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Everything posted by RoverDude
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Indeed, busy at work on this even as we speak WaRi is knocking out the models, I'm polishing off some of the code.
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[WIP] KerbalSocial - just an idea at this stage
RoverDude replied to codepoet's topic in KSP1 Mod Development
Thanks - will post back once I have a design thread up. -
[WIP] KerbalSocial - just an idea at this stage
RoverDude replied to codepoet's topic in KSP1 Mod Development
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. -
[WIP] Reconfigurable Tanks and Planetary Tanks
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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.) -
[WIP] Reconfigurable Tanks and Planetary Tanks
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
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.
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
RoverDude replied to dtobi's topic in KSP1 Mod Releases
Good deal - will ping you offline. I think the two will make a nice fit. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
RoverDude replied to dtobi's topic in KSP1 Mod Releases
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 -
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
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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).
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Thanks! I'll also double check my stuff to use the EL spawn rate, quantities, etc.
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FYI very pleased with these - I'm using them now for my MKS walkthrough tests
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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.