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Hexicube

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  1. Done, split them up into multiple issues. I've not included the early RTG suggestion as I've tweaked my own install to massively increase heat output to balance the earlier RTG and still need to actually test it. Seems like radiative cooling is simply too strong to reasonably balance it, let alone in-atmo cooling; 10x heating only managed to get Kyandere210 to explode with no active cooling. That said, it would still be nice to have a larger RTG for those really long missions, and I've made an issue for that which you could flag as enhancement. Trying to use the vanilla RTGs for a 50 year mission with a base load of 10EC/s requires a whopping 1400 RTGs massing 171.535t. Reducing the part count would be really handy.
  2. Here's a handful of suggestions: Consider adding ways to use RTGs earlier (high-power electrics node?) RTGs unlock earlier but only with Krontium90 (the cheap one), with the other fuels unlocking in the usual node Add a 0.625m "Hot Rock Storage Unit" part that's far less efficient as an early RTG (which means more heat because you'd have more fuel to compensate) Have VAB-specific part info showing output after 1, 5, and 15 years (or a slider to pick how many years to look forward?) Number of years should respect real/kerbal time toggle in settings (real years are over 3 times longer) List fuel type power density in terms of volume not mass, since capacity is volume based, and also use the given electricity unit As an example, Kyandere210 would list as 5.46Ec/s/dL instead of 1.3W/kg (1.3[pep] x 0.0042[density] / 0.001[factor]) List density and cost for each fuel type in the part list infobox and science tree infobox Output on part info should be after the 5% efficiency (above 5.46/s becomes 16.38/min), and should also show generated heat at the same time (if both are enabled) Half-life should respect the real/kerbal time toggle in settings It would've also been nice to create issues on the repo so I could separate these out. I'm probably going to create a part myself to get that early RTG, along with moving active heat management further up the tree. Having to deal with high heat output seems like a fun challenge.
  3. First off, not sure if this is the right place for 1.2 feedback. There's no separate area and nobody made a post about 1.2 here yet. After starting a new career and realising the connection strength to KSP remained at just about 100% for a sub-orbital hop, I thought about the max distance for a given antenna when paired with KSC directly. They are as follows: 5k (Probes / Manned) 500k (Communotron 16) 5m (HG-5 High Gain) 5b (DTS-M1 / RA-5) 50b (HG-55 / RA-50) 100b (Communotron 88-88 / RA-100) 5b (Tier 1) 5Mm (halfway to Mun) 50Mm (Minmus) ~158Mm 5Gm ~15.8Gm ~22.4Gm 50b (Tier 2) ~15.8Mm (Mun) ~158Mm (Deep Space) 500Mm ~15.8Gm (Duna if close) 50Gm (Duna/Dres always, Jool if close) ~70.7Gm 100b (Tier 3) ~22.4Mm (halfway to Minmus) ~224Mm ~707Mm ~22.4Gm (Dres if close) ~70.7Gm 100Gm (Jool always, Eeloo if close) Note: G is changed to b, to represent "billion" instead of "giga". Distances still use gigameters. The main concerns I have are in regards to the Tier 1 building at KSC. Without upgrades, you can control a probe freely way before you have to worry about Mun encounters (Communotron mostly useless), and a single cheap Communotron 16-S (available very early on, before you even achieve orbit half the time) will let you operate inside Kerbin's SOI without issues (making the HG-5 completely useless, as it doesn't have the power for interplanetary). Tier 2 is also very close to Tier 3 for practical purposes, the only time you really need a Tier 3 is if you want to do lots of Dres stuff without investing in a 50G antenna, or if you want to always talk to Jool. Additionally, using two RA-100 antennas on the connection vessel going to Eeloo would give it enough power to connect directly to KSC at all times. The biggest distance (worst case scenario) comes out at around 126Gm, compared to a range of about 141Gm. If the KSC tiers were changed to 5m/500m/50b and the top 3 tiers to 5b/20b/50b, you would get this chart: 5k (Probes / Manned) 500k (Communotron 16) 5m (HG-5 High Gain) 5b (DTS-M1 / RA-5) 20b (HG-55 / RA-50) 50b (Communotron 88-88 / RA-100) 5m (Tier 1) ~158km (Low orbit) ~1.58Mm 5Mm ~158Mm ~316Mm 500Mm 500m (Tier 2) ~1.58Mm (High orbit) ~15.8Mm 50Mm (Minmus) ~1.58Gm ~3.16Gm 5Gm 50b (Tier 3) ~15.8Mm (Mun) ~158Mm (Minmus, Deep Space) 500Mm ~15.8Gm (Duna if close) ~31.6Gm (Dres if close) 50Gm (Duna/Dres always, Jool if close) This massively reduces the effectiveness of a Tier 1 building (Tier 1 + 50b doesn't even get you interplanetary), and also forces using a network for outer bodies (Jool, Eeloo) unless they happen to be close. Relatively early tech (Tier 2 + HG-5) is enough to allow exploration of Kerbin and its satellites, and the best of the best have halved range to prevent being able to connect from almost anywhere. Tier 3 KSC also becomes mandatory later on as the ranges start to exceed what would be reasonable for interplanetary interaction, and the HG-5 has some usefulness as you can use it for Minmus without a Tier 3 KSC. Alternatively, KSC tiers of 500m/4.5b/50b would match the 10x progression from first to third tier (1x/3x/10x), and would allow some interplanetary connections without making Tier 3 mandatory. This would also allow using the HG-5 with a Tier 1 KSC for Minmus communication, making it an excellent antenna choice early on for those wanting to explore Minmus. A lot of the numbers do end up being strange with the 5m/500m/50b proposition, which could be resolved with changes to the tiers with odd numbers. The following tier values give nice ranges with minimal impact on range usefulness: 3.125k (Probes / Manned) 1.25m (Communotron 16) 5m (HG-5 High Gain) 4.5b (DTS-M1 / RA-5) 18b (HG-55 / RA-50) 50b (Communotron 88-88 / RA-100) 5m (Tier 1) 125km (Low orbit) 2.5Mm 5Mm 150Mm 300Mm 500Mm 500m (Tier 2) 1.25Mm (High orbit) 25Mm 50Mm (Minmus) 1.5Gm 3Gm 5Gm 50b (Tier 3) 12.5Mm (almost to Mun) 250Mm (Minmus, Deep Space) 500Mm 15Gm (Duna if close) 30Gm (Dres if close) 50Gm (Duna/Dres always, Jool if close) By avoiding trailing decimals, it becomes a lot easier to mentally compare ranges. It also ends up looking nicer on GUIs, even if values such as "3.125k" and "4.50G" look arbitrary. Preventing Munar access with Tier 3 + Probe was also intentional, as this makes a dedicated antenna important for anything involving other bodies.
  4. I'm having the same issue that was mentioned on the previous page, "[RESOURCES] Invalid flow mode: Both", however the 3D printer is also not recycling the parts (stuck at 0 progress). I only get the errors while the recycler is active (pausing progress stops the errors).
  5. Some heavy-duty base wheels wouldn't go amiss, the standard ones aren't up for the stresses of Eve (1.7g). Maybe tripled stress/impact tolerance, and stronger suspension to match. A higher top speed (for standard only if you add heavy-duty) and slower response for the wheels would also be nice. It's a little weird to have them immediately jump to 10m/s and just sit there, and the acceleration is hard to control.
  6. Not sure if this counts as the "ocean artefacts" in the known bugs, but when you have orbital cam active (by being in orbit) and are in a low orbit area (somewhere below 120km for Kerbin) you get some very peculiar artefacting. Most reliable method I have to reproduce the issue is to go in a 60km orbit around Laythe, since that also has oceans. The issue instantly cuts off at 70km at Laythe if that's helpful at all. Link with a few screenshots: http://imgur.com/a/blgtB Screenshots were taken around Laythe, at approximately 60km in a low stable orbit. It's almost like it can't handle two atmospheres, but I've also had it around Kerbin and there's no other body there with an atmosphere.
  7. Sent a PM. I'd like to see a part that is just the outer edge of the structural pieces, with a much lower mass. Basically the equivalent of what the mk1 fuselage is compared to the fl-800 fuel tank. Basically some way to have parts not from your mod mesh well with a probe made of your parts, at least from the outside.
  8. Got a few minor issues and suggestions: Symmetry doesn't work, I expected it to use 8x symmetry for easier placement of parts around the core piece. I can explain how to add it in via PM if you want. There's no shroud piece(s) for putting side-mounted parts inside an octagonal frame, similar to the Mk1 Structural Fuselage. This would be very useful considering the decouplers visually assume you have side pieces. The structural converter to Mk1 piece has clipping issues with some stock parts (such as the kickback SRB), so it could do with being a little taller on the bottom half. The converter piece doesn't work properly with the texture switching, it shows the button but not the current colour and doesn't actually change the colour when pressing the buttons. There's no converter piece that looks nice without an octo decoupler/separator, as the piece assumes you're going to use one directly above it. Would be useful if you wanted to attach a 1.25m engine for a small escape stage. An octagonal cargo bay would be pretty cool. Preferably add double height bays too, but I think a regular bay with no top/bottom plate or horizontal bar would also work well too.
  9. Uploaded another test version, this one has a bunch of new things (if I can remember them): - All stock parts (more-or-less) have recycle recipes attached, making the module fully functional once it's added to a part - Mousing over a part in either the assembly or disassembly screen shows information about that part - Other stuff (can't remember, first bullet point took up most of the time on this) I've also fixed a couple things: - Changed how I constructed a KIS_Item for information gathering, on some parts this was waking the kraken - Fixed issues with low power and 100% completion detection (float vs double shenanigans) Just pop a HexiRecycler module onto another part with this new version and you'll get an idea of what I want the end product to be like! This is also a good time for balancing feedback. https://dl.dropboxusercontent.com/u/13281778/KSP%20Mods/Part%20Reconstructinator%20Mod%20V0.2.zip
  10. Starting the tedious task of making 'recipes' for pretty much every stock part, should be fun. One thing I have noticed, the radial xenon tank has a dry mass of 31.43. What a fun number 3143 is, the product of 7 and 449, both of which are primes. That means to have my metal component (which is filler) not need HUGE quantities (like, actual millions) for most parts, I'll be changing that to 31.5 with ModuleManager (which is also adding the recipe node to EVERYTHING), allowing the metal component to have a mass of 500g (0.0005) instead of 10g (0.000001) to perfectly mass-match all parts (all other parts have masses to a half-kilo). For those interested, the components will end up working like this: - Metal = Filler component for most parts - Plastic = Filler component for some parts - Thruster = 1 per 2kN of thrust, rounded up - Battery = 1 per 5 ElectricCharge storage - Solar = 1 per 5? ElectricCharge generation - Electromagnet = 1 per ? torque - Blutonium238 = Don't need a rule as only 2 parts need it - Computer = Added to any part with a controllable function (gimbal, reaction wheel, actual wheel) excluding the ability to throttle So far, most parts are pretty simple. Engines end up just being metal and thrusters (need to include computers for those that gimbal), and fuel tank and structural parts are 100% metal. I'm contemplating if having the plastic filler is required, as nothing would really be lost by just using the metal filler instead.
  11. I added a diagram to the main post (tad oversized but w/e), did that help?
  12. Finally managed to create a fully functioning prototype of my mod, I now only need to create nodes on most stock parts (some parts will not be disassemble-able), create more components (only metal/solar so far, both sharing the same model), and create the part itself (module was tacked onto another part). Also, for those who have seen it, I'm aware this is similar to OSE-Workshop. I had a chat with the author of that mod and they felt that, at the current time, making parts break down into multiple components was too much hassle. I created this primarily as an alternative for those who didn't want to be able to break down girders to create an ion probe, which would be an alternative that I want to use. The basic premise is this: - Attach a Part Reconstructinator and some KIS containers to a vessel - Launch the vessel INTO SPACE (or wherever you need it, really) - Put the unwanted parts into the KIS container (via normal means) - Disassemble those parts through the Part Reconstructinator to get components - Assemble parts that you actually want through the Part Reconstructinator using those components - Build TEH LEET BASE using your new parts Here's a diagram to help explain how this generally works: Functional notes about the mod: - The Part Reconstructinator is only capable of processing one item at a time. I may add a queue in the future, but for now you'll have to keep track of it. - The Part Reconstructinator works anywhere within physics range, and also respects time-warp. The GUI works with time-warp on but only shows for the active vessel. - The Part Reconstructinator checks if an inventory is internally accessible, ignoring those which are not. With only the default KIS inventories, that would be the in-line container only. - Components are stored inside KIS containers, they probably end up taking less volume than the part that was disassembled but should have the same mass. They also stack. - The Part Reconstructinator will stop functioning if it can't store an item (an assembled part, or components). It will remember those items through save/load cycles, and will tell you on the GUI if it's stopped and what needs storing. - When taking or storing items, the Part Reconstructinator will always attempt to do so on it's own inventory first, if it has one. When the mod is finished, it will have a small container primarily for storing components. - Storing parts into containers respects container volume limitations, and will also try to add those parts onto an existing stack in that inventory before taking a free slot (currently only components check for stacks). - The mod will not be balanced for career mode, it's flat-out impossible to remove all loopholes (LV-1 vs LV-1R for instance). I will balance it for science/sandbox when it's almost finished. Things I'm considering changing for the mod, but haven't decided: - ISRU creation of some components (i.e. gravel from ore to create ground pylons) - Compound components (metal + electromagnet = motor) Any part with the following node will be added to the list of parts that are recognised by the Part Reconstructinator: HEXI_RECYCLE { canCreate = true timeToDismantle = 60 costToDismantle = 600 metal = 100 } - "canCreate" determines if the part can be assembled, all parts with the HEXI_RECYCLE node can be disassembled - "timeToDismantle" determines how many seconds it takes to disassemble a part - "costToDismantle" determines the total ElectricCharge needed to disassemble a part (currently assembly requires double, will change that) - Every other line dictates a component that the part is made of (provided that component actually exists) Any part which should be a Part Reconstructinator requires this node: MODULE { name = HexiRecycler } Nothing complicated. There isn't a need for specific logic yet, and all the inventory shenanigans will be handled by KIS, so there's nothing you can tweak there. In the future I'll add options for if the part can (dis)assemble (cheap one-way alternatives to the big unit), cost/speed multipliers (smaller unit that processes slower, advanced unit that processes at 2x speed for 3x cost), and perhaps a limit to the volume of parts that can be (dis)assembled (as determined by KIS). Things that I need to do (things with a + are done but not in the download yet): - Create rest of component models - Create a proper part for the Part Reconstructinator module (will probably be similar to the ISRU unit, in terms of size and mass) - Display part quantities in the disassembly section of the Part Reconstructinator GUI - Attempt to add created parts to existing stacks, assuming it's stackable in the first place - Prevent using the Part Reconstructinator if the vessel lacks control capability Known issues (same drill with +): + Creating any part that has a command module on it causes bad things to happen - Created fuel tanks are magically filled (bug is with FSfuelSwitch, doesn't occur without it, can't fix) - Really bad things happen to the GUI after a quick-load (NRE hiding somewhere in the render code) - Mass isn't accounted for on items stored inside the Part Reconstructinator (not sure why, might need to call something) Download: https://dl.dropboxusercontent.com/u/13281778/KSP%20Mods/Part%20Reconstructinator%20Mod%20V0.2.zip (V0.2) Note that you'll have to do some config editing to make use of that download (adding the module onto a part). The module should be bug-free, however I haven't done extensive testing on it. I'm also unsure on the CPU impact, considering there's a lot of iterative tasks going on per physics step it might actually be a little bit excessive. Source code comes with the download, however the VS2013 project uses some absolute paths to the referenced KSP libraries. Vanilla KSP is installed on my E drive (mod area is on C), so you'll have to change them to match your install location. My license of choice is CC BY-SA-NC 4.0 International. That can be found here: https://creativecommons.org/licenses/by-nc-sa/4.0/
  13. I'm having decent luck with making my own KIS integrated mod, so I'll probably stick with that. Progress is decent so far, I have a working implementation that can dismantle any part that has a HEXI_RECYCLE node, which looks like this: HEXI_RECYCLE { canCreate = true (all parts with the node can be dismantled, this toggles if it can be created again) timeToDismantle = 60 (time in seconds to dismantle) costToDismantle = 600 (ElectricCharge cost to dismantle, doubled for construction currently) metal = 100 (gives/costs 100 metal) } So far, all the components are stored on the "Part Reconstructinator" module, but I plan on making a KIS item for each item so that they can be stored inside KIS containers (with excess components blocking usage of the part until space is available in a container). One thing I need to account for is TweakScale, which would obviously multiply all the values in the node by a specific amount, but I need to also make integration with it work in a way that makes it optional.
  14. It's not annoying, you just have to find the correct way according to squad's programming. What it is, though, is weird. Can't imagine why it would be needed.I suppose iterating over the AvailablePart list is faster in the end, too.
  15. I explicitly needed the raw name of the part so I knew the type of part loaded, adding a module wouldn't suffice for this. It's possible those values were missing due to the fact I scanned for the data way after the game had loaded, I wanted to be 100% sure that my code was ran after all parts were loaded in (and after ModuleManager fiddled with any values).It is a bit unusual, yeah. I'm creating my own version of OSE-Workshop as the dev told me they were currently uninterested in having parts broke down into multiple sub-components as it would be a lot of work to implement such a thing. I'm building a dictionary by raw part name containing the raw components of that part, along with the time it takes, the electric charge cost, and a generated icon from KIS (as I already will be using that for inventories).
  16. I'm developing a plugin for a part I'm making, and part of that scans all the parts to see if they contain a node. That part of it works fine, however on the actual ConfigNode given by GameDatabase.Instance.GetConfigNodes("PART") there's several things missing. The missing values are: name/author/TechRequired/entryCost/cost/category/title/manufacturer/description/bulkheadProfiles I specifically need the 'name' value to populate a dictionary of parts that have my custom node, for later use with the plugin. Am I doing something wrong? [edit] Discovered that I should be using PartLoader.LoadedPartsList instead of directly fetching the part config nodes.
  17. Most mods in question usually have a plugin involved, so the modders should have the required skill and an already working plugin. The issue is simply that modders either chose not to add a custom category, or do not know how.
  18. To clarify, using that config (with changes) I would be able to make a BDArmory weapons category AND remove those parts from the utility category?
  19. I didn't even know OSE Workshop existed, probably due to it's nature of not being finished. It's close to what I want, but having everything clumped into 1 item for production is against what I'm after. I've messaged the author of that mod to see if they're willing to use multiple resources for parts, if not my request is still open. I'd modify OSE to use multiple parts, but the issue is that I want those parts to share a common storage capacity, whereas the resource system caps per resource, so that's out of the question. [edit] The author wanted to do what I was after in the past, but struggled to work out how to do recipes nicely. They seem to be open to discussion on the matter, so I'm trying to help find a good solution for the time being.
  20. Either way, he proposed an answer to the wrong problem.
  21. Which makes it useless for the request given. The OP specifically said the issue is cluttered categories.
  22. I feel like BDArmory is a mod that really needs this, it adds 2-3 pages onto utilities for me. The parts are great, but when I'm looking for a specific non-weapon part it becomes a hassle.
  23. It's fairly simple conceptually, should work like this: * New part: Part Recombiner * Part Recombiner will have a KIS inventory, preferably only capable of storing specific parts (which will be components from dismantled parts) * These new component parts should all be stackable, similar to ground pylons and explosives * Part Recombiner can dismantle any part in another KIS container on the vessel, if that container allows it (primarily the big cylinder one) * All dismantle-able parts are made of multiple different components, for instance the small 'twitch' engine will give a low amount of thruster components, a bit of metal, and a gimbal unit * Part Recombiner will be able to create any other part it has the components for, so I could dismantle a bunch of twitch engines and make a terrier engine from them I would also like to be able to fabricate components from ore, but it should be very expensive in both ore and electricity. The mod is primarily intended for part recycling on my Mun base, so this is optional. It would also be nice if there was an option per-part to only allow deconstruction. That would help to remove clutter on the "build a new part" screen, as some parts have no point being there (such as SRBs), but not prevent tearing those parts down if I happen to have them. Preferably, all declarations for what part gives what components should either be a module added to that part (via ModuleManager), or a declaration similar to a RESOURCE listing. I want to be able to easily add my own component listings, so that every part I have would be able to be dismantled. If you've played Space Engineers, imagine the mod gives capabilities similar to grinding down a ship or two to create a completely different ship. I would have the ability to grind down some wheels and docking ports to create an ION drive, some OX-STAT panels to make a folding-outwards panel (using the motors from the wheels), and some girders to make a Xenon tank and external command seat, and then just slap on a small reaction wheel I found lying around. Suddenly, I have a small ION exploration craft, despite never bringing those parts with me. This is the list of components I would like to see parts made of (probably need more, and you do not need to follow this list anyway): * Metal - Every part will have some amount of this, reaction wheels will have quite a bit * Thruster - All engines, RCS ports * Motor - Reaction wheels, powered wheels, most parts with moving bits * Computer - Any reasonably 'intelligent' part, such as the large solar panel, cockpits, probe cores * Electromagnet - Wheels (braking system), ION drive, docking ports * Solar Panel - Self descriptive If the mod is made to a sufficiently good standard (and functions how I want it to), I would be willing to pay you for your efforts since it would appear to be a fairly complex task overall. This will be negotiated after you demonstrate the mod is working, most likely via screen sharing (as giving me the mod before getting payment would be unfair to you).
  24. I have an obj/mat I exported from blender and loaded into unity, then set up parttools 0.23 to work with it. However, when I write it, it comes out as a 160 byte file and KSP says it can't find the model (no error reading the model, checked in output_log.txt for it, just says it's missing). Model/texture zip: https://dl.dropboxusercontent.com/u/13281778/blank%20plate%20part.zip I followed the stickied tutorial as closely as I could, bearing in mind the link to parttools on it is incorrect and is parttools 0.18 not 0.23. I'm using unity 5 on windows 64 to build the model, but I doubt that makes much difference since the resultant file shouldn't be version specific. - - - Updated - - - For others who end up having this issue, when adding the mesh collider remember to pick what kind of mesh collision you want. It's showed in the image, but isn't directly told to you.
  25. I always thought that being splashed down forced a particular biome, I guess I've never landed in water near land.
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