Jump to content

Angelo Kerman

Moderator
  • Posts

    8,734
  • Joined

Everything posted by Angelo Kerman

  1. Ahh, ok, I totally forgot about that one, heh. Still doesn't explain how he got around the provisioning profiles...
  2. How did Bill beat the no win scenario? And how did Bill beat the no win scenario of kPad's provisioning profiles and distribution certificates? Trying to get Kapple to verify software so you can run the kraken thing on a kPad is like pulling teeth... Love the "Bill Space Program" too.
  3. Here's a preview of the newest update: Not much changed, but now all the inflatable modules have connector ports to make it easy to build out your base. And there are a couple of new templates...
  4. Sounds good, I'll look for the discussion on the CRP thread.
  5. Strictly hypothetical question: what if you had a part module added to each part that you 3D print, and then watch for vessel recovery, and upon recovery, set the part cost to zero? Would that work?
  6. Not sure if it would help but DSEV has open-cycle cooling on its radiators. Maybe take a big tank of Coolant and use open cycle cooling. Perhaps adjust the dump rate too. For EVA, I could rig a radiator with optional open cycle cooling for the Outback backpack in Pathfinder. Then your kerbals could stay cool on the surface for awhile.
  7. Good deal. Also note that you have a form of multiple-inheritance with templates. You can create several template nodes like PATHFINDER, SCIENCELAB, and FACTORY, and in the templateNodes field for your WBIResourceSwitcher, WBIMultipurposeHab, lab, and storage, you can add multiple template types by separating them with a semicolon. For instance, templateNodes = PATHFINDER;STORAGE_TEMPLATE will let you switch between all storage types and all habitation related templates. I used to do that for the old Mk1 Homestead module in MCM. You can further filter templates of a certain type using the templateTypes field with multiple types separated by a semicolon. One example would be to have two parts that share a common set of SCIENCELAB templates, but one variant of the Doc is designed for the ground while another is designed for orbit. To do that, both parts use the same SCIENCELAB templateNodes but one uses a templateTypes set to ground;common while the other uses orbit;common. You would then add a templateType field to the desired template to identify it.
  8. That's a good question. Half the fun for me of my art projects- not just KSP mod, but things like my Contact Lost website (www.spellflight.com/ContactLost), is just doing research. I get to learn all kinds of things. That research helps inspire me. Since I'm an Engineer by training and trade, practicing art is a challenge for me, so one thing I do is look at everyday items and try to incorporate them somehow into my designs. For instance, the fusion reactor on one of my Contact Lost ships is inspired by the lid of a KFC mashed potatoes container. My goal is to be as good as somebody like PorkJet or Nertea, in terms of the quality of the textures and the details on the model, and I'm slowly getting there. I'm finding that 3D art a different way of thinking than software engineering. Of course with my designs in KSP, I try for a blend of functional and aesthetic that looks like Squad made the part and coded it. Hope that helps. I created the template system before I ever heard of ModuleManager, so it has different syntax and isn't anywhere near as sophisticated. But I get dynamic templates that can be applied during flight.. However, since I've been adding "name" fields to the templates that MM can pick up on, I've made it easier for MM to look at the template and modify its contents. I rely upon that to add in the extra modules needed for OSE Workshop and EL, for instance. Those pre-release config files are one example. So with MM, you can modify the templates before the game starts, and you can then restrict what templates are available during flight using the fields I mentioned previously.
  9. Unlike Multipurpose Colony Modules, the predecessor to Pathfinder, Pathfinder runs completely standalone, only depending upon CRP (included) and KIS/KAS. Without any other mods installed, the only template you get with the Hacienda is the Ironworks, where you can build RocketParts from the local resources. You won't see the Clockworks (which needs OSE Workshop), or Fireworks (which needs EL). Similarly, the Ponderosa's Blacksmith won't show up if you don't have OSE Workshop installed. @rasta013: Looks like I need to update the wiki on how to create a template. My bad.. Anyway, you can restrict a template by tech node by specifying TechRequired, just as you suggested. You can also restrict a template based on the presence of a mod by using the "needs" field (without the quote). Below is an example: STORAGE_TEMPLATE { name = MaterialKits author = Angel-125 shortName = Material Kits needs = Workshop logoPanel = WildBlueIndustries/Pathfinder/Decals/MaterialKits glowPanel = WildBlueIndustries/Pathfinder/Decals/MaterialKitsGlow description = This kit stores 3d printing materials. RESOURCE { name = MaterialKits amount = 5600 maxAmount = 5600 } } In the next release, you can restrict individual MODULE nodes in a template by "TechRequired" and "needs" as well. You'll also be able to preface the mod specified in "needs" with a "!" symbol to indicate that the template is available only if the specified mod is not installed. Don't forget that you can change the decals for the modules too. Pathfinder's logo panels all use the same logo template. Keep your logo inside the circle and they'll show up properly on all the models. WBIEfficiencyMonitor affects the Efficiency of your ModuleResourceConverters. harvestType specifies the type of resource (0 is planetary) that the efficiency modifier applies to. Currently only planetary resources are supported but there are hooks in place to support other resource types in the future. efficiencyType specifies the type of efficiency to monitor. Currently, Pathfinder has three types: habitation, science, and industry. Any template can use any efficency type, but the baseline is to use habitation for Ponderosa, science for Doc, and industry for Hacienda. That way, you know the basic type of functionality just by looking at the model. Finally, the efficiency type is mapped to the type of research performed in the geology lab. The Soil Analysis improves/worsens habitation, Chemical Analysis improves/worsens science, and Metallurgic Analysis improves/worsens industry. The modifiers you gain/lose are dependent upon the biome you're currently residing in, so if you pick up and move you will have whole new habitation, science, and industry modifiers in the new biome. If you move back to the old biome, you'll still have the habitation, science and industry modifiers that you researched in the old biome. It's not quite possible to add new efficiency modifiers and research them using config files, but that's in my backlog, and the infrastructure already supports it. I just need to make efficiency research more generic. It's in my backlog... Hope that helps.
  10. Thanks! Pretty cool picture, too. Progress this week is going well thanks to the work I did for the most recent release. I have some new fun stuff in the works.
  11. Well, I finally realized that the things I wanted to do with Pathfinder would overlap with MCM, so it made sense for me to concentrate my efforts on Pathfinder instead. I'm glad I did too; Pathfinder is much better than MCM. The good news is that if people really want to modify Pathfinder to use modules from MKS, it's fairly easy to do.
  12. Sounds good. As it stands now, the Hacienda is available at advanced metal works, so that's later in the tech tree than EL's advanced construction. That might be a factor as well.
  13. Good deal. Subject to change, here are the edited storage templates for MetallicOre and Metals (they come from CRP) as well as the Ironworks and the MM patch for EL. That might help you get a head start.
  14. Good question. The short answer is yes, but it's impractical for me to try and detect all the different MM patches that may come along. The Hacienda is self-contained in terms of producing RocketParts. Without anything installed but Pathfinder and CRP, you produce RocketParts via MetallicOre->Metals->RocketParts, which is the closest I can get to EL's current production chain using just CRP. EL currently defaults to MetalOre->Metal->RocketParts. That production chain is what EL users are accustomed to, and I go by what EL uses if EL is installed. To accommodate other production chains, the best thing to do is create a ModuleManager patch that works with the Ironworks template. In fact, that's what I do when EL is installed; the patch modifies the Ironworks template to use EL's resource chain instead of the CRP default. Next release I'll make it easier by having a separate MM patch that tweaks the MetallicOre and Metals templates as well as the Ironworks template, all in one place, so you could change Pathfinder's production chain for EL depending upon what mod you have installed. FYI, The point might become moot in the future if EL changes its production chain to be more in line with MKS. If EL's chain does change, Pathfinder will follow suit. Hope that answers your questions.
  15. My test base has new additions: The Doc needs a bit of texture work, but it's good to go. But more importantly, get the latest here! 0.7.0: The Magificent Seven youtube: Magnificent Seven Theme NOTE: Please pack up your base before applying this update, there were a lot of changes under the hood. NOTE: Please be sure to update your OSEWorkshop to the very latest version. For science! The Gold Digger generates experiment results while taking core samples. Those results are now worth more than just their Science value; you can use them to improve the efficiency of your habitation, science, and industry processors. In other words, creating RocketParts, MaterialKits, ResearchKits, Water, and others will be improved if you have good results when performing your soil analysis, metallurgic analysis, or chemical analysis in the Geology Lab. And with the Geology Lab’s new Biome Analysis, you can either use the research to improve your production abilities within the biome, or transfer the data to the new Doc Commercial Science Lab. It will cost you Science to perform a Biome Analysis, but you stand to gain much more. New Parts - Added the Doc Commercial Science Lab. This is a new multipurpose laboratory. With the Doc Commercial Science Lab, developed in partnership with the Rasta Engineering Group (thanks rasta013 for the lab configs!), you get a Mobile Processing Lab equivalent that can do more than just process experiments for Science over time; you can publish the research for Reputation, or sell the research for Funds. You can also reconfigure the lab into the Sunburn pellet lab, and produce FusionPellets and Coolant for your fusion needs. And finally, you can retool it into the Watney Chemistry Lab, named after a fictional character that finds creative survival solutions through chemistry. - Added the Hacienda Inflatable Multipurpose Factory. The Hacienda meets your industrial needs by providing the Ironworks, where you can smelt Metals from MetallicOre and create RocketParts from Metals. If you have Extraplanetary Launchpads installed, then you'll also get the Fireworks Survey Station, where you can build vessels. Also you smelt Metal from MetalOre, and fabricate RocketParts from Metal instead of using MetallicOre and Metals. Be sure to bring some survey stakes and a mallet. And if you have OSE Workshop installed, then you'll get the Clockworks, which lets you 3D print parts in larger volumes than the Blacksmith, and you can retool the printers to use RocketParts instead of MaterialKits (or vice versa). Additionally, with OSE Workshop installed, the Ironworks lets you produce MaterialKits, and convert between MaterialKits and RocketParts. Saddle - Updated config file to reflect the latest KIS. Storage Templates - Added templates for Metals and MetallicOre. These will turn into Metal and MetalOre with Extraplanetary Launchpads installed. Ponderosa & Buckboard - Now you can stack the Ponderosa and Buckboard on top of each other via convienient stacking nodes. Ponderosa Templates - Geology Lab: Added the ability to generate a Biome Analysis. Be sure to carefully read the tooltip. - The Geology Lab can use core samples to perform a soil analysis, metallurgic analysis, or chemical analysis. A Soil analysis improves production efficiency for life support (coming soon!), a metallurgic analysis improves fabrication processors (Ironworks), and a chemical analysis improves chemical processors (Watney lab, Sunburn lab). - When unlocking a biome for the first time and generating Science in the process, the Geology Lab will use the stock experiment results dialog to display the fruits of your labor. - The Geology Lab can uplink to an orbiting T.E.R.R.A.I.N. equipped satellite/station to check on its status and switch to the vessel as desired. TERRAIN - Added a "Review Data" button to review the Science collected by the TERRAIN. It will display the stock experiment results dialog. - Added some feedback fields to the right-click menu. Gaslight, Ponderosa, Chuckwagon - Added ability to toggle the lights via Lights action group. Bug Fixes - Fixed an issue where you'd see "No need to reconfigure to the same module type" when switching templates. - Fixed an issue with the Gold Digger's ability to know which tech node activates its ability to drill for resources. - Fixed an issue preventing the Blacksmith from printing parts. (NOTE: You'll need the latest version of OSEWorkshop as well) Recommended Mods Extraplanetary Launchpads: http://forum.kerbalspaceprogram.com/threads/59545-1-0-4-Extraplanetary-Launchpads-v5-2-1 And I'm already starting to work on the next update. Here's a teaser:
  16. I can't figure out how the base is under acceleration when it's mounted to the surface. Settling on even slightly uneven ground is proving to be extremely challenging. Every base I've constructed on uneven ground has had some sort of kraken attack, usually small although this one was catastrophic. I had brought in a second drilling rig and when I left the scene the base was perfectly fine as can be seen in the previous MuMOO-1 screenshot. The kraken attack happened as I was arriving with the second drilling rig and came within range of the outpost. Once I landed I EVA'd and hooked up the second rig and made repairs figuring I'd setup the other two pieces again. This screenshot is the result of that attempt. When I tried to accelerate time to print some new pieces I got that message and it continues now. Whenever I switch scenes to that base it tries to bounce and has even knocked over the crewed reactor module because it bucks so hard. I have to actually switch to another target using the map just to leave the scene because it won't let me jump back to the space center or tracking station from the main view. No matter what I do, I can't get that base to ?stop moving? LMAO Just as a note - I don't think this has anything to do with Pathfinder. I believe it's just the result of innate KSP physics problems with things even slightly clipping into the ground. I've seen similar types of effects when simply building things using KIS/KAS or EL. On a brighter note I have a better base at Minmus now anyway that has not experienced a single problem at all... http://imgur.com/a/ZKRGt Looks great! For uneven terrain, try looking at the ground where ground textures meet and avoid those junctions. My test base is on a hill and I have no problems. I also have some ideas on how to avoid the need to bolt saddles to the ground but they will take awhile to build. - - - Updated - - - Thanks. I still have a ways to go, people like PorkJet and Nertea continue to inspire me to improve my art skills but I'm getting there.
  17. Pathfinder was featured on Kottabos Space Program? Holy smokes! That is very cool. If you have EL installed, yes. I've been working hard to get the Hacienda finished so I can publish the release. It's definitely shaping up well.
  18. Wow, that is a pretty cool paper! Pretty cool that you have recipes now too. Looking forward to seeing what you come up with.
  19. Great question. Among other things, yes. It is an industrial module, a place to smelt ore, build whole vessels, and the like. You'll have to install the appropriate mods of course, such as Extraplanetary Launchpads.
  20. Tedus deserves to walkaway from that landing changed into a BadS, that was just really cool to see. Near-death experiences do change people, so you never know.
  21. rasta, this is an inspiring comment. I was sort of headed in this direction but this was the needed push. Below are the three main module types, minus the Chuckwagon: From left to right: Doc Science Lab, Ponderosa, and the new Hacienda. They represent science, habitation, and industry. When you look at your base, you'll know that the science related functionality is in the Doc, functionality related to habitation goes in the Ponderosa (the exceptions being the Pathfinder Geology Lab and Blacksmith), and industrial functionality goes in the Hacienda- which is perfect, look up hacienda on wikipedia. Though they won't be ready until after the initial release, I have plans to distinguish individual templates by module so that if you don't have the decals on, you can still tell at a glance what a specific module's purpose is.
  22. Lol, yup! Fortunately I have a solution and am finishing up my testing, I'm shooting for Sunday at the latest. This release has been tougher than anticipated but it has laid down the groundwork for future improvements. Welcome to MuMOO-1 (Munar Mining Operations Outpost). I brought only one saddle, a Ponderosa, two connector ports and some material kits. Everything else on the Pathfinder base was printed and installed on site. Man I love this mod...thanks again Angel for such fine work. Good to know, thanks for taking a look. I've added your screenshot and credits to the showcase album. Yup, Pathfinder is a direct descendent of the now retired Multipurpose Colony Modules, and it's shaping up to be much better than before. I'm reusing and reconditioning the old art assets but also building new ones such as the Outback EVA pack, the Buckboard, Doc Science Lab, Gaslight telescopic lamppost, and more. You can expect to see a return of some of the other parts as well once the initial release is done.
  23. That must've been poor communication on my part. My intent wasn't to request conformity with CRP, it was more to gain an understanding of your vision and direction for the mod so that Pathfinder can be on the same page as EL. Wouldn't want all those metal and metal ore cans to go to waste by replacing the established production chain.
  24. Good to know, thanks. Fortunately, Pathfinder is not dependent on specific versions of OSE Workshop so unless the API changes it'll just work. Meanwhile I ran into some issues during testing that I'm sorting through. Things are taking longer than expected.
  25. Ok, just checking, I want to make sure I have the right resources in use. Thanks for the info.
×
×
  • Create New...