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Everything posted by RoverDude
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Honestly, no idea - I've been doing all of my stuff with docked parts and Proxy Logistics in testing. But the resources should behave like any other resources that allow flow. The current MKS port is REALLY aggressive (may be toned down a bit), which helps a bit with docking. Generally, I make sure everything is at the same level in the VAB first, which helps. You can also (for light gravity) dock in orbit and use a sky crane to drop the assembled unit down, or use IR docking washers to rotate stuff if your aim is a bit off (I hear it now works in 0.23.5)
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Catching up on the thread, and thanks folks for the great info - this is a huge help. I'm currently working on emmissives so we have working lights, but want to add some of this stuff in. Dissapearing base: I've not seen this with my older MM, it could very well be an MM or KSP issue with that icon, but to test I am switching over to the latest MM to see how that behaves. Worst case, I'll switch everything to Landers just to make sure this does not cause people problems at launch. 4-Way Hubs: Two ideas. I'm going to first try setting the old hub up with the node order posted earlier in the thread to see if I can get it working right (I'll have to pull the old asset off of Github and rename it). If that fails, I'll make something that's a bit more radially aesthetic. Tubes: Gotcha on the bandyness, I'll do some playing with the model. Also having separate caps is an excellent idea, and pretty trivial since I just need to clip part of an existing model. Mechanics Questions: Efficiency increases the conversion rate. So a module with 200% efficiency will consume and produce at double the speed. This is determined by how many modules you have that are active, how many Kerbals in the ship overall, their intelligence level, and if they are actually inside the module (so crew placement matters). RE stupidity levels - consider that (roughly) a really stupid Kerbal is as valuable as half of an average one, and a smart Kerbal is as good as two average ones. So airlock the stupid ones first Proxy Logistics Updates: This one I changed due to performance issues. Proxy Logistics work only between hubs now. Valid hubs are those large round supply huts. All have (at present) a 200m range, and will try to maintain a modest level of resources. Consider the following base with two disconnected series of MKS components, where Storage A and Storage B are both the jumbo pancake-style Storage Huts (Supply). The dashes would indicate they are physically connected via tubes, etc. [COLONYUHUB]--[sTORAGE-A]--[CONSTRUCT] [sTORAGE-B]--[KERBITAT]--[ANTENNA] If you transfer construction parts to Storage-A, you will instantly see Storage-B try to take a little bit of these. It will always try to maintain this level. So as you pull ConstructionParts from Storage-B into the Kerbitat, Storage-B will instantly take enough resources from Storage-A to keep that minimum level up to date. This can be observed as you do the transfer - you'll see Kerbitat go up, and Storage-B hover around the same number. The Antenna does the same thing for PunchCards (So you don't need to launch a bunch of Colony Hubs). As the Antenna runs out of cards (I think it tries to keep around 100 or so) it pulls them from any ColonyHub within 200m. Power Consumption: Agree on balance, I'm reviewing the rates (part of this is why I have the PDU). As a benchmark, I think having enough to operate on PDU and batteries for a night cycle for four average modules would make the most sense, with solar panels to replenish the batteries. These are large factories, and need serious power (this plays well to the reactors in KSP-I) I'll do some tweaks in that direction. Warp wise, I usually go full-bore for warping, but will do some time tests at 50x to make sure the effect is consistent. Especially if it's the case that I am over-consuming. These balancing parts do not include drills, because those are some power humgry beasts If there are specific modules that are draining power, let me know. It may be something weird with how TAC-LS works since I subclass off of the TAC GenericConverter. It could also be tied to having a module stuck at 'Active' but missing parts, and when the parts arrive, it tries to play catch-up, thus draining your battery. This may be related to another issue I am chasing down where it thinks there is no space for stuff when a module first kicks in. And thinking out loud, I think there's a very strong corrolation and that it's the root cause of both of these bugs. Also - Wiki is out of date, I need to re-do the Duna one. Part Count: I'd be curious what I can do to help reduce part count. Bear in mind a lot of it is less parts and more physics colliders, etc. so in some cases, merging parts does not help (i.e. landing gear) unless I do a really simple box collider that encompasses the landing gear and core module. That being said, I can definitely do a collider review and see what I can merge in. Again, thanks for the feedback. I'll do another release likely Sunday with the current WIP stuff.
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To the folks watching this - sorry, been a relatively hellish week, but for good reasons - I'm also a musician and conspired to have two shows this week with two different bands First one is done, next one is Saturday - then I can get back to more KSP and MKS goodness. Got the day off today for recovery from a punk rock show I played last night. btw - if anyone here is in NYC and likes ukelele-free melodic indie rock, we're playing a pretty sweet show this Saturday night (May 3rd) at Hank's Saloon in Brooklyn
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Ahhh yeah one thing I did not test unfortunately is how Kethane reacts to having new resources added after a scan is complete. I guess you could, in theory, monkey with the persistence data to reset the scan information and somehow force a re-seeding of the data? Not a pretty hack, but I expect it would work.
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Let me check on balancing. BTW in my saves I've gone back and forth with parts or no parts. In some cases (like, say, Duna) landing with a 20T MKS module just rips all of the parachutes off I think it will become a lot more relevant once there's a cost to fuel as well (not sure if we're getting some of this in .24 with contracts). I've not seen that power drain issue, but will run some independent tests. I will say that they are pretty power hungry - hence the new PDU which basically adds a bunch of RTGs and a 50K battery. I'll be publishing this pretty soon, I was just finishing up some balancing bits.
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Actually, that's enabled by design. The rub of course is just how much substrate weighs... you can easily add 20T to a single MKS module to make it fully operational, but that's a valid option (one example being that folks will likely haul their own water in because of it's scarcity, or haul EnrichedSoil in if it's easier to ship it in instead of re-launch from a planet).
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If you tone those down let me know what you end up going with, still balancing that part out. Will also do some experimentation on the parts and see if I can sort the probe issue. tbh, I'm considering just removing the probe component and keeping the colony command pod in it's two-crew config. Especially with efficiency in place, totally crewless colonies are horribly inefficient, and I usually just use a probe tied to a sky crane to drop the modules in. Still, disappearing is bad
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Awesome, and thanks for reporting the issues! The base thing has me perplexed. Normally I launch with a command hub at the core and haven't lost one yet, but then I am also on the most current build, and I had a typo at one point that was making stuff debris. Let me know if it persists, I'm curious on that one. Also let me know which root part you're using. Launch wise, I've done a combination of in-orbit assembly (I use a lot of KAS pylons with wheels, etc. tied to them to move bits around, or RCS blocks), or sky cranes to drop/leverage the pieces in. I'll fix the node size on the docking clamp - on a side note, the new config (not on GitHub yet but soon) dramatically increases the clamping power... here's the config I would use: MODULE { name = ModuleDockingNode nodeType = size1 referenceAttachNode = dockingNode nodeTransformName = DOCKING undockEjectionForce = 0.25 minDistanceToReEngage = 2.25 acquireForce = 3.5 acquireTorque = 3.5 acquireRange = 3.0 captureRange = 1.5 } The latest demo shots I just hyperedit in place - you have no idea how many launches I do per day to tweek things. But once sorted, I always do a real launch and assemble, since it helps me find a completely different set of issues. Thanks again!
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New teaser pic (this is my working model that I have been using for testing this weekend), and a new zip!' Three notes: - The fancy KAS tube I cannot distribute (the long angled on you see in the middle of the pic), and this makes me sad. But I have a cooler idea that I want to play with - That nifty antenna you see on top of one of the sub-bases is used for proxy logistics of punchcards, and even rotates! - We will not discuss the number of Kerbals I had to airlock after exploiting them for base construction to get this self sufficient.
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That Zip is missing a lot of the latest changes (I've been running through the modules and doing a lot of changes, so I've held off on a zip uodate). These should be fixed in the next major update. Also - new version of the hub is also in, had the same problem myself with nodes. - - - Updated - - - And thanks everyone for posting feedback and bugs, it's making my job a lot easier
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Yep, right now I'm trying to get everything tested for the first release. Basically, all of the core models are done and their sizes will not change (textures will though, but that' not save breaking). So right now it's all balance, final model tweaks, etc. for the first release. The code is in good shape, but also requires more testing. I have several ideas for version 2, but want to get the core mod out there so I can spend some time on hollow asteroids (which I'll integrate with MKS once complete - I'd love to have an asteroid colony that's all hollowed out like an ant farm). That and looking into procedural construction.
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[wip] 0.23.5 A-E.V.A (Actual Extra vehicle Activity)
RoverDude replied to Eggman360's topic in KSP1 Mod Development
FYI the pieces I am helping with for Hollow Asteroids basically use the same mechanic as the Claw, and can add some nice dockable parts, sticky legs, etc. for keeping on asteroids.