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RoverDude

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Posts posted by RoverDude

  1. I don't suppose anyone has a master list somewhere with all of the resources that use ORS. I'm looking for planetary resources specifically, but anything would do.

    I need to explicitly add support for each resource type in order for it to work with SCANsat and to avoid any mix up between different resources. All I have so far are the four KSPI resources.

    The same goes for Kethane resources if anyone should have a list of those.

    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.

  2. 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).

    Javascript is disabled. View full album

    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]

  3. I think I found the problem, the 'Modular Kolonization System' and 'CELSS Greenhouse' seem to have some kind of conflict.

    When I uninstalled 'Modular Kolonization System' everything worked fine. Not sure why though.

    here's a link to the other mod, if you want to take a look to see why it might conflict:

    http://forum.kerbalspaceprogram.com/threads/79588-0-23-5-Modular-Kolonization-System-%280-16-4%29-2014-05-17

    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.

  4. 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
    }

  5. As I said, I have asteroid cities, but then I have to lug asteroids to Jool. I'd rather just stick with lugging them to Duna and Eve. I have no idea how to make the two units interchangeable as I can't code to save my life. As I said, this is all about water and Laythe. And honestly, I'm ify on MKS's water-everywhere approach.

    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.

  6. KospY wrote those license terms, so I'll need to be cautious about making any changes. He decided to allow the use of some modules and not others. For now, I'll ask you to respect that decision. However, if you have specific plans you'd like to discuss, feel free to get in touch and a case-by-case exception may be more appropriate. (My PM inbox is full, so #kspmodders or email please.)

    Thanks, will do!

  7. It's perfectly valid for a mod author to dictate what parts of his/her content is allowed to be reused in what context. As such if you want to redistribute something that doesn't abide by the rules set up by the mods author I suggest you contact the author and ask for permission.

    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.

  8. 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 :)

  9. I'll try and get onto IRC early this evening, but generally speaking, I've not much time to work on this mod in the near term, and if you are thinking of something to handle sanity + health anyway, feel free to stomp, tromp, nab the keepfit plugin code, and roll it all into one item - I'd certainly install it.

    timmers

    Excellent - you just made the rest of my weekend plans for me ;)

  10. What's the level of completion on the models? there's areas where meshes intersect instead of terminating or being merged and it's pretty noticeable. (docking nodes on one of the base elements and ends of some rails sort of butting up against each other instead of merging cleanly)

    There's also areas where there seems to be bad tangents, like on some of the rails. Maybe something that could be solved by hardening edges on the ends of the rails. (longitudal? latitudal? forget which is which)

    In progress - these were my first models after learning Blender :)

  11. 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!)

    I2idtwr.png?1

  12. I've never attempted to build a base before but after seeing this mod I want to give it a shot. My biggest question is how in the world do you go about assembling one of these things once they are on the ground? Any advice would be much appreciated.

    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.

  13. 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.

  14. I am aware of a modder who is actively working on a mental health / sanity type mod with a view to it using connected living space, so I do not think I will do that. However I am tempted to do something related to experience, achievements, and command ability, so if Jeb has allready been to the moon and back he makes a good commander, and that benefits the crew (I am not sure how yet).

    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.

  15. Woohoo :D

    For my mun-test with ORS I used the SCANsat-pngs and edited them in GIMP a little bit. I mapped all bodys in kerbol with scansat and exportet the pngs (altimeter,slope,biome in colour and grey), If you want I can send you a dropbox link with the SCANsat folder and my moon pngs for all 4 ressources.

    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.

  16. 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.)

  17. 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.

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