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JamesOFarrell

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Everything posted by JamesOFarrell

  1. Hey, thanks for the great mod, it makes the contract system a lot more interesting and keeps my war chest overflowing with credits. I am having an issue where the "Neutralize controls for 10 seconds" does not seem to be recognized after I have landed the required asteroid. I've tried switching to a different vessel, going back to the space center and restating KSP with no luck. There is nothing in the debug log. This is the first Asteroid contract I have taken but have had no issue with building bases, stations and satellites. Here is a copy of the save file and here is a screenshot of the asteroid. Thoughts? Edit: I detached one more of the claws and it seemed to fix the issue. Not sure what happened
  2. Sorry about that. I have fixed the links now. Should be good to go.
  3. Here is an updated version of this plugin: PartSearch.zip Here is the source code: PartSearch_source.zip The original author (IcculusC) has updated the git repository with an MIT license. Changes: Fixed issues with compiling for 23.5 Changed to search from an exact match to a word match Set the default to search descriptions Set the default to search all categories "/" will now highlight the search box "Esc" will clear the search box
  4. I just went though this. If you know c# it is pretty easy. First setup MonoDevelo or Visual Studio then follow have a look at this thread to get started. There are some good resources here as well.
  5. It is really easy to disable the ability to transfer the resources, when you add resources to an object you can set how it is allowed to flow and be transferred.
  6. Good suggestions, thanks. I'll probably see what i can do first as an excuse to learn, there are a few good blender tutorials out there.
  7. The plan originally was to replace most of the mass of asteroids with a "rock" resource then have a part that can convert rock into other resources. There was going to be a scanner that would reveal the resource and yield of the asteroid. Sounds like people would be more interested in that. I have the code done but I don't really know how to model so I guess I'll have to learn.
  8. I still have the working code for the drill, I am not sure I will do anything with it though as these guys over here are working on it already and it looks pretty awesome.
  9. Yeah, not realistic at all but i was hoping to add a use to asteroidds without adding another mining mod with another set of new resources. Set to just generate Ore and Kethane I can see it being useful as both of those require additional hardware. This is how I will use it mostly. At the moment each asteroid has a chance to get a random number of a random quantity of resources. A percentage is left over (about 1-40% for this first build) of just pure asteroid mass. As you drain those resources out of the asteroid it will get lighter as there is less fuel mass left over. Once it is done there will be just the 30ish% of rock left over.
  10. Is there a way to be approved? My edit keep hiding my post. I am trying to fix the link at the moment but all is failing dramatically
  11. Thanks for that. I realised i actually broke a rule as well in my first post, no license attached. I removed the link and was fixing it when my post got deleted. any ideas? Should i re-post it?
  12. Hey, I made a new post in the Add-On Development board for a mod I am working on but it never showed up. Is there an approval process or did v Bulletin eat it? I look around and read the rules but could not find anything that covered it and did not want to re-submit encase of a re-post Thanks
  13. Hey, the last few days I've been playing with the idea of adding resources to asteroids so they are more useful. I toyed with the idea of having a drill to extract the resources, or a new claw (which I modeled really badly) to convert asteroids into resources and got it all working but in the end I decided that the extraction process doesn't really fit so I have stripped it back and created a partless mod that fills loaded asteroids with resources while keeping the same mass like so: I am looking for some feedback and maybe some discussion around balance. At the moment the asteroid yield can be from 60% > 99% which is a lot of fuel. This was set high for testing but I have left it like that for the initial release to see what people think. The mod will handle any resource that KSP supports you just need to white list it in the config file. By default LiquidFuel, Oxidizer, MonoPropellant, Kethane and Ore are enabled and will show up (Kethane and Ore will only show up if you have the correct mods installed). To install, just download from here: AsteroidResources_0.0.3.zip and extract to the <KSP>/GameData/ directory. Warning, this will pertinently add resources to your asteroids the first time they are loaded (sort of...), this can not be reversed by uninstalled the mod. Removing the mod will just stop it happening in future. If you do not want to mess up your 300 hours save file do not use this without a backup! This is my first mod so there are going to be bugs. Source code download here: AsteroidResources_0.0.1.zip Thanks to Trigger_au who wrote the KSP Plugin Framework that I used for some of this. EDIT. Link is back. Zipped up the wrong version Known Issues: Liquid Fuel and Oxidizer will not flow from asteroids to an engine even with KAS fuel pipes. Code to work out asteroid yields is dodgy and needs to be re-worked. (Edit: less dodgy now, still not great) Adding resources to the white list with 0 density will cause asteroids to lose mass. Maybe an issue detecting and updating asteroids if there is more than one attached to the vessel. (Have not tested) Balance! Licence: CC0
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