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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Latest update is now available, get it here. 0.8.6 This release fixes a bunch of issues that cropped up in Pathfinder as well as the Buffalo. It also introduces new game mechanics for the Hot Springs geothermal plant- thanks for your input, AdmiralTigerclaw! New Parts - Added MC-2000 Buckboard and MC-3000 Buckboard. With colliders and glowing resource decals. - Added the Auxiliary Electronic Navigator (AuxEN). In the Old West, oxen were frequently used to pull wagons. The AuxEN doesn't pull anything, but it does the driving. The probe core is the same size as a Chassis 1u, and supports RemoteTech, AntennaRange, and kOS. - Added an adapter that tapers from the Buffalo cab form factor to a 1.25m cylinder. Buffalo Command cab - Widened the headlight beams and angled them down slightly for better ground operations. - You can now toggle the headlights separately from the cabin lights. Both cabin lights and headlights will turn on when you tap on the Lights button. Buffalo Crew Cab - Reworked the crew cab to include doors and ladders on its sides. - Added a small amount of inventory space. Doc - Added an ImpactTransform node to the 3D mesh to accommodate drills. Ponderosa - Renamed the radially attached Ponderosa to the Casa. - Increased empty mass of the Ponderosa to 0.35t to reflect its contents. - Added an ImpactTransform node to the 3D mesh to accommodate drills. Hacienda - Increased empty mass of the Hacienda to 0.5t. - Added an ImpactTransform node to the 3D mesh to accommodate drills. Clockworks - Maximum storage will increase to 10k liters when you convert the Hacienda to become a Clockworks. This matches the maximum volume part that you can 3D print. Fireworks - Really added EL productivity to the Fireworks, and got rid of ExSurveyStation. There was a mixup when preparing the last release... Brew Works - Brought the Autobots in and transformed Xenon into XenonGas. Hot Springs - Refactored the power planet to require Water and GeoEnergy as resources before it can operate. The HotSprings has a dedicated "drill" to extract GeoEnergy, called the Geothermal Tap. Right-click on the Hacienda to use the Geothermal Tap, or use the Operations Manager. You can also drill for GeoEnergy using the Gold Digger and stock Drill-O-Matic. Simply right-click on the drill and modify the resource that it drills for. Not all planets are ideal for finding GeoEnergy. Check out GeoEnergyResource.cfg to see how this initial pass is set up. Below is a quick rundown: Geologically Active Worlds Eve Kerbin (duh) Laythe Eeloo (!) See See http://io9.com/breaking-geologic-activity-has-been-detected-on-the-su-1718055390 Possibly Geologically Active. (% chance per save) Moho (70%) Mun (85%) See http://www.space.com/14632-moon-dead-geologic-activity-monitored.html Duna (70%) See http://astrogeo.oxfordjournals.org/content/44/4/4.16.full Ike (70%) Val (70%) Tylo (60%) Not geologically active Sun Gilly Minmus - wiki suggests that it's a captured comet Jool Bop Pol Dres If a world is not listed, then it has a base 70% chance of having GeoEnergy. Bug Fixes - The Switchback's nodes are now in their correct places. - The Buckboard MC-1000's decal glows again. - Fixed file paths for several Buffalo parts so they'll show up again. - Moved Trailer Hitch to Utility. - Moved Chassis Decoupler to Structural.
  2. Hm. Well, how much you can extract will vary based upon where you're at. So for instance if I set the consumption of GeoEnergy to 1.0, and the storage capacity to 1.0, if my extraction rate for GeoEnergy is 2.0, I should be set. But if the extraction rate for GeoEnergy is .65, then you'll get a reduced output. Sound about right? - - - Updated - - - Thanks, I'll have that fixed next update.
  3. I'll have to look into how to do that. ModuleIntakeResource is for atmospheric and oceanic resources as far as I can tell. I think I'd have to set up the converter to chew through GeoEnergy rapidly, and have the drill extract the resource quickly as well- which can be problematic in areas with a small percentage of GeoEnergy. I think what I've got in testing is a step in the right direction but it will need refinement. I'll send in the Autobots. Thanks for the bug report.
  4. I suspect there is something wrong with a part module that is not loading correctly. Do you have your logs for when the craft you mad is loaded and nto the scene? Thanks again for helping figure out the issue.
  5. Oh yes, absolutely! Once I get things stabilized, I'm working on some orbital components. The front page lists ground, air, and space for a reason.
  6. Hey no worries, not offended. You need the Pathfinder plugin, WildBlueTools plugin, and for assets, you can delete everything except Ponderosa.mu, Ponderosa.cfg, Ponderosa.mbm, PonderosaNRM.mbm, Saddle.cfg, and MiniSlab.mu. You'll also need the Decals and Templates folders. For Decals, you'll need the Pondersa, Pathfinder, Pigpen, and Workshop graphics. For Templates, get rid of Storage and in Production, keep only GeologyLab, Pigpen, Ponderosa, and Workshop. Everything else is a fire sale.
  7. Hm. Like, say... Community Resource Pack? I noticed that was missing, and there was an incorrect path to a template icon. Anyway, I'm working on the next batch of fixes and hope to have something later this weekend.
  8. Aha! And I don't even have to fiddle with a custom drill! Since ModuleManager looks for ModuleResourceHarvester that exists on the part, and ModuleResourceHarvester is loaded dynamically, I don't have to worry about giving the Geothermal Tap a higher efficiency than the Gold Digger or stock Drill-O-Matic! Ok, now to your custom config file: You don't need the asteroid drill. That only works for asteroids, and Pathfinder isn't set up to handle asteroids yet. You don't need the efficiency monitor that you've already commented out. To make your drill able to change what it extracts, add the following: MODULE { name = WBIDrillSwitcher requiredSkill = Engineer requiredResource = RocketParts reconfigureCost = 20 } If you want to create a custom graphic for your mining module, check the wiki on the Anatomy of a template. It has a Photoshop file that you can download containing the template I use for making new decals. Side Note: Minmus does NOT have GeoEnergy in the upcoming update. I simply have it available to me for testing purposes. - - - Updated - - - Here are a couple of icons for you, just in case: The Hacienda will have the ImpactTransform it needs for drills in the next release. Actually, so will the Doc and the Ponderosas.
  9. Not sure, actually. I'm learning about drills right now and figuring out how they work. I'm adding an ImpactTransform to the Hacienda so that it will be able to run the drill, but so far I'm not having luck. Once I get that sorted out I can look more at the config you've set up.
  10. Pathfinder lets you modify the GoldDigger as well as the stock Drill-O-Matic to extract any available resource in the biome, so those two will automatically be able to extract GeoEnergy. I'm looking into creating a custom ModuleResourceHarvester- mostly so that Pathfinder will leave it alone- that is included with the Hot Springs and is more efficient than the Gold Digger when extracting resources, but only extracts GeoEnergy. If I can't do that then the GoldDigger and stock Drill-O-Matic- well, anything that has a ModuleResourceHarvester- will be modifiable to extract GeoEnergy.
  11. Here is one more thing to try: Start with a chassis 2u, then add a chassis 1u, then add the command cab and crew cab. Don't forget to add crew, the game won't automatically populate the command pod. See if this arrangement helps.
  12. Interesting. Hope you can get something that works for you. Also, you can use the stock Drill-O-Matic to extract a variety of different resources, just like the Gold Digger. The idea was that the Gold Digger was intended for scientific research but jurry-rigged to dig up resources. Once you unlock the Drill-O-Matic you can hook one up to your base and go to town. Once I get back to the wiki documentation, I'll make that apparent. Thanks for the info on ThermalPower, I'm defining a custom resource called GeoEnergy.
  13. Ok, for whatever reason that's the older version. Ugh. Every time I go fast, stuff happens... Ok, I'll have that fixed as well this weekend. That is correct (yay, something I did right).. Next release PATHFINDER nodes will be renamed PATH_HABITATION, SCIENCELAB nodes will become PATH_SCIENCE, and FACTORY nodes will become PATH_INDUSTRY, to make them consistent with the rest of the mod's descriptions. I'm still thinking on your ideas for the geothermal plant, and have a way to simplify things. As I understand your concept, you turn water into steam via geothermal energy, and back into water via some cooling. One thing I can do after ditching the need for RocketParts in the converter is make Water a required resource. Stock converters have the ability to specity resources as required; basically, you cannot run the converter without x amount of resources sitting around. By making Water a required resource, I can abstract things a bit and not add a Steam resource into the mix. That way, you don't need another converter to turn steam into water. This is a good thing; too many converters running at the same time slows the game down. It makes me wonder why Squad didn't centralize all the converters into one thread and use coprocesses in their converter code... Also, the CommunityResourcePack has a resource called ThermalPower. I'm not sure how it's used in other mods, but a resource distribution map with ThermalPower could suffice and account for 3rd party planets like OPM. Only the Hot Springs would have storage capacity for ThermalPower, I don't want a bunch of tanks holding the stuff running around, heh. Heck, I could even make ThermalPower another required resource. So the geothermal plant could look like this: MODULE { name = WBIBreakableResourceConverter ConverterName = Geothermal Power StartActionName = Start Geothermal StopActionName = Stop Geothermal AutoShutdown = false GeneratesHeat = false //TODO: figure out how ModuleResourceConverter generates heat hoursPerCycle = 36 //Six days minimumSuccess = 40 criticalSuccess = 95 criticalFail = 20 //If the plant suffers a critical failure then it will break down and stop generating power. criticalFailModifier = 2 //Each time the plant fails is power check, the critical fail goes up by this number. repairSkill = Engineer repairResource = RocketParts repairAmount = 500 showGUI = false efficiencyType = industry harvestType = 0 //You need a minimum amount of ThermalPower to function REQUIRED_RESOURCE { ResourceName = ThermalPower Ratio = 2000 } //You need a minimum amount of Water to function REQUIRED_RESOURCE { ResourceName = Water Ratio = 5000 } //A small amount of ThermalPower gets consumed in the process INPUT_RESOURCE { ResourceName = ThermalPower Ratio = .0001 } //A small amount of Water gets consumed in the process INPUT_RESOURCE { ResourceName = Water Ratio = .0001 } //This reflects a net result of EC, input EC is already factored in OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 175 } } RESOURCE { name = Water amount = 0 maxAmount = 6000 } RESOURCE { name = ThermalPower amount = 0 maxAmount = 3000 }
  14. Interesting. Can you help me reproduce the problem by showing me the steps you take to assemble your rover? Here's what I do, and I don't see the chassis separate and fly off: Thanks for your help, I really want to get to the bottom of this. - - - Updated - - - Interesting. Can you help me reproduce the problem by showing me the steps you take to assemble your rover? Here's what I do, and I don't see the chassis separate and fly off: Here's another image: Thanks for your help, I really want to get to the bottom of this.
  15. There should be a MODULE node that is named ExWorkshop. It should have ProductivityFactor = 10. I have some fixes coming this weekend that should fix it if it isn't there.
  16. I like your concept of Modding Mondays Missions. It also reminds me to create an animated centrifuge for the Discovery II. The tough part is figuring out how to fold them down so they don't need huge fairings... Anyway, great concept, I look forward to you showcasing other mods.
  17. @TheCardinal: I've keyed the animations so that the command cab's cabin lights turn on separately from the headlights. Everything is still keyed to the Light action group; I personally like the window lights. But I think I came up with a nice toggleable compromise.
  18. Ah, that would do it, I'll fix that in the next update. Sounds like I need another hotfix.. i'll look into a separate animation for the window lights.
  19. Well, at least you didn't misspell LqdHydrogen during development and pull your hair out trying to figure out why the engine won't fire...
  20. No problem. If folks like the radial Ponderosa more than the container version then I'll retire the container version. The radial version is more consistent with the usage of the other modules. You'd still need the Saddle to attach storage crates and the Switchback to, but now it takes a few less parts to set up your base. I might need to adjust the airlocks though, I noticed during testing that if you have four radial modules attached to the Switchback, entering an airlock becomes a challenge. All I need to do is stagger one of the airlocks.
  21. Thanks! Is the Wagon not in your parts catalog? When I moved things around to make the Buffalo independent of Pathfinder, I might have missed it. I'll take a look at the command cab lights, I'm going for the game's look for lit windows. The command cab does have headlights. Next update I'll widen their beam angle. Thanks for pointing that out. Not sure what you mean that the cab sat on the runway, I haven't seen that issue. And yes I do have plans for a streamlined endcap along with the 1.25m adapter. Thanks for the feedback.
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