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Angelo Kerman

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Everything posted by Angelo Kerman

  1. They're from my Pathfinder mod: It's old but still works. I've learned a bunch since I built it, and KSP matured too... Probably some fine tuning done at some point. Part of my drive to add vessel printing/recycling, field updates to flags, field updates to part variants, and more to Sandcastle is to pave the way to leveraging the experience that I gained since making Pathfinder and add some new base-building parts. Those parts could potentially become a successor to Pathfinder, which is now pushing a decade old...
  2. Also, just a heads up that once I get the Shipbreaker done, I'll create a release for Sandcastle. It won't have everything that I want completed, but it's enough for people to play with.
  3. Today I finished up the Shipwright vessel printer. Now it can handle special resources required to print the vessel, just like the existing printers can require when printing parts. Additionally it can handle the resources required to print parts in the vessel that are deployed- like the test base here. Its assembled Castillo parts require Ore and Konkrete. Additionally, the Shipwright can create an alarm to let players know when the printing will be done. Note though, you'll need to ensure that you have sufficient resources on hand, or you'll run into problems. Now that it's done, I have to create the Shipbreaker, the vessel recycler that will tear vessels down into their constituent parts. If you have room in your inventory then the parts will be added, and if not, it'll work like the existing recycler.
  4. Features completed for the Shipwright! Now it can handle special resources required to print the vessel, just like the existing printers can require when printing parts. Additionally it can handle the resources required to print parts in the vessel that are deployed- like the test base here. Its assembled Castillo parts require Ore and Konkrete. Additionally, the Shipwright can create an alarm to let players know when the printing will be done. Note though, you'll need to ensure that you have sufficient resources on hand, or you'll run into problems. Now that it's done, I have to create the Shipbreaker, the vessel recycler that will tear vessels down into their constituent parts. If you have room in your inventory then the parts will be added, and if not, it'll work like the existing recycler.
  5. More progress, I'm piecing together the UI for the Shipwright (formerly Vessel Printer): It isn't finished and has bugs, but it's getting there.
  6. The bow was the only hull that I got to before I put the mod on long hiatus. My Buffalo2 mod has superstructure part variants for its body parts. I don't know if/when I circle back to the boat hulls.
  7. Finally figured out the vessel rotation issues that I was having- thanks for the help @taniwha! When printing a vessel, if you have parts stored in inventory then they'll be used to print the vessel and reduce printing time. Also, the vessel printer can request that other print shops attached to the vessel with the printer to help out with printing parts.
  8. Finally figured out the vessel rotation issues that I was having- thanks for the help @taniwha! When printing a vessel, if you have parts stored in inventory then they'll be used to print the vessel and reduce printing time. Also, the vessel printer can request that other print shops attached to the vessel with the printer to help out with printing parts.
  9. They are listed as Space Objects like asteroids, and their title starts with "Unknown" in the map. There aren't warp gates at every planet. The anomalies are random- well, they would be if I had more anomalies built...
  10. The dependencies that SunkWorks needs are included in the download. The readme contains the installation instructions and shows the structure of the folders after installation. Specifically: Simply copy all the files into your GameData folder. When done, it should look like: Simply copy all the files into your GameData folder. When done, it should look like: GameData WildBlueIndustries SunkWorks WildBlueCore ModuleManager.dll (the latest version is included)
  11. Today I figured out how to properly orient a printed vessel depending upon if it's from the VAB or (as below) from the SPH:
  12. I figured out how to spawn a vessel using my 3D printer: Now that I have the basics figured out, I can make it work for VAB & SPH vessels as well as spawn them on the ground an in space.
  13. The inflatable parts are from my Pathfinder mod. The mod is pretty old but it still works. I would need to toss out the old parts and make whole new ones to get the mod up to modern art styles. The Discovery-class ships use parts from my Deep Space Exploration Vessels mod. DSEV is also old but still works. I have given it a facelift relatively recently. Thankfully it’s not in as bad shape as Pathfinder. Sandcastle was actually going to be a soft-replacement for Pathfinder at one point, kind of like how Buffalo 2 quietly replaces MOLE with its station part variants. I was working on Subnautica-inspired outpost parts for Sandcastle but never got around to more than a prototype. They were going to use what I learned from making Buffalo 2. I shelved the idea when KSP 2 was announced but we all know how that went…. Yes, that’s the plan. I absolutely love Extraplanetary Launchpads and have championed it for years with my mods but I also would like an alternative. With Sandcastle I can specify things like gravity conditions or pressure conditions or require special parts in order to print vessels. That way, some parts that are blacklisted from the printers would need to be shipped to the building site. I can’t do that with EL. For the vast majority of vessels, there would be no restrictions but I can (for my game) Module Manager patch extra requirements for the parts that comprise a vessel. Think of the warp engines from Blueshift, for instance. They have noticeably alien looking bits in the 3D models. Those bit can’t be printed in my game and must be shipped from Kerbin. Or perhaps those components need special conditions to be printed. Also, the ability to print whole vessels means that I can open the door for printing those base parts that I mentioned… Anyway, I’m still working on the design for the vessel printer. Right now it determines what parts it needs to “print” in order to build the vessel. They aren’t actually printed and placed in storage, it’s just a way to figure out what it needs to do. But if you have parts in storage then you can use them to make the vessel and reduce assembly time. It might be neat to have the ability to salvage vessels and store all the parts that you have room for, though you could also do that with an engineer to some extent. Sort of like a Shipbreaker mini-game.
  14. Today I took a step closer to vessel printing in Sandcastle. I figured out how to display the vessel load dialog:
  15. No. For printed parts that are dropped into the world, they'll be empty. Today I took a step closer to vessel printing. I figured out how to display the vessel load dialog:
  16. I've been making some updates to Sandcastle. Nothing ready for release just yet, but they're getting there. Next release will let you change the part variants and flags when in EVA Construction Mode: I'm also setting up the Sandcaster and orbital construction manipulator so that they'll be able to print a single part and spawn it into the world, regardless of part size. The printed part won't have any resources (except a token amount of Electric Charge if the part has that resource): This will work even without Extraplanetary Launchpads installed- which offers a much more robust part printing support.
  17. My quest to improve EVA Construction continues; now you can change flags!
  18. Ok, I've just tried this. I put an item in the queue, let it start printing, did a quicksave and quickload, and the printer kept on printing. Do you have other steps that can reproduce this issue?
  19. Question: when going interstellar, how many people maneuver around versus going in a straight line? In addressing yet another interplanetary/interstellar bug, I’m considering ripping out that mechanic altogether in favor of encouraging players to simply use timewarp to go faster.
  20. I started fiddling with Sandcastle and SunkWorks again. In Sandcastle, I figured out a way to let you switch part variants during EVA Construction Mode: In SunkWorks, now you can do the same thing: These updates aren't available just yet since I have more to do, but it won't be too long...
  21. When I get to interstellar travel in my game, I’ll set up a large Graviolium collection farm out in Jool orbit. Even though it’s pretty easy to obtain on Dres, I am keeping it rare in my game. Magic boulders already have a lot of Graviolium and asteroids have trace amounts, so that’s ok. Making it rare means that I still have a need for more conventional rockets. The exception is graviolium-catalyzed fusion technology. In my game, the graviolium catalyst isn’t used up anywhere near as fast as a gravitic engine does. That way, my main exploration ships can use graviolium fueled engines while others remain more conventional.
  22. I like it. It’s a great alternative to going out and mining the stuff?
  23. Using antimatter to generate Graviolium is a novel idea. The Planet That Shall Not Be Named also can be mined since it’s an analog to Ceres, but I’ve yet to go there in my JNSQ game. Graviolium is pretty rare for me right now, only the Magic Boulder caught by Kerbin’s gravity well and one other asteroid has the stuff. My kerbals are concerned that they won’t find much more, and are rethinking having gravitic ships burning through the stuff. As a result they’re looking at reducing their consumption rates by using Graviolium as a catalyst for fusion power. That uses up a lot less.
  24. Putting on my moderator hat for a moment, let’s keep things civil, please. I get that we have different issues and desires on how mods should work. @Rakete is sharing what works for their setup, as is @KspNoobUsernameTaken. The nice thing about config files is having the ability to change them. If anything, Blueshift should make sure that you have enough levers to pull to suit your play style. Personally I haven’t seen issues with the Graviolium belts but mostly I mine asteroids and the occasional GoldStrike deposits. I also use the Bussard collectors mostly for show. Anyway, I am banging my head on the wall trying to redo the warp effects so it doesn’t look like you’re traveling through a neon tube. Once that is done I will work on a proper 3D model for the contragravity generator. Once that is done, Blueshift will be out of pre-release.
  25. This is not easily done without using a Module Manager patch. In code there's not really anything that I can use to distinguish between a rocket engine and a jet engine. Given all the jet engines out there it would be prohibitive to patch each one. But you can easily create a MM patch for specific parts
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