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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Thank you for the typo fix. Development is on hiatus as I struggle through the last major piece of functionality for the current release: printing vessels on the ground. I'm finding that the craft are oriented wrong- NOT sharing the same orientation as the printer vessel- and that causes the craft to collide into the ground and explode. It happens with EPL too, and it's VERY frustrating. It's so frustrating that I've stopped working on the problem for now, and by extension, stopped playing KSP since I need that functionality in my own game. Anyway: Sandcastle 1.2.6 is now available: Changes IN DEVELOPMENT IMPORTANT NOTE: Currently, printing vessels on the ground is resulting in their orientations NOT matching the orientation of the printer, and result in the spawned vessel crashing into the ground. You won't likely see this at the space center, but it definitely happens on other planets. This is a source of major frustration for me right now. - The Sandcaster's printers will now only be available when the printer arm has been deployed. - Upon completion of printing, if a vessel is printed on the ground, then the printers will draw a movable box depicting where the vessel will spawn. Simply use the movement arrows to place the box in the desired position before pressing the Finalize Printing button. - The MATERIALS_LIST and TECH_NODE_MATERIALS config nodes now allow you to add REQUIRED_COMPONENT config nodes that specify what parts are required to complete parts in the part category and/or tech node, respectively. - You can now specify a MATERIALS_LIST for a Community Category. NOTE: For a part to make use of a Community Category materials list, the part's "category" field must be set to "none" and you must properly define a Community Category in the part's "tag" field. NOTE: The FIRST Community Category found in the part's config will be used as the part's category for the purposes of determining its MATERIALS_LIST. - Added Sandcastle support to the Mk1 Drydock and Mk3-75 Drydock from the Mark One Laboratory Extensions mod. NOTE: If you see the drydock parts in the MOLE category tab, DO NOT USE THEM! They will have "Deprecated" in their title. Use the drydock parts found under the Sandcastle category tab instead. - SCShipwright have new configurable fields: // Alternate transforms- these are used in place of spawnTransformName to help orient vessels properly. spawnTransformVABName = VesselSpawnPointVAB spawnTransformSPHName = VesselSpawnPointSPH // Maximum possible craft size that can be printed: Height (X) Width (Y) Length (Z). E.G. 5,5,5 // Leave commented out for unlimited printing dimensions. maxCraftDimensions = 11,11,20 // Flag to indicate if the printer should offset the printed vessel to avoid colliding with the printer upon spawning. Recommended to set to FALSE for printers with enclosed printing spaces. repositionCraftBeforeSpawning = false - WBIPrintShop has new configurable fields: // Maximum possible craft size that can be printed: Height (X) Width (Y) Length (Z). E.G. 5,5,5 // Leave commented out for unlimited printing dimensions. maxCraftDimensions = 11,11,20 // Flag to indicate if the printer should offset the printed vessel to avoid colliding with the printer upon spawning. Recommended to set to FALSE for printers with enclosed printing spaces. repositionCraftBeforeSpawning = false Bug Fixes - Fixed issue where Shipbreaker would get stuck if it had no storage capacity for a resource that it was trying to drain from the part being recycled. - Fixed issue where Shipbreaker would get stuck if the recycled part's dry mass or variant mass is negative. - Fixed issue where Shipbreaker wasn't emptying the inventory of stored parts from the ship being recycled. - Fixed issue where Shipbreaker would store recycled parts in the vessel that it was recycling. - Fixed issue where Shipbreaker's UI wasn't reflecting the parts that had been recycled. - Fixed issue with duplicated parts being added to the Shipbreaker's recycling queue.
  2. KFS 1.3.3 is now available: - Bug Fixes - Fix for Size 3 gravitic engine- Thanks JadeOfMaar! - Fix for Blueshift patch- Thanks OoglakKerman!
  3. As I recall, the Flapjack landing struts were supposed to use it, but I may have disabled it for some reason. No Tweakscale support out of the box, sorry.
  4. Gravity braking is where you warp so that you're headed away from the planet, but gravity pulls you towards it, thus slowing you down. That's currently in development. The idea is that it will negate about 95% of the planet's gravity, making it easier to get into orbit using other means like conventional rockets. @FATHER208 Sounds like something I need to investigate.
  5. Duna Space Program | Test Flight | K.E.E.P. | When We Left Kerbin are my original mission reports, in that order. For JNSQ, in order: To the Mun! | Shuttle Launch System | Commercial Space Ventures | Flight of The Endeavour | The Last Mun Flight I'm on a break for The Last Mun Flight- I'm slowly working on some fixes for Sandcastle that I need to progress further. Thanks for reading!
  6. CRP can be used. Just follow the examples in Snacks and FreshAir. The configs aren't tied to specific resources; you can specify a resource that you want to use, and set the configs to use that. Hydrazine does exactly that... For units, that depends on how often you want to consume resources. Generally Snacks is set up to assume 3 meals per day- and it adjusts its day based on the mods you're using.
  7. Hopefully I provided enough comments in the existing configs to let people create their own life support resources. Water could be treated just like Snacks, for instance, so you could copy the Snacks config and modify it.
  8. Nothing personal, but over the years, I've found that too many people skip the tutorials and then express frustration with not being able to figure out how things work. I figured out that I could skip the work involved with making tutorials and still get the frustrations. If you have something specific, I can try to answer your question.
  9. Nicely done. The cargo bay has crew capacity because of the command seats. You can open the cargo bay doors and seat kerbals with their feet dangling over the side, like so:
  10. Although I've had a bad case of work and Satisfactory, I have been working on several bugs found in Sandcastle. I've updated the pre-release with the latest set of fixes, listed below: Bug Fixes - Fixed issue where Shipbreaker would get stuck if it had no storage capacity for a resource that it was trying to drain from the part being recycled. - Fixed issue where Shipbreaker would get stuck if the recycled part's dry mass or variant mass is negative. On a totally unrelated note, I need to update Buffalo 2... - Fixed issue where Shipbreaker wasn't emptying the inventory of stored parts from the ship being recycled. - Fixed issue where Shipbreaker would store recycled parts in the vessel that it was recycling. - Fixed issue where Shipbreaker's UI wasn't reflecting the parts that had been recycled. - Fixed issue with duplicated parts being added to the Shipbreaker's recycling queue. There's still more to do, but it's getting there. One thing I'm not sure how to handle is how to reflect the way that the Shipbreaker recycles parts. It is working by design but how I'm showing the list make it look buggy. The Shipbreaker works by adding all the parts that don't have children into the queue ahead of those that do. The UI shows the list of parts that are being worked on, and the list of parts that have child-parts that need to be removed before they can be worked on. As a result, the UI can look like it pulls parts from the bottom of the list when a part with child-parts has had its last child-part removed. I'm not sure how to represent the parts waiting to be recycled- maybe a different color? The same goes for the root part. It is the last part that will be recycled.
  11. The bounding box is appearing while in orbit? Hm, that's not supposed to happen. What should happen is that in orbit, the vessel should be lined up with the printer and coupled to the printing vessel. I should have another pre-release update this week given the progress I made.
  12. Finally figured out why the Shipbreaker was stalling while trying to recycle a vessel: if a part's mass was negative due to the way it's mass was calculated without resources (sometimes part definitions are wrong), or if the part's variant mass makes the mass go negative (*cough* B2 Saddle Tank *cough*), then the recycler will fail. The shipbreaker would also stall if it tried to drain the resources out of a part and it had no storage capacity for the resources. Now that I have that straightened out, I can investigate why the part recycling list isn't being updated properly. I have another major issue to tackle as well: when on the ground, for some reason, the recycler isn't properly coupling the vessel being recycled. Meaning that the recycler doesn't treat itself and the vessel being recycled as a single craft...
  13. From the looks of it, your ratios don't add up to 1.0. It looks like 50% MaterialKits and 25% Specialized parts. The remaining 25% will automatically be Ore. Sandcastle automatically adds Ore to ensure that the ratio of all the resources adds up to 1.0. If you increase your ratios to add up to 1.0 then you should be good to go.
  14. At present when spawning a vessel on the ground, there are no offset limits for where you move the bounding box. Right now I'm just trying to make sure that the thing works. The pre-release is indeed available, but expect to find bugs. I'm trying to sort out the fundamentals before diving into the next major planned release. I've found over the years that too many don't bother to read the directions or tutorials for me to make them. What I suggest is you download the latest, turn on Debug mode, and use that to play with spawning vessels in-game. Then try the normal route where you have to spend time printing the vessel from Ore (or go nuts and create module manager configs to turn on part requirements if you're in the mood for Kerbal Satisfactory).
  15. Work is going crazy, but I made some progress... Also, I'm investigating how to add required components to a materials list so that a certain someone can use Sandcastle to play Kerbal Satisfactory...
  16. Buffalo Big Rig Trailer parts are designed to be flexible in how they go together, so it's hard to sum up. But if you look into the Buffalo2/Ships/SPH folder, you'll see a craft file called Buffalo Big Rig. It shows one example of how to use the trailer parts. That sounds more like an Extraplanetary Launchpads issue rather than a MOLE drydock issue, but I'll take a look.
  17. With the help of ChatGPT computing the vertices, today I rendered the bounding box of the vessel that will be spawned. Where you see the red, green, and blue axis, I'll place the move gizmo that'll let you move the box around. I figure that once the vessel build completes, the bounding box will appear automatically and let you move it around before you tap the Finalize button and place the vessel into the world. Hopefully this effort will pay off, and the issues with slamming into the ground will go away.
  18. I finally figured out how to draw a line! The lines in this image depict the X (red), Y (green), and Z (blue) axis of where vessels will spawn. My next goal is to draw the bounding box where the spawned vessel will appear, and after that, let users move that spawn location around to avoid collisions.
  19. I finally figured out how to draw a line! The lines in this image depict the X (red), Y (green), and Z (blue) axis of where vessels will spawn. My next goal is to draw the bounding box where the spawned vessel will appear, and after that, let users move that spawn location around to avoid collisions.
  20. This is one of the specific problems that I'm working on. I'm figuring out how to draw a bounding box around where the new vessel will spawn, and then letting players move that box around before the new vessel is placed into the world. The vessel collisions is a main reason why I can't move forward with my own JNSQ save- I need that issue fixed before I can build more mining installations.
  21. @aviin Those pics look great! Glad you're having fun with the mod. Meantime, I'm still trying to sort out the issues with craft orientation when spawnig the vessel into the world. It's driving me nuts!
  22. I wonder if the kerbals and the kermulans are going to discover the art of mutually assured destruction... Now I wanna go dig up the screenshots that I made of the Intrepid... Congrats on getting a new job. I know what it feels like to be out of work and to suddenly not be, so hopefully it's a relief that you're working again.
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