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RoverDude

Parts Hero
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Posts posted by RoverDude

  1. I just checked the ECLSS thread and I see what you were talking about. I was burned out on KSP, and am just getting back into it after about a month and a half. I didn't have those issues others are having except maybe the tracking station one, but I was using an older version and for KSP .23. Worse yet, the creator is MIA due to RL problems, so I don't expect any fixes or updates in the near future.

    I also took another look at TAC and see it's made a lot of advances since I last tried it. It's still ugly, and most of the re-textures don't help either. I guess I can do like I did for ELP and just use parts from other mods. I *guess* I can convert to the dark side...hah. It will be some time before I get to building bases again though...as I'm doing a complete restart.

    That being said, I'd still suggest making a version available that is merely the parts if you're open to it. While there are a few oddball packs with a few base building parts out there, there really isn't anything available to fill the niche left by H.O.M.E. Your parts look awesome, and you'd reach a much wider audience if you made a version available without the dependencies.

    Oh, they work fine as cosmetic parts without TAC. You just can't do any of the fancy resource gen stuff (but that's all for LS anyway so probably a moot point for someone not using LS)

  2. Buggy? Hmm, haven't had any issues with ECLSS while using it and a large number of other mods thru a few versions of KSP...but I tend to figure out and fix the problem via the configs instead of the ever popular "OH MAH GAWD IZ BROKED PLZ FIXZ IMEDAELY!" forum post. :D I'll go read the thread a bit though, and see if there's something I'm not aware of.

    Barring an ECLSS port, how about a version that's just the parts without the TAC dependency? I had thought of doing that myself before my request, but when you stated TAC was required I was worried it would be beyond my abilities to work around :) This would also allow the handful of life support mods that are out there to be used with your bases, based on end user preference.

    If you want the parts for cosmetic reasons, that will work. But none of the generators will work (i.e. none of the resource conversion and supply chain) since those generators take a direct dependency on TAC. Switching Life Support Mods would pretty much be 'a thing' since it's a very tight coupling (by design). You could then just plug in any othe modules of your choice for LS, and I expect ProxyLogistics will work since that's broken apart in the next version, just no manufacturing.

  3. As an addendum - TAC is incredibly good about 'catching up'. I've left Kerbals on planets for years, and the entire logistics chain catches up upon focus, which I always saw as a good thing from a perf standpoint. I do agree on the not so good models, although I know a few folks have tackled this.

    - - - Updated - - -

    Oh... new screenine. I'm working on docking modules for those that don't want to work with the proximity logistics. ProxyLogistics also got a huge overhaul this week but is still in testing.

    aLPxJnf.png

  4. Any chance you can make this work with ECLSS as well? While they're both life support mods, ECLSS has two things I prefer over TAC...sexier/more stocklike models and it doesn't put everything into stasis when you aren't currently controlling that specific craft.

    Probably not in the short to medium term. The reason I take the TAC dependency is to keep all of the Colony generators on exactly the same cycle as the Life Support ones, so it would entail doing a branch and subclassing (if possible) the ECLSS generators. Also, looking at the ECLSS thread it seems a bit buggy.

  5. Well I whipped-up a cfg to do it just now as a "why not" sort of thing. Should be (roughly) balanced properly with MKS.

    <snip>

    More-or-less. I haven't tested that but it looks about right. :huh:

    Probably best to keep it optional though. Tweaking the ore rates down to be in-line with your mod would seriously reduce their effectiveness for people who also use EXPL.

    I'm going to do some revisiting and see if I can just adjust my rates to be inline with EPL instead ;) That way everyone plays nice together.

  6. Can you add support for BahamutoD's drills? They're originally intended for ExPL, but they're also based on Kethane. I'm assuming you could just add them to your KethanePartsMod.cfg so they extract minerals and substrate (maybe water too?), in addition to their ore extraction, without that actually creating a dependency (namely if you use the % operator but I don't have a clue how ModuleManager handles it if the part doesn't exist; I assume gracefully with a silent exception unless it's debugging). They're pretty big and power-sucking, so perhaps should work at a faster rate than the default Kethane drills.

    Sure, more than happy to add this in.

  7. Quick question, I noticed that you've included Taclifesupport.dll and a resources.cfg etc, these are files already in my TACLifeSupport directory... Is this causing a conflict?

    Nope.

    The config just adds in the new resources (same with the Kethane config). The DLL is needed there because I sublcass, and for whatever reason, KSP loads the DLL's in alphabetical order (so kinda a pain, unless I rename my stuff to come in after TAC, which I just may do at some point). Same reason the toolbar mod starts with 000_ ;)

  8. I'm very seriously considering using your mod as the basis for a YouTube series.

    My question: what would it take for your mod to be compatible with extraplanetary launchpads as well? My thought, not only an eventual self-sufficient colony in terms of Life Support, but should also be capable of producing vehicals for use.

    There are also some really nice drill models out there for use with EPL, and would be really nice if those would work for this mod as well.

    Thoughts? Is it just a matter of some module manager magic?

    It SHOULD play nice - I made sure the resources do not conflict (I use the same names and masses for Ore and Metal). Someone else on the thread did mention adjusting production rates as well. It would also be almost trivial to MM up a new part using the refinery model to make RocketParts. Also, the drills should also work since EPL uses Kethane (there's already a Kethane config in the distro where I modify the stock Kethane drills).

    I may have to play with EPL myself and see if I missed anything, but I expect you'll be in good shape.

  9. Comments on tutorial/wiki pages: I would avoid using "construct" or "build", use "make", "made", "manufactured" where possible. When I read "build" or "construct" I think that somehow I'm going to invent a module that I will need to place in-world somehow. In fact, if I were you, I'd rename "construction parts" to ... something else. I don't know what.. How are colony supplies different again? Hmmm.

    ConstructionParts are required but non-consumed (new concept in the plugin). ColonySupplies are consumed. Think of ConstructionParts as the walls, bulkheads, and initial fitting out, whereas ColonySupplies are the things that break due to normal wear and tear.

  10. Dont know if this has been reported but no icon appears for your space ship on the orbit map. This is on a freshly installed ksp 0.23.5

    More than likely its because its not a pod but a science part

    http://i.imgur.com/R29ZYkK.png

    I'll take a look - the vessel type is set to be a base, that might be part of it. I assume you have the ColonyHub as your root part? Also, crewed or not crewed?

  11. I've been looking to get into this mod, but I'm confused on a few things. Firstly, this quote...

    Is this a typo or something? 250 parts just to add one more module seems, well, beyond excessive, and would undoubtedly destroy my computer.

    750 actually, and they are just a resource, so no worries on lag. Basically MKS adds a plugin that will not allow modules to function unless a certain number of resources (which are not consumed) are in the specific part (they do not flow).

    Secondly, I'm not completely sure what other mods I'll need, or rather what mods this is intended to be played with. There didn't seem to be a list in the OP, but perhaps I missed it.

    Edit: this appears in your post on reddit; you might want to add it on the forum post. All of it looks very promising, but it's a lot to take in at once.

    Kethane and TAC-LS. FYI there's a new walkthrough (link on the first page) that takes you through three missions to get your first colony up and running. That should take the edge off the learning cliff.

    Finally, does this work with career mode?

    Yep, all parts are under Advanced Science Tech for now, although before the official release I'll spread them out a bit.

  12. Another PSA - efficiency just got really interesting, since it takes into account Kerbals crewing the different modules, as well as the relationship with disconnected ships. So a connected colony with several modules will tend to spread out the Kerbals more, while a series of small, disconnected clusters will tend towards more extremes - so doing a skeleton crew on construction while concentrating on life support can yield some interesting results.

    I am also going to, just for fun, add in the use of the Stupidity trait. i.e. smarter Kerbals will have a marginally positive effect on efficiency while overly stupid ones will have a corresponding negative one.

  13. Large update incoming:

    Workspaces and Efficiency

    Logistics (short range auto-transfer of resources, including Life Support - can be turned off if you so desire)

    New (final?) model set

    Updated generation quantities (makes bases a bit more manageable - now Kerbatats/Greenhouses support 3 v 1 Kerbal, so less mod duplication)

    Teaser screenshot - going through another round of tests on my dev save before I stick a fork in it. Kolony below can support 9 Kerbals.

    9k43rB1.png

    Air dropping a Kolony onto Duna....

    sVka01P.png

  14. At what point should we be able to reliably use this mod without save-breaking? I guess you're still in design phase. :)

    Depends oj definition of save breaking. At a minimum, there will be a reworking once TAC-LS updates how they handle consumption. Model wise, I'd guess stability in a week or two. Personally I've launched and scrapped more colonies than I care to even mention ;) Basically every thime I set one up, if something bugs me I stop, rework it, and plug it back into the mod (although I feel that for parts it's mostly going to be for additions).

    That being said, starting with the next version I will be numbering the parts by version so that you can choose to either do a side by side, or wipe out your old parts and build anew (i.e. I will not break existing parts, but the old versions will not receive updates, and will not make it into the public release).

  15. Very cool, Rover. Really digging the MEM-style pod. Could we possibly get a version (or perhaps 'molded' radial parts) that has nodes for attaching it to 1.25m (preferably with clearance for 2.5m attachment)? I can mock up an example if what I mean isn't clear. I prefer the look (and at some level the challenge) of connecting a base so that the interior is a contained shirtsleeves environment. I also understand if your vision is more centered on KAS-connected structures (which seems to be the case). Either way keep up the good work!

    Sure, PM me with a mock up or other example of what you're looking for and I can take a look. I *think* I get what you're asking for but want to be sure.

  16. So as noted previously in the thread, the artist concepts for some of the NASA MARS Design Reference Missions have a pretty distinctive look:

    zdrmhab3.jpg

    Basically tubular reinforcement around the more fragile tub bit.

    I also liked the look of the Mars Excursion Module, and thought something like it would make a lovely six-Kerbal colony hub, double as a Mission Control for RemoteTech, and be a nice 3.75m module that lets all of the 2.5m MKS modules fit beautifully inside of fairings, with some space for their descent parts:

    spxmarsem.jpg

    Thus, I present to you a series of updated components that pay homage to the DRM concept art:

    XiOs9gW.jpg

    iQK6T3F.jpg

    WqShBjq.jpg

    q8eaKQo.jpg

    R8hXwTM.jpg

  17. I'll second that one. OTOH, the game gets kinda glitchy with about 30 modules in play, and more so when they are within the 2.25 km off-rails zone. But on the other hand.... I worked really hard to get all those docking ports to line up right. And the glitching will happen when those modules are connected or not--they just have to be in the zone. I like the idea. but I feel like it's gonna backfire and look more like Command and Conquer or Warcraft 2 than KSP, ya know?

    Figure either way, folks will be free to choose - would be an alternative, just like KAS is not required (though I expect folks will use it) and for me, it just seems unrealistic that I am pouring all of that stuff via a 6" pipe ;)

  18. If you let them go past the 2.5km physics limit, and just have it diagrammed in some sort of toolbar-based UI I'd like that.

    Also, question that I thought of in class today: Would a colony be able to support more than just itself? If I build a colony on Laythe, and put a space station in orbit, would I be able to use the colony to support both itself and the station?

    It will work in a way similar to how RemoteTech works RE linking. I had some other ideas RE orbit, etc. (there would have to be costs involved as well as delay) but that would be a later phase

    - - - Updated - - -

    Are you considering the switch to liters for TAC LS units, such as food, oxygen and water?

    There is a discussion going in its own thread and some people have even done the switching already via cfg edits.

    How will your mod play with that?

    Yep, that's definitely something I'd want to do, so when that hits and TAC gets down to their final numbers, I'll adjust all of mine to fit in and do a rebalancing run.

  19. To me the idea that people would hand carry or use rovers rather than interconnect modules is what hurts my suspension of disbelief it just doesn't seem believable to me, but I may just be the outsider there.

    Interestingly enough, the pics I find of the NASA Mars DRM almost always show non-connected modules with Rovers around them (it's part of what inspired the idea, since the newer models are very DRM like).

    221a.jpg

    ISRU.jpg

    Same with their concepts for a moon base...

    nasa-lunar-colony-02.jpg?1314630061

    So maybe not so far fetched ;)

  20. MKS Mechanic: Logistics.

    Because of how MKS works and the sheer number of launches, etc. KAS pipes can get just a little bit buggy (with too many random explosions). So I've been playing with the design concept of logistics - basically, the auto-transfer of resources between MKS modules without direct connections. The main rub has been that this can feel too much like 'magic'. so I would like to put forth a design proposal for early feedback that I think mitigates this.

    In the real world, interconnection of modules for a colony should not be required to transfer stuff. Folks would either hand carry, or more likely, use rovers to shuttle resources around. thus, a new part will be created (along with a subassembly) that is basically a cargo rover body. These would be parked in between modules to build and extend logistics chains. Working numbers are 50m from a Rover to the Colony Hub or an MKS module, 100m between Rovers. There has to be a chain from the MKS module to the Colony Hub for this to work, but with enough Rovers, players could build very large supply chains. Obligatory image below:

    EMWE9Vb.png

    Visually, you would see ant trails of Rovers between far flung modules, thus helping in the suspension of disbelief.

  21. I would highly recommend putting this graphic on the front page. This is arguably critical to understanding the supply chain. thank you!

    No debate :) I'll be doing more wiki work while I work on the next version. On a side note, for 0.14, I am putting the bits in an experimentals folder with alternate part names while testing continues, that way folks can choose to play with the new parts separately from the legacy ones. Just be aware that once this goes to the initial release, all of the old parts will be deprecated and everything will get it's final name, etc.

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