2 one, would spend twice as much. And so on.

For assembly the ratio is different 1000/15 EC per SKH:

https://github.com/allista/GroundConstruction/blob/master/GameData/GroundConstruction/Plugins/PluginData/GroundConstruction/GroundConstruction.glob

Ah. So I basically have to get my engineers working and take some of them off the job if I don't have enough EC, before I leave the workshop/vessel to work on its own, and go the KSC or timeskip or whatever? I can work with that, I just wanted to know if there was a more clear-cut way. Thanks for the clarification! :)

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Hi I recently started using Global Construction with MKS and also EL. Since EL resources are overridden by GC I thought it be fine to use them together I am a bit confused about some things though like where do I get Specialized Parts from? I have a space station with an orbital workshop but it only came with Material Kits. I was also wondering When I mine Ore the convert-o-tron doesn't give me an option to smelt it into metal. 

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