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Posts posted by RoverDude
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Given that money will be added in 0.24, would it be possible to sell the rock back at kerbin (or refine it in orbit)? i can't see much practical use for asteroids other than massive fuel depots, so adding a financial incentive would be way cool.
No reason why not, already addressing how to mine stuff for money with MKS so it's an easy patch.
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Got an interesting request on the issue tracker - specifically to allow the recycling of all of the bits and junk lying around after a landing. My idea is to combine this with the function of the TAC self destruct, and create a 'recycle tag' that not only blows the part up, but will also (based on mass) decompose it into a random set of MKS resources (metal, chemicals, parts, etc.) then, along with any other resources it may already contain (liquid fuel, monoprop, etc.) will attempt to put those resources into nearby ships (likely sorted by range). May add a second part that acts like a recycling bin so players have better control over where the recycling goes.
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Does it really need TAC? I don't use life support mods...
Covered in the post directly above yours... But to reiterate in case it was not clear.
TAC is required for the generators. No TAC, no generators. If you don't care about generators (which includes all resource consumption) then don't install TAC and the parts will not blow up or anything but you will have no resource utilization. This cannot be changed. But you're free to use the parts purely as cosmetic ones if that's what floats your boat. And ORS will work, you just won't have anything to do with the raw materials that are harvested.
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Hey, could you include a version that isn't dependent on TAC and Kethane; one that just adds the parts?
Because as much as I like the idea, TAC is one-too-many mods for me, and one I'd rather not have anyway.
Kethane is optional (ORS is included and is pretty lightweight). RE TAC - MKS subclassess off of the TAC generators, so while it can be installed without TAC, you get no resource generation, etc. - so if you want to bypass the resources bit, that's already in place (i.e. no need for a separate download). The parts would, at that point, just be cosmetic (tho Expando and Flex tubes will still work).
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I am not sure exactly what you mean by "separate config file", however I am tempted to disagree with you. I think it is better to have all the information about the state of a saved game in the single save file. I know for example that I get frustrated when I use quickload and find that all my kerbals alarm clock alarms are the once from before the quick load, so presumably KAC save that info separately to the save file. I think it would be better if it was in the save file.
We're in violent agreement Right now, CrewStats is in it's own config file in the save folder, not built into the persistence file. My suggestion is (much as other mods do) to embed this in the persistence file vs. having it broken out in it's own file as it is currently.
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So I've been thinking about TACLS for a bit now.. the one thing that has stopped me installing it is the sheer number of parts included. Tiny, small and medium hexcans of 4 different flavours, and then the inline ones too.. It makes the part list crowded in a stock install, let alone a modded one with IR, Near Future, KAS etc.
So here's my idea - TweakScale. Infernal Robotics recently made the switch and dramatically reduced the amount of parts, instead having one part that can be resized in the VAB, with updated stats to match (increased weight, resource etc). By my calculations, you'd only need 5 parts for the basic life support cans - one hexcan of each resource and 1 inline one. Of course, it can't help the recyclers but it'll cut down the hexcans (with each size looking similar to each other in the part list) from 16 to 4.
I've no idea if this is planned or whatever, but it would really be worth taking a look at. Biotronic would, I'm sure, help you and it's just a case of making a cfg for the scale but supporting it by default would a great idea. Thoughts?
An option would be to just toss in a MM file for now with TweakScale, then dump most of the parts. One thing I'm toying with on the next MKS version (where I also need to cut down parts) is to make two bits - one a consolidated primitive greenhouse that also consolidates the water purifiers/scrubbers/etc. (about 40% efficiency or so for food, 90% for water/oxygen) paired with a ratio-appropriate LS container with TweakScale, so you are down to two parts.
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One suggestion/consideration - plug this into a Scenario node vs. a separate config file (ala Kethane, TAC, etc.)
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Wrapped up integration with TweakScale and FireSpitter last night - went from a dozen containers down to three, but those three now have 36 varieties at five different scales. Neccesarily pulled the crew out of the ProxyLogistics hubs, removing that requirement and making Proxy be a fixed range of 2KM. Also started working on IVAs.
Another WIP for all of the generators is visual indicators (red/green/yellow) showing current status visually (red = missing resources, yellow = offline, green = online).
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What is the maximum size? I often build stuff that's larger than 150 meters.
10m at the moment. No reason why that could not be made larger.
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Additional working notes.
Given how many resources MKS has, and the exponential rate this causes storage units to grow at, I'm going to take a dependency on FireSpitter in the next release and use the fuel/texture switching functionality to handle using single models for each of the tank sizes. With up to four resources per tank config, I have broken things down into 12 resource sets.
Also already modified the Kolony tools to consolidate the efficiency/governor updates so we're down to one for the whole module vs. per generator so I got a lot of screen real estate back. The most complex module has six generators and this is fitting well on the screen.
Working on a new Wiki page to explain the new tiering and will be pestering folks for feedback later
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So I am revitalizing this thread to cover some of the nifty stuff coming up in the next version, since it does incluse some large changes.
The single biggest is the deprecation of ConstructionParts and ColonySupplies. The names are a bit off, and they show two extremes... you can build everything you want from dirt and rocks, but need to have a 100% complete base to supply yourself with spare parts.
The short version is that modules require more complex machinery as they move up the tiers, and also more complex parts (starting with patch kits of metal and plastic, up through full on replacement parts of robotics, computers, etc.). But you will generally, at any given tier, be able to be over 90% self sufficient in construction and repairs (you will still need more advanced parts from off-planet till you complete the entire tree).
Right now, a given MKS module has the following breakdown:
Core Module (1.3t):
This is the hard shell and reinforcement cage, windows, hatches, and pressurized shell of an MKS module. Really just a large empty box until the gear is added.
Class 'A' Machinery(15.1t):
Based on the function, this represents 80% of the operational gear of an MKS module. These can be repaired and manufactured one tier LOWER than the module itself (i.e. a Tier 3 module can mostly be built with Tier 2 machinery).
Class 'B' Machinery (1.9t):
More complex parts of the operational equipment, and stuff that can be made at the SAME tier as the module in question (i.e. Tier 3 parts for a Tier 3 module). Since this is only 10% of the module's weight, this is included automatically in the VAB but can be tweaked down to save a couple of tons of launch weight.
Specialized Equiment (1.9t):
Regardless of the tier of the module, all have, at their core, some pretty complex stuff. It's tier 5 to make it, and almost always shipped in. These take the form of one of six discreet types of Modular Equipment Packages (MEP's) such as laboratory packs, computing, mining, etc.
This begs the question, given the light weight, why would someone even bother making this stuff in-situ? The reason is that there will (soon) be equipment breakdown and periodic failure - so you will either want to have spares handy, manufacturing capabilities on site, or be prepared to make a very long emergency voyage to bring a module back online.
Colony supplies are replaced by repair packs of growing complexity. Tier 2 modules need Tier 2/3 packs, Tier 3 need 3/4, and Tier 4+ need all Tier 4 packs. The net effect is that you can pretty much build out 80% of your module in-situ, and cover 50% of your repair costs at your top tier. As you move up, you can cover 100% of the lower tier (i.e. once you are at tier 3, you can cover the vast majority of your colony repairs and machinery in-situ).
Will post more later, but wanted to get some initial info out there.
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Another question - any example on how to consume this? Meaning, I see the demo data in there and the config file - is there any abstraction/syntactic sugar over reading the config nodes?
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Side question - is there an intent to surface a UI for this or is that out of scope? Even a debugging one would be nice (or just let me know if I'm being an idiot and missed it...)
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Thanks for this - just saved me a ton of work Same questions codepoet has btw
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No idea how I missed that stats mod - just saved me a ton of work (luckilly I was just working on the graduating curves, etc. for skills). I was going to do sanity last (skills/training are first, then health), so if you get yours done first I'll happily take a dependency.
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HOLY CRAP finally a ruler but my question is does it work in the VAB?
Not at the moment, but no reason why it couldn't, would just need to add a plugin to support kicking off the animation.
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hm, actually it should not be necessary - let me test that out though first.
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So I was fiddling with my new MKS base when I realized I needed an easy way to measure distance between ship parts. A quick tour of Blender and Unity later, the HoloTape was born!
Lightweight. KAS Attachable. Just toggle it and you get a nice, bright measuring stick to use for all of your measuring goodness. Large bars are 1M, medium are .5M, with tick marks for each 10cm.
You can pick it up as HoloTape_*.zip in the USI Dropbox (Link in my sig!)
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I would really like to see this mod returning to good development, it has so much potential, but right now I don't deem it ready enough for a full campaign
I'm actualluy about to dive into this over the weekend - MKS 0.17 is out, my fun Airbags project is wrapped up, and waiting on WaRi for some model updates, so my stats mod is next on the agenda
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Not to steal RoverDude's thunder (neat add-on, by the way!), but I'm already working on something like that - the feature is dependent on a special floater plugin that stupid_chris is developing, which will allow the floatation collar to trigger automatically on splashdown without user intervention, and apply proper buoyancy effects as required.Funny... I already made such parts a while ago but never released them. I'll release them in a short while with a bunch of other things that I made for myself...
These parts contain heat shields, inflatable bubbles, inflatable other things. They float. These are actually quite nice for Laythe bases. I made these parts in January... So no plagiarism either. The floating logic is an improved version of firespitter's floating code. It can be deactivated (for inflatables) and allows multiple float points per part.
Edit: it does auto inflate on splashdown as well... Funny how similar one's needs and ideas are. If you want, I can share code.
Awesome stuff! And saves me reinventing the wheel. Although I still have to do some fiddling to make mine a bit more water tolerant (buoyancy vs impact tolerance on splashdown are two different problem spaces).
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Sorry if the question was already asked before in the 42 pages, but why is the Worldcup Mod from Squad required?Because these airbags are repurposed soccer balls. I think.
I use their ModuleBounce in addition to my own PartModule (though I may poke through their source code and see if it's just easier to integrate the two bits into the single plugin).
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Probably you can create an airbag thats like a donut underneath the pod
sort of like this
http://www.wired.com/images_blogs/wiredscience/2011/11/Apollo-11-splashdown_edited.jpg
Actually something like that with an integrated heat shield would be downright nifty...
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where would one find the world cup mod required for this to function?
Up on curse, probably a sticky somewhere as well - it's an official Squad mod
[Ongoing Dev] [0.23.5] Modular Kolonization System v0.16 (RELEASE) [05-10-2014]
in KSP1 Mod Development
Posted
And probably not fun to code either