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Dewar

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Posts posted by Dewar

  1. Stop being dramatic guys, look at Skyrim. Even after the last few patches signaled the "end" of updates (which isn't what's happening here), the mod community exploded because of the stability a "final" update offered them.

    I haven't played a completely vanilla career since version 0.23, so the modding side of things is much more important to me. I'm sure ksp is going to have a healthy modding community for the foreseeable future. Even after the proverbial "lights" go out on the devs side of things. 

    If the creators of my favourite game say it's done, I'm not going to stop them from taking their skill/expertise and moving on to create something (dare I say it) better.

    In fact, someone like Sarbian leaving would be of much greater concern to me. Module Manager is king.

    Que mob with pitchforks.

  2. 1 hour ago, Senior Slaphead said:

    To fulfill the stated aim it does indeed need resources in the Kerbin sphere of influence.  I've not used stock resource gathering at all having previously used Kethane (a couple of years ago) but I imagine the ideal would be to have nothing on Kerbin and a low frequency of high density sites on the Mun and Minmus... enough to get you through the early funding issues, but then it should run out so you have to look elsewhere.  

    Incidentally... since no-one has mentioned it yet... does this need a script to remove gold ore on new ships spawned at the launchpad?  Otherwise I'd assume it's exploitable.  Why anyone would do that when they can just use alt+f12 if they really want to cheat is beyond me, but...

    The way I priced things, it shouldn't be possible to recover from launchpad without losing money. Best case you could make money from the secondary ore output, I may not have calculated that. But even then, it would be negligible.

  3. 54 minutes ago, DStaal said:

    Which doesn't seem to be the point of this mod; the stated goal is to get you past the 'contract spam' for funding, not necessarily encourage exploration.  (In fact encouraging exploration could be tedious - in that a player could be trying fund an end-game system colonization effort instead, or something - or contrary (require you to contract spam to get the funds to launch to another planet) to that goal.)

    Exactly my point. As the mod sits currently. Extracting gold from minmus or mun would be similar in profit to a vanilla base building contract or two. And thats presuming you launch a craft capable of a return mission with 40 tons of gold in tow (something intended to be a difficult task). 

    I also think that starting with gold, and moving onto diamonds later allows the player to familiarize themselves with the mod mechanics before venturing outside the gravity well of kerbin. 

    Daimonds on the other hand will be much lighter than gold. So I'm thinking that even having them on often transited planets (like Duna) or any planet's low-gravity moons (like ike) won't be an option. In fact, the only place I intend Diamonds to be found 100% of the time is Eve. 

    Thoughts?

  4. 1 hour ago, Eskandare said:

    Put a lot on Dres and give players a big reason to go there.

    I think I've decided on another resource: Diamonds. I'll set the spawn chance on asteroids as extremely low, certain planetary bodies at around 40%, and the more distant ones (ie dres) a little higher. That way there is a reason to scout out mining locations, meaning more missions, vis a vi more interesting gameplay. 

    Keep in mind I do want to maintain a kerbal feel to the mod, so more advanced metals are a no-go for me. 

    1 hour ago, Senior Slaphead said:

    Fixed%20Containers_zpsw9ezjrks.jpg

    All fixed, cheers.

    If you learn how to do partical effects can we have glitter sprinkles on the drill?  Because... well just because.

    Happy you like it!

    As for glitter, consider it on "the list". :)

  5. 3 hours ago, Eskandare said:

    @Dewar, Oh so much fun! So much AU to be found. Perhaps make silver, and... er.. platinum and palladium too? Different values based on rarity?

    @Eskandare Great idea, but I think if I was to go this route I would need to add fuel switch compatibility. 6 tank parts per resource seems excessive.

    As it stands now, I'm thinking of knocking back the availability of gold on minmus a bit. Any ore more valuable than gold wouldn't be available within the kerbin system. That way it could give a reason to go to eeloo, tylo, or any of the relatively seldom frequented locations.

  6. 1 hour ago, Nick233 said:

    Looking good! To the test!

    Also, will you work on your own models? Yes it`s harder than just editing cfg and textures, but it worth it!:cool:

    @Nick233 Thanks for the encouragement. As for my own models, I have always intended to make my own. But as I have no experience in model making, I can't really give you an eta. 

    The purpose of making this mod for me was to learn about modding/game design in general terms. To that end, learning how to create models does seem like a good next step.

  7. The Gold Standard!

    Version 1.5.2    (2017/06/18)

    (Now with full SCANsat and Galileo's Planet Pack Compatibility!)

    This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game!

    • Gold Ore now appears on planets/moons
    • Gold Ore can be mined and smelted into Pure Gold with the Smelter
    • Return either Gold/Gold Ore back to Kerbin for profit
    • Gold is heavier than Gold Ore, which is heavier than Ore
    • Full integration with Vanilla drills and scanners
    • Vanilla Drills and Surface Scanner available slightly earlier in the tech tree
    • Only 8 parts (Under 10Mb download), low memory usage.
    • Get over that mid-career fund grind in a fun and challenging way!

    What is Unobtainium?

    • Unobtainium is an extremely valuable resource that generally spawns on high-G and extremely distant worlds.
    • You can mine Unobtainium using the vanilla drills without needing a converter in-situ.
    • Drills mining Unobtainium operate much more efficiently with both a scientist and engineer aboard.
    • Unobtainium is a little more dense than gold, so ensure to bring adequate Dv!
    • Finally a monetary reason to land on Eeloo, Eve, Moho/Icarus, or any of the other seldom visited worlds!

    image.jpg

    This mod is not meant to be an easy cash cow; rather, a difficult alternative to contract spam.

    There is no gold on kerbin, and be careful when choosing a mining site as only deposits of >2% (mini drill) or >1.5% (large drill) will yield gold ore.

    The gold ore can be returned for an okish profit, but be aware that gold ore is basically 9/10s ore. So there are obvious benefits to smelting in-situ. The Smelter needs power, cooling, and an engineer to function at its full capacity.

    Pure Gold is, by design and irl, HEAVY! 

    Feel free to post any working ship/base designs!

    Note on returning with your space booty: Land near or on the space center to avoid diminished returns.

    Supported mods:

    - Scansat

    - Galileo's Planet Pack

    Downloads

    Version 1.5.2 for KSP V3:  SpaceDock

    Available on CKAN!

    *ModuleManager included and required

    Planned Features

    • Will be adding one more resource beyond Kerbin's influence
    • Community Tech Tree integration
    • Further Weight/Cost Balancing (need feedback)

    Change Log

    Update 1.5.2 
    •Packaged the latest version of MM to bring the mod upto 1.3
    
    Update 1.5.1  
    •Complete Compatibility with SCANsat and Galileo's Planet Pack  
    •Changed the way resources spawn on planets (more small concentrated veins, less large low concentrated blobs). 
    
    
    Update 1.5
    •Improved Weight/Balance/Distribution of resources. It should now be a little easier to make money, and more worth it to make a trip out farther.
    •Fixed the Unobtainium texture
    •Cleaned up files
    •Improved compatibility with Scansat and Galileo's Planet Pack
    (Thanks go to Jadeofmaar for helping me here)
    
    
    Update 1.4.2
    • Fixed stupid typo ftw.
    
    Update 1.4.1
    • Fixed a value that was preventing unobtainium from spawning in large enough quantities to be mined.
    
    Update 1.4
    • Finally got of my butt and updated the mod to 1.2.2
    • Added Unobtainium 
    • Added support for GPP and Scansat
    
    Update 1.3 
    • Updated to for KSP 1.2 
    • Fixed a potential problem with unlimited output for both gold smeltery and stock miniISRUVersion 1
    
    
    Update 1.2
    - Updated some part descriptions
    - Slightly reduced concentrations of gold on Minmus
    - Made orbital scanner unlock earlier (The satellite targeting gui is disabled until survey scan)
    - Adjusted Smeltery Output to prevent a very minor exploit
    
    Version 1.1
    - Cleaned up textures
    - Fixed radial attachment points
    - Added Mission Flags
    
    Version 1.0
    - Release

    License

    The Gold Standard is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

    This license does not apply to the bundled plugin ModuleManager.

    This is my first mod so if you have any tips or suggestions don't hesitate to leave a comment below.

  8. Thanks for the replys everyone.

     

    @DaleTheGoat I agree with the idea for sure. Anything that promotes more space-side infrastructure seems like a good idea to me. 

    Here's a question, do you think I should have stand-alone parts? Or should I just incorporate the gold tech into current drills and scanners? 

    I am interested in learning how to make my own textures anyway. This mod is basically a learning project for me.

    cheers

  9. Edit:

    The mod is now released, you can check for it below:

    Old Post:

    Today I tried my hand at modding for the first time and was wondering if anyone was interested in my little creation.

    Basically I added gold to the game as a way to jump start your space program during the mid-game cash grind. 

    Gold is much heavier than ore, and can be found in smaller amounts on most planets (5% chance of a tiny vein on kerbin). Gold has its own storage containers, scanners, and drills that unlock relatively early. If you can get to minmis and back with 20 tons of gold, grats you've made some cash! Note on returning: land near or on the space center for best returns.

     

    Is there any interest in this? And has it been done before!?

  10. I was thinking exactly along the same lines and will attempt to design a part that will do just that. But as mentioned, I'm a newb to modding.

    As a side note, I've just dove into modding ksp tonight. The system squad designed is much more intuitive than I thought. I'm currently adding the resource gold, a highly valuable resource found on most planets in tiny amounts. Also editing some storage tanks and drills for a semi-early on way to make early game money. I figure if you can get 10 tons of it back from minmus you deserve the million it'll give you.

  11. My idea is for a single modded part that could significantly change endgame play: the Counter Mass Drive ( or CM Drive for short).

    Quote

    <From Google>

    What is negative mass?

    Negative mass is the hypothetical idea that matter can exist with mass of the opposite sign to the ordinary stuff. Instead of 2 kg, a lump of negative mass would be -2 kg. Nobody knows whether negative mass can exist but there have nevertheless been plenty of analyses to determine its properties.

    Below is a mockup using my pathetic Microsoft paint skills:
    CM_Drive.jpg

    The basic parameters of the modded part involved would be:

    • Be able to extend a counter mass field around the ship (via a UI pop-up with tweakables i.e. radius/length)
    • Objects inside of the field need their mass reduced to .001 or equivalent/all engines affected by the field should have their thrust reduced to 0 (an engine uses mass to propel itself forward, if said mass is within the field it shouldn't have the ability to produce thrust)
    • Power usage should be extremely high and variable to the size of the field or negative mass needed (I.e. heavier objects need more power to reduce the weight)
    • The weight of the drive itself should be quite considerable, perhaps 14 tons or more
    • Atmospheric Usage should not be allowed or cost ridiculously more power (perhaps 10x or equivalent to make for interesting gameplay)
    • It should unlock under the last tech node of electrical (I always felt something other than the 2.5m battery was needed there)

    Imagine a ship with one of these installed orbiting kerbin; while turned off, mechjeb is telling you that you have a measly TWR of 0.13, 280 ∆v, and total vessel mass of 45 tons.  You switch the drive on and your power supplies start to sap down as the field extends around your ship. You watch as the mechjeb numbers change, a TWR of 8, 12000 ∆v, and total vessel mass of 2.5 (the exact weight of the solar panels and engine that extend beyond the field.

    Obviously this would need a lot of tweaking for balance, as this could easily be a completely overpowered part.

    Edit: An afterthought I had was that perhaps the field could simply reduce the mass by whatever percentage (80% of total mass for example) is deaned acceptable for balanced gameplay.

     

    But I think this could make for some very interesting gameplay as, unlike an alcubierre drive, this still utilizes rocket motor engines. 

     

    Alas, I'm not a modder. So for now I'll leave the concept here and hope that somebody, with more skills and knowhow than I, will pick this up.

    I'm more than happy to spitball ideas and lend whatever help I can to any modders interested in the project.

     

    Thanks for reading

    - Dewar

  12. After seeing this thread, I started tinkering around with ssto's.

    i have found that the ideal twr for air-breathing/nuke craft to be around 1.5/.54 to make orbit.

    I have found these craft to be ideal as you can easily get to LKO with 2.5k ms remaining.

    Any one have any twr stats that you find ideal? I'd like to hear what others think.

  13. I think that roverdude is doing an amazing job.

    Its impossible to satisfy everyone, but for the new player without any experience of modded resource gathering, the new system allows for both ease and complexity through the two offered scanners.

    The heat issue will be solved in an update as mentioned in another post, and I'm sure that rover dude will at least take a look at the conversion rate issue as well.

    I have one question that is related to resource gathering which I have posted in another section that I'm curious about: what are the mining yields for each size of asteroid?

    http://forum.kerbalspaceprogram.com/threads/117920-What-are-the-mining-yields-for-each-size-of-asteroids?p=1883447#post1883447

    Apologies for my sloppy linking, I'm writing this from a phone.

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