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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Indeed, busy at work on this even as we speak WaRi is knocking out the models, I'm polishing off some of the code.
  2. Thanks - will post back once I have a design thread up.
  3. Hopped in here since I was just about to embark on this for MKS, since it needs sanity, physical fitness, unique skills, etc. for the next part of colonization. Can you let me know who's working on it so I can check if it's still under active development? I'd just as soon integrate something complete vs. build, but my concern at the moment is having conflicting dependencies with fitness, sanity, etc.
  4. That would be excellent. Assuming I can get PNGs for all of the bodies, I have no problem dropping in support with the next release for ORS.
  5. Quick update Working on the code for Planetary Storage. Essentially, how it works is this: You would land a module that would drill out an ever expanding useable area under the planet's crust. Attach a port, allocate storage space, and begin filling it. Now, here's the fun part. Because I also have the Proximity Logistics module from MKS, you could have ships land nearby, dip a part into the ground, and transfer in the resources without having to be connected (i.e. by using KAS, docking ports, etc.)
  6. Usual caveat - working textures, models, etc. (but I will keep the idea of embedding the label on the port so you can easily see what resources your tank is full of. Other use cases - Ferry out Kethane, replenish with LFO. Or swap out your supply run of life support supplies and fill up with LFO, all without having to move the mass of empty tanks. Also fun things like custom fuel mixes for spaceplanes with a single tank, etc.
  7. So one of the things I need to build out for Hollow Asteroids is the ability to dynamically allocate storage space in a part (since you could fill your asteroid with Kethane, snacks, whatever). I've decided to knock this out as both an open API, and also just for fun, to do an offshoot of Hollow Asteroids that lets you mine massive storage spaces in the crust of a planet or moon. It works by attaching resource 'ports' to a 'tank' that has a definition of both available and mazimum capacity (i.e. as you mine it out). These can then be tweaked, expanding and contracting the space allocated to each port relative to the tank's overall capacity (visualize a barrel filled with a handful of large balloons - as you contract a balloon, it changes the available space for other baloons to expand into). Also looking at how to use the same concept to let the user create dynamic IVS-enabled caverns or wet workspaces based on used capacity (Just don't fill it back up with LFO with Jeb inside). Obligatory screenshot: There's a central tank with a dozen compartments, and three 'ports' attached. Works a treat once launched, working on handling IVA, then doing some fun tweaking with COM calculations.
  8. possible, will put it on the list (bear in mind it will be far down the list since I think you're the only person using this undocumented tweak ) You need to click on the arrows in the Kethane overlay to look at the different elements available
  9. On the roadmap - generating the PNGs is the bit that I am dreading tbh, but something I do want to do
  10. Good deal - will ping you offline. I think the two will make a nice fit.
  11. Nifty! Was just about to build a part similar to your probe for the Hollow Asteroids mod (currently wrapping up the API for dynamic tank partitioning). Would not mind chatting and see if we can work together on some asteroid goodness
  12. Thanks for the catch - just fixed it And I am totally loving CTS - fits MKS like a glove.
  13. Just packaged the release version including the alternate configs. Going to do one last sanity check, then prepare the release thread
  14. So here's the plan RE CoolBeer's configs. I am going to just run his multipliers through an alternate config set (I generate all of my configs procedurally). This will be on GitHub, and you would just copy these over the existing MKS Parts folder. It will assume you have already sorted out the rest of the stuff with TAC. I will make zero guarantees - things may be unleashed, children may be eaten
  15. Not suprised, but then that means the mod is working as it should. Here's how I do my bases:
  16. I'm testing final benchmarks right now, then that's on the agenda for tonight - I will launch with it. Had to slightly ease up some production rates on after I had repeated incidents of Kerbin's smartest Kerbonauts dieing en masse.
  17. No worries - my plan is to have a separate download that rebalances all of the configs appropriately, I just need to play with his configs and make sure I break nothing
  18. Excellent - Just finished some final Proxy Logistics tweaks on my end, but overall it's looking pretty solid, so I think this may actually be released this week.
  19. RED SCARY UPDATE Two models had to chage. The Jumbo tubs used in StorageHut_01 - 03 are now narrower so that they fit in the Cargo Transportations Solutions parts (which are awesome for transporting MKS components). This will not break stuff, but it will look weird. The docking port had a major change. - It is now radially attachable - The strengths are slightly tweaked (It's still prettty aggressive, but it's made to work even if your Kerbal is just pushing bits around), - It is now KAS Grabbable! - It had it's center point redone to support KAS/Radial attachment The last bit will cause Bad Things to happen if you grab them. Don't grab them on a base where you don't want to see exploding docking ports. (Sorry for the changes, just doing another complete shakedown and trying to clear any remaining friction points).
  20. Thanks! I'll also double check my stuff to use the EL spawn rate, quantities, etc.
  21. FYI very pleased with these - I'm using them now for my MKS walkthrough tests
  22. I have no problem at all supporting a secondary download. If you can give me a direct link to Coolbeer's stuff I will plug it in tonight.
  23. Will add that as a future enhancement. Side note - airlocking is always an option
  24. FYI - on a positive note, I just executed the following test. Ship 1: Colony Hub + Supply Hut with six Kerbals. One day of life support. Ship 2: Supply Hut with 1500 units each of food and oxygen. Warped out and fast forwarded about 100 days - it showed the main ship being out of resources for over 90 days (there was a small amount transferred by ProxyLogistics when I had focus before doing the time warp) Upon return, TAC-LS caught up, and all Kerbals are alive. 17 units of all resources left in ship 1, and ship 2 was drained down to 885 of each. So Proxy Logistics is working perfectly even when operating on rails and well past the point where Kerbals would normally die. - - - Updated - - - Oh - and the generator governer is now in. If turned on, it limits efficiency to 100% so you don't accidentally drain your power making punch cards or something silly.
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