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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. We'll categorize these under suspension of disbelief It's also a very slow rate.
  2. Correct. Thanks WaRi's models are pretty sweet. With the Jaw, the mass is vaporized and expelled into space. There will be a secondary part that drills instead and crushes the resulting rock and extracts resources while expelling the rest. So you end up with a lot of space dust
  3. Hey, was just about to work on something similar for MKS, but would much rather leverage something that is already out there (no sense reinventing the wheel). If you're still actively working on a logistics mod, I would love to chat and see if what you're doing is something I could drop into MKS. Basically I just need the ability to send a configurable resource from one ship to another with a cost (in LFO) based on the mass being shipped, and (ideally) considerations on the body it is being shipped from (i.e. it costs a lot more to send Kethane up from Eve than Minmus). If this is in line with what you're making, I'd be happy to take a dependency on it vs build my own
  4. Yes, it actually reduces asteroid mass as it adds space (so based more on mass than dimensions).
  5. Thanks - I'll take a look. I believe they were based off of some re-highlighted ScanSat maps so it should be all good. Most definitely keep me posted on this - it was one of the things that initially put me off of ORS.
  6. Thanks. I gotta say, playing with it has been a treat. Can't wait to do the planetary versions.
  7. You have no idea how thrilled I would be if there was a mod that worked with ScanSat. If there's anything you need from me to help, let me know. Seriously.
  8. Added a DropBox link for the curious - I will get the code up on the GitHubs tonight.
  9. GitHub (Source) DropBox (Current version as ZIP) Background: What's more awesome than asteroids? Asteroids you can put stuff in! Asteroid Recycling Technologies (ART) allows you to remove asteroid mass and attach multiple reconfigurable storage tanks to the asteroid's surface. ART is a collaboration between myself (plugin code, configs, and Unity), and WaRi (modeling and textures). How it works: First, Attach (via the same mechanism as the ARM Claw) a mass extractor to the surface of the asteroid. This device (aka the Jaw) uses a high powered laser to vaporize asteroid mass, transforming it into rock (a new resource) and prepare the interior space for use. Next, attach one of several reconfigurable storage tank hatches to the asteroid. Each of these contains a specific resource (LiquidFuel, Oxidizer, XenonGas and Karbonite are included, mod creators and players are encouraged to create more!). These begin with zero capacity, but can be inflated once attached to the asteroid and take advantage of the space created by the Jaw. Better yet, these storage tanks can be reconfigured on the fly based on your needs - need more Karbonite space and less XenonGas space? no problem - just compress and expand the different tanks. There's even an option to bleed off the contents if you need to make room for something else. What do I do with all of this rock?! You can bleed it off - just select 'Vent Rock' on your asteroid's right click menu to toss some out into space. Or, use one of our handy low-yeild extractors (ones for Karbonite, Kethane, Minerals/Water, and Substrate/Ore come with the release) to transform rock into useable stuff. Example: Using the Jaw, a player can create available space of, say, 50,000 units. They could then attach tanks for Karbonite, Liquid Fuel, and Oxidizer, and distribute that 50K capacity among all three, and change it as needed (i.e. reduce Karbonite space and expand LFO space during conversion, etc.) There's some extra stuff too! Lastly, there are two new parts for other rocky goodness: a nifty mass driver engine that runs off of Rock, as well as an accompanying storage tank. These are similar to ion drives, but with much higher thrust at the expense of ISP (so they sit somewhere between the nuke and the ion drive). I'm still lost... can you make an awesome video or something? Ask and ye shall receive. What's next: Habitable modules that let you turn your asteroid into an ant colony. More complex high-yield mining technologies, and integration with Freight Transportation Technologies (FTTP) ChangeLog 0.4.2 [LIST] [*]Final configuration updates and licensing [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Split parts into two packs - ART and ART_PartPack [*]RCS and 2.5m Mass Drivers are deprecated, RCS is coming back with a new model. [*]Hollowing potential jumped up to 75% of mass. [*]Simplified the converters at the expense of efficiency - now go straight from rock to resources. Ratio is approximately 1000:1 to account for conservation of mass (asteroids are fluffy), and to leave breathing room for mining specialization. [*]The probe now gives science. Analysis results are non-game impacting for now, but there to support the next expansion. [*]Some FX adjustments [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Mass drivers in 1.25/2.5 form factors along with a high-thrust RCS version. Yes, you can fly asteroids around. No, they have no more gimbals. Oh.. and the fade of the emmissive is prettier. [*]The probe now requires direct activation to perform it's analysis. IT also shows analysis results (so does the asteroid). [*]Turns out asteroids are very fluffy... conversion rates and hollowed out volume adjusted accordingly. [*]A new part - Intermediary Separation Module - handles the separation of rock into the specialized types. It will attempt to do this when it sees you have a lot of rock. It also handles Rock=>RockDust conversion. [*]Fixed the whole 'probe zooming in the VAB' thing [*]Mass should now remain constant (until conversions start expelling waste). [/LIST]
  10. FYI - just added this mod along side MKS - no zooming in the VAB for me.
  11. MKS author here. The exploding out in the VAB is generally caused by a part cfg bug. Given that I am not using any MM components that add to parts other than Kethane and the EL drills, I'm at a loss as to how my mod could affect the config files of a different one (also likely not a part conflict as I prefix all of mine with MKS). That being said - both mods kinda land in the same place (i.e. MKS has a greenhouse and is a TAC extender). Should not be an issue related to the VAB issue you are seeing - that points to something off in the source part's config. (Added) could also be something with an uncaught exception - that exploding is because your debug log is probably spamming the hell out of you right now Probably want to take a look at that and post what it's griping about.
  12. Small problem (hopefully someone can help). Detection is working fine, but my extractor is not. It just sits there saying it is offline, and I have no button/option to bring it online. Resource (works, shows 67% or so where I am trying to dig): PLANETARY_RESOURCE_DEFINITION { name = Substrate celestialBodyName = Kerbin resourceName = Minerals mapUrl = UmbraSpaceIndustries/MKS/ORS/png/Mun_Substrate_1440x720 resourceScale = LINEAR_SCALE scaleMultiplier = 1 displayTexture = UmbraSpaceIndustries/MKS/ORS/resource_point displayThreshold = 1 } Detector (also works, see above): MODULE { name = ORSResourceScanner resourceName = Substrate mapViewAvailable = true } Extractor (NOT WORKING) MODULE { name = ORSModuleResourceExtraction powerConsumptionLand = 100 powerConsumptionOcean = 0.001 extractionRateLandPerTon = 0.00009259259259 extractionRateOceanPerTon = 0.0001 resourceName = Substrate unitName = Substrate Extractor extractActionName = Extract Substrate stopActionName = Stop Substrate Extraction resourceManaged = False resourceToUse = ElectricCharge }
  13. Curious, what do you mean by the water everywhere approach? Currently water is pretty darn scarce in MKS with the Kethane maps (so most either haul it in, or convert it from Kethane or LFO). With ORS it will be similar except you get to use Laythe and Kerbin oceans to get all of the water you need.
  14. Concur, and tried to ask permission (both here and via PM when I first started MKS) given that the one part module I need to use is one they explicitly state I cannot derive from in a distributed part.
  15. Not sure if the mod maintainers/authors are about, but I'd like to request a license waver to distribute a part with KASModuleStrut, per this bit of the license under the 'YOU MAY NOT' heading: "• Use components of the KAS plugin, including parts and part modules, except where explicitly allowed." So I would like to request a waiver for this to use in making large tubes for connecting base components please
  16. Heya - Looking at doing a KSP mod for sanity, health (less fitness, more 'oops - I got my fingers stuck in the airlock again'), and skills to complement MKS (although the mod would be stand-alone). Would love to chat RE collaboration and making sure the mods do not stomp on eachother
  17. So we have it working Basically the Jaw pulls mass out of the asteroid, leaving hollow space behind. Then you simply attach one or more resource hatches, expand or contract the space allocation, and insert stuff. Obligatory screenshot (this is still WIP!)
  18. A few options - either wheels on the modules to move them around and dock with, or build a crane to manhandle them around. Could also assemble it in space and drop it with a giant sky crane, etc.
  19. They didn't answer because you can't reverse engineer a .mu file. I don't think the issue here is with the community.
  20. So the model I am toying with is less of a linear formula, and more of a variable likelyhood of someone just snapping. i.e. gather up all of the factors, and on a periodic basis, check and see how close to the edge they are, and if they are close, do a check to see if they snap. Surviving these stresses may in some ways help them cope in the future, or may in other cases, result in a PTSD for Kerbals where a seemingly fine Jebediah, despite surviving all of his friends getting killed on that Minums mission, one day just snaps and decides now is a good time to cut all of the parachutes. So a Kerbal stuffed in a tin can for a year has a greater likelyhood of, at some random point, just snapping. Put him in lots of space and around some friends, and his likelyhood of (at any given point) snapping is reduced, but it's always out there as a possiblity. And the results of snapping could be anything from walking out of an airlock, pushing someone else out of an airlock, or blowing up/disabling/decoupling parts because the voices told them to.
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