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[wip] 0.23.5 A-E.V.A (Actual Extra vehicle Activity)


Eggman360

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How's the removable EMU coming? That's a part request... Little hard since you have to remove the EMU from the regular Kerbs! So, any progress?

I won't be making new parts like that from scratch yet, that's a bit advanced and further down the line once I garner a deeper understanding, I could pretty much make it a part that has it's own RCS thrusters and give a more powerful jet pack, mix in a docking port-ish style so tools and other parts can be strapped to it, but I think I'll start with a "Rig" idea first.

And just FYI, the only requests I can handle right now are ones that just take features from existing mods and splice them together, such as the Kethane/KAS drill seen on the first page.

Edited by Eggman360
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LOL awesome did it shot that far ? need him jumping off the roof fire and hope it hits the building lol .

Unfortunately it seems a kerbal's mass and it's incredible Kung-Fu grip on the floor means that the grapple gun CAN'T actually influence a kerbal when they're stood up and touching the ground (space, low gravity and falling all work fine) but as far as scaling the VAB and rappelling down goes....it's not looking good :/ and that's a core KSP function making Kerbals have good grip on the ground :/ so it might not be mod-able :/ zero/low-G works great though :)

Next task, try to make a tiny Infernal robotics part that can be strapped on your backs...I'm thinking Dr. Octopus style features :P lol

I know I said I'd get these done today but the grapple hook doesn't seem to be playing nice, I'll be wresting with this for today too by the looks of things :/, sorry

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Unfortunately it seems a kerbal's mass and it's incredible Kung-Fu grip on the floor means that the grapple gun CAN'T actually influence a kerbal when they're stood up and touching the ground (space, low gravity and falling all work fine) but as far as scaling the VAB and rappelling down goes....it's not looking good :/ and that's a core KSP function making Kerbals have good grip on the ground :/ so it might not be mod-able :/ zero/low-G works great though :)

Next task, try to make a tiny Infernal robotics part that can be strapped on your backs...I'm thinking Dr. Octopus style features :P lol

I know I said I'd get these done today but the grapple hook doesn't seem to be playing nice, I'll be wresting with this for today too by the looks of things :/, sorry

You never said, what of the removable EMU?

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You never said, what of the removable EMU?

I did, lol

How's the removable EMU coming? That's a part request... Little hard since you have to remove the EMU from the regular Kerbs! So, any progress?

I won't be making new parts like that from scratch yet, that's a bit advanced and further down the line once I garner a deeper understanding, I could pretty much make it a part that has it's own RCS thrusters and give a more powerful jet pack, mix in a docking port-ish style so tools and other parts can be strapped to it, but I think I'll start with a "Rig" idea first.

And just FYI, the only requests I can handle right now are ones that just take features from existing mods and splice them together, such as the Kethane/KAS drill seen on the first page.

Edited by Eggman360
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I did, lol

He about this, set the default pack to 0. Then make a part using the rover max body, but add some dots in the model for 'RCS ports'. Then have it set like the external chair, where it has to be equipped. Set the thrust through their c.o.m then the whole things done. Right? :)

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He about this, set the default pack to 0. Then make a part using the rover max body, but add some dots in the model for 'RCS ports'. Then have it set like the external chair, where it has to be equipped. Set the thrust through their c.o.m then the whole things done. Right? :)

Feel free to give it a go and post the results, lets see it :)

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Feel free to give it a go and post the results, lets see it :)

Ok... Here's a Q.... How do you 'fuse' parts together? 'member, that's what I'm asking... I can find a way to fuse the chair part easy.... Maybe not... But so I hope, RCS, easy. Placing ports through the c.o.m will be harder..... HELP (I'm too new!!)

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(Forgive if this has already been mentioned ad nauseum, and note it's not necessarily directed at the OP)

At this point, with the part failure mod(s) and the Versatile Toolbox System, what we really need is a plugin that allows parts to be positioned in a Kerbal's hand, and proximity detection.

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On the subject of EMU's there is an awesome jetpack add on by kerbol quest. It has a plugin that is under CC license so can be used in other parts - to make other EMU's. I've got a NASA style one on the drawing board myself. My only problem is that it adds something called hotbar which stays on screen even with f2 pressed. If this could be modded for tool bar integration we'd have one hell of a mod happening.

kerbalspaceprogram.com kerbolquest-jetpacks

Edited by Green Skull
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On the subject of EMU's there is an awesome jetpack add on by kerbol quest. It has a plugin that is under CC license so can be used in other parts - to make other EMU's. I've got a NASA style one on the drawing board myself. My only problem is that it adds something called hotbar which stays on screen even with f2 pressed. If this could be modded for tool bar integration we'd have one hell of a mod happening.

kerbalspaceprogram.com kerbolquest-jetpacks

Ah... Ok. I'll look into working with it.

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I might not need it :P lol

The Final Tweak, what do you guys think? :)

http://i.imgur.com/w5jQyIl.png

It clips a little but its better to clip than float free I feel :P lol

something here.. irritates me, the edges aren't "straight" they look like they were cut out in paint by hand and pasted over... explain?

also BahamutoD's Drills drills, that is important, did you even ask?

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something here.. irritates me, the edges aren't "straight" they look like they were cut out in paint by hand and pasted over... explain?

It could just be the screenshot resolution, during that boot-up of KSP I was having trouble screenshoting as it simply captured the window that was open "behind" the KSP program, so I just pressed Alt+Enter and took an in window view shot. Otherwise I'm unsure what you mean, these are working parts I use in my personal build and not just photoshopped. I'm simply curious as to whether anyone else is interested in using it.

also BahamutoD's Drills drills, that is important, did you even ask?

...of course I asked :S, I asked and they said "anyone is free to use the models", once it comes to release I'll include credits, but right now these models are just for demonstrating functionality, but chances are I'll be using these because they look fantastic.

I'm not sure if you follow my other mod that adds procedural tanks for mod resources but with that mod I held out for 3 weeks before releasing because I wanted to be 100% sure I didn't accidently steal credit or use someone else's resources without full permission, I'm not just ripping off other peoples work :P lol

My mind set is "There IS a mod that allows parts to be carried (KAS) and there IS a mod that allows you to mine gas to refine into fuel (Kethane)" but no-one seems to make add-ons that meld two existing mod's functions and make parts that are convenient and share mutually complimenting functions. That's what I'm attempting here :)

I admit 100% that what I have here so far is pure innovation with near 0% originality :P lol, and I don't claim credit for anything other than a few lines I tweak in existing configs that make "new" parts. Nothing I make in this "Mini-mod" is meant to replace anything from any of the originals, its only meant to compliment :)

Edited by Eggman360
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Progresses on the "grappling hook/gun has been painfully slow, low-G tests are promising but a feature I'm currently working on (kind of linked) is a portable winch idea where the player can slap a winch on anything (even the ground) and use a hook/magnet to attach to another part (or the ground again) and activate the winch to pull two parts together, as KAS doesn't have a way to grab and carry winches as it is I guess this is another little function I could add by introducing smaller portable (and less powerful) versions of all the different kinds of winches, and am even looking into a portable ARM claw, for either attaching to parts to be carried or any other functionality that can be implimented.

I'm also looking into making a part that acts as a mini transmitter/science storage backpack with an antenna that can be used on EVA to transmit science on the go, or even store it, I'll see if it's possible to store science reports on a part, then add them to a KAS container and see if the science is still there after it is taken out and "re-equipped"

This MAY lead to a "Kerbal inventory system", where EVA tools such as hammers and shovels could be stored, and each would add functionality in-game as science collection tools, and maybe even construction items, watch this space as more and more ideas flow, and even become a reality. :)

The vision I have is a mod with item crafting, resource collection (using other mod's resources such as ExPLP minerals and ore, or even MKS resources to aid cross-mod functionality.

Want to craft a KAS-compatable part such as a solar panel? Then you'd need to grab a "Kerbal-Kit" back-pack, fill it with rocket parts, electronics and maybe a bit of scrap, then using those parts it could be crafted through a GUI, then you'd then have a solar panel "stored" inside the backpack (like a KAS container), but only one item can be stored at once, and items could even be broken down at a slight loss by adding them to the back-pack. (Maybe just into an amount of scrap which may lead to recycling functionality).

I have a lot of hope and many many ideas where I'd like this to go, and any help would be appreciated with coding, models and even just ideas, I want this to be community owned and driven, not just done by me but done by a team, splitting responsibility and finding each other's strengths and making a mod together, this is my vision, now let's make it real :)

Edited by Eggman360
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  • 4 months later...

After months of being away and about a week of trying to get it to work the grapple hook idea is dead in the water, yes I can make it so the winches can be carried and re-attached (super easy) but when I try to use it like a grappling hook it turns out the Kerbal's feet have WAY too high friction on the floor, yes I guess you could jump and ragdoll to use the hook but it feels very....slap-stick :P lol.

In tests when trying to reel myself in while stood it seems a rocket strapped in with the launch towers should rather get ripped apart and pull the anchored fuel tank off than just slide my Kerbal 1m to the left xD lol

I'm not sure on the future to this mod/add on, but I'm coming back to the mod scene like a Phoenix from the ashes and jumping head first into making mods and add-ons for the Karbonite mod, KAS, and many others, watch this space, it's going to get interesting :D

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I love your idea of adding activities to Eva, also could you add a mmu pack or Manet a scan sat for kethane so kerbals can wonder around and actually do stuff because currently 99.95% of things are done in spaceships also you should add kerbals can aso process the fuel they make using the drill in to Eva suit propellant so they can fly for Eva on gilly and also add that this fuel,is less efficient but I love the idea

:sticktongue:

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I love your idea of adding activities to Eva, also could you add a mmu pack or Manet a scan sat for kethane so kerbals can wonder around and actually do stuff because currently 99.95% of things are done in spaceships also you should add kerbals can aso process the fuel they make using the drill in to Eva suit propellant so they can fly for Eva on gilly and also add that this fuel,is less efficient but I love the idea

:sticktongue:

I agree that EVA currently feels like about 2-3% of the stock game with that rising to 15+% with mods such as KAS :)

I don't plan on making EVA "more important" than the rocket aspect of the game but as you say it does feel a tad lacking even still, so more can be done :)

I hope to add packs and items that allow for scanning, collection of resources, onsite processing and field kit type items with KAS functionality, my main method will be a sort of "back-pack" system, sort of like an MMU, but even for surface interactions.

Picture this...

The command pods and cockpits (through Mod-manager) are given VERY limited KAS storage functionality, enough for one pack per kerbal it can hold. Each pack (there will be several variants) will have different textures and colours (will need help with that part of it) and they will all have unique aspects and uses, and some will overlap.

Want a backpack that works SOLEY as a jet pack, should be easy, I'll just make a backpack with an RSC module and some mono-prop storage, then just position the nodes on the pack so it works with a kerbal's own "mini" jet pack.

Want to mine Karbonite? Sure, go for a "Karbonite-EP" (Extraction Pack), wait, want to instead process it on the spot? Well that gets interesting, then you need a specialised pack, so you'll need a SPECIFIC "Karbonite ECP" (Extraction and Conversion Pack) that is fixed to one resource, holds just 5 units of the raw resource but holds a lot of the target one.

True these two features exist in "rocket form", but we're just barely scratching the surface that this could be :) say the ship crashed, a landing leg broke, engine's duct tape melted off, whatever, if we know anything it's that irl NASA is all about redundancy, and with mods such as TAC, being unexpectedly stranded is a death sentence.

I have one VERY ambitious idea, just thought of it now actually, say your engine DOES break off, but it's still intact just...not attached. Those of you who use ExtraPlanetary Launchpads knows about the recycler units, the ability to turn rocket parts onsite back into rocket parts and scrap to be rebuilt onsite. Imagine a n A-EVA pack that can recycle a part JUST like that recycle unit, then transport those parts back to the command pod (or even a separate backpack module) and turn that broken Liq+Oxidiser engine into several RCS ports, slap those on your ship and use your RCS reserves to take off and escape, saving a couple of Kerbals and avoiding the need to send another rocket just to reuse them :D

When it's up and running I hope to make this a community project, anyone could (and really can now) just develop a model, a cfg or even create a whole part and share picks and ideas on here :)

I only ask that once an established model is agreed upon, and when a framework for the cfg's is put together, contributors will use those same models and cfg's with different textures to keep them different even at a glance.

I'm accepting any ideas, suggestions or assistance, I don't want to do this alone, I'm just one guy with a few ideas, we can make this so much better if everyone chips in and makes this a reality, and sets a standard :)

Edited by Eggman360
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I agree with what you have said about plans for the future but think about this it's going to be add ons in side of Addison literally, you install a addon for the bad pack then get Addons for the addon to the base game, it's going to be crazy, your base ideas are great in also rely love the idea of a grappling gun, but what needs to be realy added for what your doing is first person (yes I know there are othe mods that do that) and HUD for the activty you are doing.

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  • 3 weeks later...
I agree with what you have said about plans for the future but think about this it's going to be add ons in side of Addison literally, you install a addon for the bad pack then get Addons for the addon to the base game, it's going to be crazy, your base ideas are great in also rely love the idea of a grappling gun, but what needs to be realy added for what your doing is first person (yes I know there are othe mods that do that) and HUD for the activty you are doing.

True, and I admit most of this would be an addon to an addon, I just see mods that go so far and make so many sweeping and incredible hc ages, but they just stop short on their potential. Yes mods update and new features and functionality get added, but I think it's safe to say us "consumers" of mods can be an impatient bunch when it comes to waiting for official mod updates ;) lol.

That coupled with the possibility that the official mod authors might not want to go a certian direction with their mods, maybe the author of KAS doesn't think a grappling hook would be practical (no idea I'm just using that mod as an example) I do feel that option addons can be a very nich market (sometimes like the mods themselves), but that's what I like about it, if someone likes a feature they will use it, I used to use fuel generating mods, fair enough others could see it as cheaty or unrealistic, but in the end it's a game, and games are meant to be fun, and if fun for someone needs to be challenging and strict then cool :)

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