linuxgurugamer Posted May 15, 2020 Share Posted May 15, 2020 (edited) @Northstar1989 developed this mod, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/93313-122-netherdyne-mass-driver-mod-version-132-is-now-live/ It was a partial continuation of a previous mod, Stanford Torus Mod, which reached version 0.6.1 for KSP 0.90 on Curse on February 20th, 2015. I do not have a forum thread for this. @Northstar1989 doesn't have time and I agreed to adopt this. @FreeThinker assisted @Northstar1989 with the last release for 1.7.3, and also had developed some new replacement parts. This mod is a full continuation of the latest version, with the new parts being used. Availability Download: https://spacedock.info/mod/2542/Netherdyne Mass Driver Source: https://github.com/linuxgurugamer/NeatherdyneMassDriver License: CDDL Available via CKAN Dependencies SpaceTuxLibrary Click Through Blocker ToolbarController Changes & Fixes for Adoption Spoiler Updated costs and entryCosts for all mass driver parts Enabled on-screen display of countdown Adoption by Linuxgurugamer Added license file Added build scripts Moved source directory up one level Added AssemblyVersion.tt Added InstallChecker.cs Added version file Renamed mod to NeatherdyneMassDriver Replaced all "foreach" statements with more efficient for (i = 0; i < ??.Count(); i++) Added standard Log class Replaced all print with Log.Info Replaced all Debug.Log with Log.Info Added setting to have custom countdown length (1-30 seconds) Added power setting, tied to difficulty. Normal = 1, easy is 2, harder is < 1, multiplied against the config value Fixed nonsense display of 15 significant digits for the countdown Added on-screen countdown Big cleanup of redundent and repetitive code in ModuleMassAccelerator Changed attach settings so parts don't have surface attach mode Added window when armed Cleaned up code Rewrote calculations to apply force only while vessel is inside tube Removed old "network" code Multiple accelerators can now be controlled at the same time Enabled built-in decoupler Enabled Detach from bottom Action, action is hidden if nothing attached Replaced hard-coded window ID with generated from WindowHelper Added recording flight data into log files New dependencies ClickThroughBlocker ToolBarController SpaceTuxLibrary Edited August 14, 2022 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 16, 2020 Author Share Posted May 16, 2020 This post will be a status update of my progress. I am mostly done with the initial runthrough, but I have a problem with the GetWorld3DPos method, not returning the correct data when first being checked after a launch. It works after a revert or a scene change, so Im trying some alternative methods og getting the curent position of vessels Quote Link to comment Share on other sites More sharing options...
Northstar1989 Posted May 19, 2020 Share Posted May 19, 2020 On 5/15/2020 at 1:15 PM, linuxgurugamer said: It was a partial continuation of a previous mod, Stanford Torus Mod, which reached version 0.6.1 for KSP 0.90 on Curse on February 20th, 2015. I do not have a forum thread for this. If it helps: There was actually a lot of really cool stuff in that mod- from 3.75 meter SRB's and inline goo canisters, to parts for ISRU mods. It's a shame the mod was abandoned, and I only had time to continue one aspect of it I found particularly promising- and even then only with others' help. Btw, the last version I released actually does more or less work in 1.9.x, with only a few glitches as I understand it. So if you want, could release that while trying to roll out a definitive release. Will get more eyes on the project and probably get you more help working out these glitches, at the least... Thanks for taking this over! I hope the work is going well! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 19, 2020 Author Share Posted May 19, 2020 The glitches include the GetWorld3DPos not returning the correct location right after launching. There is a workaround, but I'm trying to figure out a decent solution Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted May 21, 2020 Share Posted May 21, 2020 (edited) Northstar did ask someone take over and said no permission needed on the /r/ksp, but since he replied to this thread yeah it cleared up Edited May 21, 2020 by ssd21345 Quote Link to comment Share on other sites More sharing options...
Northstar1989 Posted June 8, 2020 Share Posted June 8, 2020 Hope this is going well! Still eagerly watching and waiting to see what such a talented modder as yourself can do with this! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 7, 2020 Author Share Posted July 7, 2020 (edited) I have a rough beta now available here: https://github.com/linuxgurugamer/NeatherdyneMassDriver/releases/tag/1.3.4 Changes Enabled on-screen display of countdown Adoption by Linuxgurugamer Added license file Added build scripts Moved source directory up one level Added AssemblyVersion.tt Added InstallChecker.cs Added version file Renamed mod to NeatherdyneMassDriver Replaced all "foreach" statements with more efficient for (i = 0; i < ??.Count(); i++) Added standard Log class Replaced all print with Log.Info Replaced all Debug.Log with Log.Info Added setting to have custom countdown length (1-30 seconds) Added power setting, tied to difficulty. Normal = 1, easy is 2, harder is < 1, multiplied against the config value Fixed nonsense display of 15 significant digits for the countdown Added on-screen countdown Big cleanup of redundant and repetitive code in ModuleMassAccelerator Changed attach settings so parts don't have surface attach mode Removed extra part models and textures, updated all part files to use one set Split the slave parts into their own files Please note: The mod includes both the old parts, and some new parts which look like tubes. The tubes are NOT tested, and I have to do some work to make them work properly. They won't be there in the initial release. Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary Edited July 10, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 30, 2020 Author Share Posted July 30, 2020 Getting close to the next beta, this one with the new models and new way of calculation Quote Link to comment Share on other sites More sharing options...
Hpl Posted July 31, 2020 Share Posted July 31, 2020 (edited) should the beta have any problems on 1.10? ill test it anyways just in case Edited July 31, 2020 by Hpl Quote Link to comment Share on other sites More sharing options...
Miguelsgamingch Posted August 7, 2020 Share Posted August 7, 2020 Waiting For A Release Quote Link to comment Share on other sites More sharing options...
Northstar1989 Posted August 22, 2020 Share Posted August 22, 2020 (edited) Awesome! By the way, one thing that may need to be considered (and rarely is in mods) for balance and realism: tech node and unlock cost (that one-time fee you pay to unlock parts with the right difficulty option enabled...) Both should probably be somewhat higher than where I had them before: for gameplay purposes, too many mods cluster parts about where they were (especially in Community Tech Tree), and the unlock cost needs to reflect their high utility... And, for realism I did more reading since setting these parameters in my mod: and it appears that while Mass Drivers like this can ABSOLUTELY be built, there are more obstacles to cost-effectively upscaling some of the needed electrical systems for them than I originally expected (meaning the technology still probably wouldn't reach full tech readiness for at least another 10-20 years if we really invested in researching it today...) Mainly, though, it'll minimize complaints of their being "overpowered" (Gosh I hate those people- when they're complaining about things feasible in real life! Compared to the primitive tech of a Saturn V rocket ANYTHING New Space or even slightly futuristic is realistically overpowered!) if you can point to their advanced tech node (in the custom tech trees) and very high part unlock costs and simply ask players if they were using a custom tech tree and had part unlock costs enabled. Also, what ARE the most popular custom, advanced tech trees (those going into future tech, used with mods like NearFuture pack and KSP-Interstellar Extended) nowadays? I'm still only really familiar with a couple of them, and Community Tech Tree remains my old standby favorite... Edited August 22, 2020 by Northstar1989 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 8, 2020 Author Share Posted September 8, 2020 On 8/22/2020 at 2:01 AM, Northstar1989 said: Awesome! By the way, one thing that may need to be considered (and rarely is in mods) for balance and realism: tech node and unlock cost (that one-time fee you pay to unlock parts with the right difficulty option enabled...) Both should probably be somewhat higher than where I had them before: for gameplay purposes, too many mods cluster parts about where they were (especially in Community Tech Tree), and the unlock cost needs to reflect their high utility... And, for realism I did more reading since setting these parameters in my mod: and it appears that while Mass Drivers like this can ABSOLUTELY be built, there are more obstacles to cost-effectively upscaling some of the needed electrical systems for them than I originally expected (meaning the technology still probably wouldn't reach full tech readiness for at least another 10-20 years if we really invested in researching it today...) Mainly, though, it'll minimize complaints of their being "overpowered" (Gosh I hate those people- when they're complaining about things feasible in real life! Compared to the primitive tech of a Saturn V rocket ANYTHING New Space or even slightly futuristic is realistically overpowered!) if you can point to their advanced tech node (in the custom tech trees) and very high part unlock costs and simply ask players if they were using a custom tech tree and had part unlock costs enabled. Also, what ARE the most popular custom, advanced tech trees (those going into future tech, used with mods like NearFuture pack and KSP-Interstellar Extended) nowadays? I'm still only really familiar with a couple of them, and Community Tech Tree remains my old standby favorite... All of the mass drivers in the mod as I have updated it have the required tech being experimentalElectrics, the highest of the stock nodes. I've updated the costs to follow this table: MassDriver 1 1.00 6250 2500 MassDriver 5 5.00 31250 12500 MassDriver 8 8.00 50000 20000 MassDriver 12 12.00 75000 30000 massAccelerator05 0.50 6250 2500 massAccelerator05Slave 0.50 3125 2250 massAccelerator125 1.25 15625 6250 massAccelerator125Slave 1.25 7813 5625 massAccelerator25 2.50 31250 12500 massAccelerator25Slave 2.50 15625 11250 massAccelerator375 3.75 46875 18750 massAccelerator375Slave 3.75 23438 16875 massAccelerator50 5.00 62500 25000 massAccelerator50Slave 5.00 31250 22500 and they seem reasonable for now, compared to the PB-NUK Radioisotope Thermoelectric Generator, which has an entry cost of 58000 and a cost of 23300. Final beta in a few minutes, hope to release in a few days if no objects or issues show up New (and hopefully final) beta release, 1.3.4.1 Updated costs and entryCosts for all mass driver parts https://github.com/linuxgurugamer/NeatherdyneMassDriver/releases/tag/1.3.4.1 If I don't hear anything in a few days, I'll turn this into a full release Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 28, 2020 Author Share Posted September 28, 2020 Announcing that this mod is now out of beta. No additional changes have been made since the Beta 2 Quote Link to comment Share on other sites More sharing options...
Spricigo Posted September 29, 2020 Share Posted September 29, 2020 old kottabos review Spoiler BTW, any plan to allow activation by Action Groups? Quote Link to comment Share on other sites More sharing options...
Mandella Posted October 2, 2020 Share Posted October 2, 2020 I really appreciate you reviving this mod linuxgurugamer. And of course I have a request/question -- is it in fact compatible with 1.8.x? I'd love to add some mass drivers into my system, but I'm frozen at 1.8 for the time being. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 2, 2020 Share Posted October 2, 2020 24 minutes ago, Mandella said: I really appreciate you reviving this mod linuxgurugamer. And of course I have a request/question -- is it in fact compatible with 1.8.x? I'd love to add some mass drivers into my system, but I'm frozen at 1.8 for the time being. CKAN shows that version 1.3.4.1 is compatible with KSP 1.8.1 to 1.10.1. Have you tried it yourself on a clean 1.8.1 install? Quote Link to comment Share on other sites More sharing options...
Mandella Posted October 3, 2020 Share Posted October 3, 2020 23 hours ago, Brigadier said: CKAN shows that version 1.3.4.1 is compatible with KSP 1.8.1 to 1.10.1. Have you tried it yourself on a clean 1.8.1 install? Thanks and not yet. I'll give it a go when I have time and report back here the results. Quote Link to comment Share on other sites More sharing options...
Mandella Posted October 5, 2020 Share Posted October 5, 2020 Reporting back: It's working for me, and I am on a 1.8.1 KSP/RSS/hundred mod+ Frankeninstall, so if it's working on this it should work fine for anyone. Thanks again for rezzing yet another great mod! Quote Link to comment Share on other sites More sharing options...
Northstar1989 Posted February 1, 2021 Share Posted February 1, 2021 Just checking in, to see how this is going. @linuxgurugamer? Quote Link to comment Share on other sites More sharing options...
KSPNoob Posted March 7, 2021 Share Posted March 7, 2021 TY for reviving this mod, I was thinking about this mod the other day and was sad to see it was more or less dead till you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 1, 2021 Author Share Posted October 1, 2021 New release, 1.3.4.2 Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
Axelord FTW Posted December 5, 2021 Share Posted December 5, 2021 Neat! I wonder how well this will mesh with Extraplanetary Launchepads/Keridian Dynamics. This could make a Mun-to-Kerbin Helium3 package delivery system cheap! Quote Link to comment Share on other sites More sharing options...
MoonstreamInSpace Posted January 10, 2022 Share Posted January 10, 2022 Is there a mathematical way that I can determine the deltaV imparted on the launched object given its mass and the number of mass driver rings? Quote Link to comment Share on other sites More sharing options...
bmcmahonwrx Posted March 30, 2022 Share Posted March 30, 2022 I am just now starting to play around with this mod, but had trouble figuring out the functionality of the tubes. I know they haven’t been fully vetted yet, but what is their purpose? Do they provide any linear acceleration or only X & Y stabilization? Thanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 30, 2022 Author Share Posted March 30, 2022 7 hours ago, bmcmahonwrx said: I am just now starting to play around with this mod, but had trouble figuring out the functionality of the tubes. I know they haven’t been fully vetted yet, but what is their purpose? Do they provide any linear acceleration or only X & Y stabilization? Thanks Which tubes? Quote Link to comment Share on other sites More sharing options...
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