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Posts posted by Eleusis La Arwall
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It needs to be a seperate object inside the same .blend file (or other format). Here is an example of my hierarchy in unity:
To fit the curvature of a 24 sided cyclinder, cut it vertical in half and rotate the outer vertical edges each by 7.5° around Z-axis:
You can fit it to what every you want but if you change the aspect ratio, the flag will stretch.
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Yes, it's actually very easy. First set up a plane in blender or what 3D modelling tool you prefere. The flags are all in 256x160 px resolution and the plane needs to have the same aspect ratio:
Once the aspect ratio is set up you can scale the plane to the size you want and place it where it needs to be.No UV unwrap required. Bring the model to unity and use "alpha/translucent shader" for flags with transparancy:
Finally you need the module in the config:MODULE { name = FlagDecal textureQuadName = flagTransform }
Thats it!
Edit: Actually the mesh needs UV unwrap.
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It works! Thank you very much for the detailed explanation! This module is getting better and better
Unfortunately I have 9 Light on/off buttons on that part now. with
toggleInEditor = false toggleInFlight = false
the menu-spam can be avoided but the lights can only be toggled by action groups.
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I've discovered the awesome ModuleColorChanger recently and played around with it for a while. Also started a documentation until I noticed that it is already pretty well documented (Thank you @JPLRepo !). In the community API documentation I saw two additional entrys called "excludedRenderer" and "includedRenderer". Found some information about that in @Snarks Indicator Lights thread. So I took a look at the configs, but I only found examples to in/exclude entire .mu files.
Is it possible to use the ex/includedRenderer entry for different meshes in one single .mu file? Did some trial & error but without success so far (see bottom).
My particular situation:
I have a series of storage tanks that make use of the meshswitcher provided by Firespitter/IFS. The switchable meshes also use a glow animation with different color settings for each mesh. The trouble is that every time I change one emissive color of a mesh I have to edit all the animations and re-export all tanks which is annoying. The ColorChanger module could make that a lot easyier in combination with the apropriate MM config.Couple of month ago I did some experiments with multiple MODEL {} entrys in a single part-config but I couldn't get the meshswitch to work properly.
unity setup:
This is what I have tested so far:
excludedRenderer = KeridianDynamics/Parts/KD-MobileVAB/modelT2501FS/KD-T2501FS/Model/FS01(Clone) excludedRenderer = KeridianDynamics/Parts/KD-MobileVAB/modelT2501FS/KD-T2501FS/Model/FS01 excludedRenderer = KeridianDynamics/Parts/KD-MobileVAB/modelT2501FS/GameObject/KD-T2501FS/Model/FS01(Clone) excludedRenderer = KeridianDynamics/Parts/KD-MobileVAB/modelT2501FS/GameObject/KD-T2501FS/Model/FS01 excludedRenderer = KD-T2501FS/Model/FS01(Clone) excludedRenderer = KD-T2501FS/Model/FS01 excludedRenderer = GameObject/KD-T2501FS/Model/FS01(Clone) excludedRenderer = GameObject/KD-T2501FS/Model/FS01
modelT2501FS.mu is located in "GameData/KeridianDynamics/Parts/KD-MobileVAB/"
Entire part config:
Spoiler// Keridian Dynamics // KD-T2501FS PART { // General parameters name = KD-T2501FS module = Part author = Eleusis La Arwall // Asset parameters MODEL { model = KeridianDynamics/Parts/KD-MobileVAB/modelT2501FS } // mesh = modelT2501FS.mu scale = 1 rescaleFactor = 1 // Node definitions - Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 0.6, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.6, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.0, 1.3, 0.0, 0.0, -1.0 // Editor parameters TechRequired = advConstruction entryCost = 2800 cost = 1600 category = FuelTank subcategory = 0 title = KD-T2501FS manufacturer = Keridian Dynamics description = 2.5 m sized non-passable storage tank (Small). // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // Standard part parameters mass = 1.15 fuelCrossFeed = True CrewCapacity = 0 bulkheadProfiles = size2 tags = base station (stor (tank contain resource (ore metal rocketparts // Drag dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 // Damage and Temperature crashTolerance = 10 maxTemp = 1600 // Internals INTERNAL { name = KD_T2501_IVA } // Modules MODULE { name = ModuleAnimateGeneric animationName = T2501FSLight startEventGUIName = Lights On endEventGUIName = Lights Off actionGUIName = Toggle Lights } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } excludedRenderer = KD-T2501FS/Model/FS01(Clone) } // Resources }
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@toric5 Neat idea and ModuleManager makes it possible! Create an empty .cfg file somewhere in GameData-folder and paste the following:
@PART[*]:HAS[#PhysicsSignificance[1]]:FINAL{ @description ^= :$: Physicless Part. @tags ^= :$: physicless }
Adds a suffix to the part-description and makes it easy to view all physicless parts ingame (just search for physicless in the editor).
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Perfect, thank you for the quick update, the Greenhouse works again with Snacks! Continued and USI LifeSupport.
Now that I've seen the conversion rates for USI, the conversion rate for Snacks seems a bit overpowered. With default Snacks! settings and a production-rate of one Snack per second, the Greenhouse could sustain over 7000 Kerbals with Snacks each day.
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The problem is not restricted to Snacks! Continued. I've set up a new install and save with only KPBS and USI-LS (0.5.16.0) and the problem remains.
I've tried 1 Kerbal (engineer) with slider at 100%, 1 Kerbal with slider at 50% and 2 Kerbals (engineer&scientist) with slider at 50%. All give the same result, no resource conversion. Used max timewarp to have over 20 days pass.
Made some screenshots of my setup with USI LS (2 Kerbals, slider at 100% in VAB): http://imgur.com/a/yfsfX
One thing I've noticed with Snacks! Continued, when I set the slider to 90% in the VAB, launch the vessel and hit "start Farming" it produces between 0.8 and 0.9 Snacks very quickly before it stops producing/consuming resources.
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I'm using KPBS (1.3.10) along with Snacks! Continued (1.6.5) in a fresh install (1.2.2 x64)/save with no other mods installed and I'm haveing trouble with the Greenhouse. If one Kerbal is inside and I Start Farming, it does not consume Ore or produce Snacks but states 50% Productivity. Maybe it is intended to require two Kerbals?
With two Kerbals inside and the Speed-bar at 100%, Ore is beeing consumed and Snacks are produced (very fast). If I touch the Speed-bar once, it stops to consume/produce and it stays this way no matter what I do. Stop / Start Farming and setting the Speed-bar back to 100% has no effect. The Greenhouse has enough storage capacity for Snacks and there is sufficient EC and Ore. Am I doing something wrong?Unfortunatly I have no output_log.txt in my KSP_64_Data folder like I'm used to. ATM I only have a KSP.log file to offer:
https://cypher23.org/owncloud/s/KJhvJeRarxuBIMM -
7 hours ago, colmo said:
FYI @Eleusis La Arwall - you no longer need to use EPL to erect a fundament, allista's Ground Construction should be able to do it instead, and this time, it'll be level!
Interesting, thanks for the info!
On 30/12/2016 at 4:03 AM, wasml said:I would say split the crew passable tanks into a separate pack - they're a unique take on tanks that are usable by them selves. If both are wanted it's easy to add multiple packs to get it all.
I would vote against the MM patch to disable tanks as the resources are loaded but not used - could be an issue for heavily modded games (though it looks like you may be reusing textures so this may not be much of an issue).
I'll try the Crew-passable tank separation for the next update. At first they will be located in the customization.
Should not have a big impact on performance because they all use the same textures.Next update will also introduce a smaller Furnace and a Fabrication Container (RocketParts production). The latter requires an engineer aboard the vessel to work. Here's a comparison of all 4 converters:
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A few lines of MM-config can make any stock probe core surface attachable. Tested it for the smaller octo core:
@PART[probeCoreOcto2]{ node_attach = 0.32, 0.0, 0.0, 1.0, 0.0, 0.0 @attachRules = 1,1,1,1,0 }
For other cores just switch the name and maybe you need to adjust node_attach. 0.32 is ruffly the radius of the octo2.
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Next update will hopefully complete the storage tank series with the addition of 1.25 m parts. I'm not quite sure about the adapters. I've made some but I realized that it may be a bit too much to have adapters from any size to any other size. To have two variants for several adapters seems real overkill now.
The non-passable series is pretty strait forward with three different tanks for each size and an adapter for 1.25 to 2.5 and one for 2.5 to 3.75 (I could add a 1.25 to 3.75 adapter, but is there a need for?):SpoilerThe crew-passable series is more complicated. ATM I have 2 variants of adapters, one with a rounded transition and another, smaller one with flat transitions.
ST1001 Adapter from 1.25 to 1.25 profil (crew-passable 1.25 m tanks are wider than 1.25 profil)
ST2001 Adapter from 2.50 to 1.25 profil (flat)
ST2002 Adapter from 2.50 to 1.25 profil (round)
ST3001 Adapter from 3.75 to 1.25 profil (flat)
ST3002 Adapter from 3.75 to 1.25 profil (round)
ST3251 Adapter from 3.75 to 2.50 profil (flat)
ST3252 Adapter from 3.75 to 2.50 profil (round)SpoilerIn total there are 27 different storage tank entrys in the editor atm. This is a bit too much for my taste and I'm thinking about to move some tanks/adapters into a separate pack. One way would be the seperation of the entire crew-passable series. Another way would be to keep one tank for every size and move the rest.
A different approach would be to keep all tanks by default and add some small MM-config files that disable certain tanks if installed.
Feedback is appreciated. -
@RoverDude Thanks a lot for the explanation. I've played with DefaultShutoffTemp a bit more it seems to be unrelated to Core Temp. From what I saw it looks like the converter shuts down when the Internal Temp exceeds the parts maxTemp times DefaultShutoffTemp (2000 * 0.8 for stock ISRU).
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@RoverDude a documentation would be awesome! I've got some questions left regarding the ModuleResourceConverter:
Is the AutoShutdown entry related to DumpExcess or does it only apply for overheating?
What does DefaultShutoffTemp?/How does it work?
Can ExperienceEffect use any skill? -
1 hour ago, The-Doctor said:
will the next update remove the uneeded resources?
I'll set the SpecializedParts converter to only appear if MKS/UKS is installed. That way you can still produce MaterialKits for OSE.
1 hour ago, The-Doctor said:What is the specific dll I need?
You need Launchpad.dll (located in GameData/ExtraplanetaryLaunchpads/Plugins/ OR in GameData/SimpleConstruction/Plugins/ depending on what mod you use).
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For EL you need a Smelter to convert MetalOre into Metal and a Construction Workshop to convert Metal into RocketParts. The Construction Workshop needs to be crewed (I think with Engineers) and stupidity of the Kerbals has an actual effect on the production rate. To build/spawn new vessels you need a Launchpad (or survey-stakes with a survey-staiton for surface based operations). The EL build menu should pop up automatically otherwise you can open it in the right-click menu. In the Menu select a craft-file and start building. The building process depends on the number and stupidity of your kerbals as well as the ProductivityFactor of the part the Kerbals are located in (Workshop has the highest ProductivityFactor afaik).
For OSE you need the Material Extractor to convert Ore to MaterialKits and Dirt to RareMetals and ExoticMinerals. The 3D-Printing Lab needs to be crewed with 2 Kerbals and can produce smaller parts as KIS item from MaterialKits and sometimes RareMetals and/or ExoticMinerals.
I hope this helps.
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If you're looking for parts you may want to check out my mod:
I aim to create some stock-alike-ish parts for EL. Conversion routes are a bit different though.
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Here is a MM patch from my mod to make the stock drill harvest MetalOre:
Spoiler@PART[RadialDrill] { MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 0.5 ResourceName = MetalOre ConverterName = MetalOre Harvester StartActionName = Start MetalOre Harvester StopActionName = Stop MetalOre Harvester ToggleActionName = Toggle MetalOre Harvester ImpactTransform = ImpactTransform ImpactRange = 6 AutoShutdown = true GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 23 } TemperatureModifier { key = 0 10000 key = 250 7500 key = 500 5000 key = 750 500 key = 1000 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = DrillSkill EfficiencyBonus = 1 ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } }
Create an empty cfg somewhere inside your GameData folder and paste the content. Requires ModuleManager and also EL for resource abundance definition of MetalOre.
You may want to tweak Efficiency for harvesting speed and Ratio for EC-consumption. -
On 23/12/2016 at 4:01 AM, The-Doctor said:
but then I wonder why it shows, I don't use MKS, is there a way to get rid of it?
It shows if CommunityResourcePack is installed. I did not account for the situation that one has CRP and not OSE or MKS. I'll see if I can fix that for the next update.
If you don't use the MetalOre --> Metal converter you can simply delete KeridianDynamics-Converters.cfg in GameData/KeridianDynamics/, otherwise open the file and replace the content with the following:Spoiler@PART[KD-Furnace]{ @description = This heavy blast furnace extracts Metal from Ore and MetalOre. During the process non-metallic compounds within the Ores will be lost. Only 1 mass-% Metal can be obtained from Ore but up to 70 mass-% from MetalOre. The thermal extraction is the quick'n dirty way to refine Ore. MODULE,2 { name = ModuleResourceConverter ConverterName = MetalOre-->Metal startEventGUIName = Heat Furnace endEventGUIName = Shutdown Furnace actionGUIName = Toggle Furnace StartActionName = Start MetalOre --> Metal StopActionName = Stop MetalOre --> Metal AutoShutdown = true TemperatureModifier { key = 0 200000 key = 1800 50000 key = 2200 30000 key = 3000 3000 key = 3600 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0.02 0 0 key = 1000 0.1 0 0 key = 2000 1 0 0 key = 3000 0.01 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 // Specialty = Engineer ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = MetalOre // Density(MetalOre) = 0.0275 Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 180 // How much Ec is used per second. } OUTPUT_RESOURCE { ResourceName = Metal // Density(Metal) = 0.039 Ratio = 0.07 // Yield = ~70% DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } // 0.1*0.0275 > 0.07*0.039 } }
On 24/12/2016 at 5:15 AM, The-Doctor said:@Eleusis La Arwall does this mod require just extraplanetary launch pads dll or do I need all of extraplanetary launch pads?
You just need the dll.
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On 19/12/2016 at 9:58 AM, Streetwind said:
@Eleusis La Arwall - great job. If it's not too much trouble, could you check the Community API Documentation if some of what you discovered could be added there? It'll preserve your work much better than a small forum thread which might get lost in the annals of time
Very good point, but I have to admit that I barely understand what I see on the Community API Documentation because I'm not a coder
For a first step I've added an entry for the ModuleResourceConverter to the Module documentation on the wiki: http://wiki.kerbalspaceprogram.com/wiki/Module
If you or anyone else can/wants to add these infos to the Community API Documentation, feel free!
Just to be clear, the formula is the product of pure trial and error. Would be nice if someone with the right skills could verify itOn 22/12/2016 at 4:23 AM, Starman4308 said:engineers increasing ISRU yield by 25x is completely and utterly ridiculous,
That was also my first thought when I realized it
I'm propably going for SBB=0.7 / SEF=0.05 and SBB=0.85 / SEF=0.025 in my converters. -
I know it's a necro-post but there is very few documentation about the ModuleResourceConverter around and so I decided to give it a go.
Recently I've noticed that the specialist bonus now works in KSP 1.2.2 and I couldn't find anything explaining the config entrys asked in the OP. Only found this post by @westamastaflash that gave me a basic equation to start with. After several hours of trial & error I think the formula works as follows:
Efficiency = EB * [SBB + (SEF * EE)] EB: EfficiencyBonus SBB: SpecialistBonusBase SEF: SpecialistEfficiencyFactor EE: ExperienceEffect (No Specialist:EE=0; Zero Star Specialist:EE=1; Five Star Specialist:EE=6)
Stock ISRU looks like this:
SpecialistEfficiencyFactor = 0.2 // SEF SpecialistBonusBase = 0.05 // SBB ExperienceEffect = ConverterSkill // EE (NoSpecialist=0;FiveStarSpecialist=6) EfficiencyBonus = 1 // EB
Without specialist: Efficiency = 5%; Zero Star specialist: Efficiency = 25%; Five Star specialist: Efficiency = 125%.
Here is my attempt to give some information about the ModuleResourceConverter and how it interacts with other modules:
MODULE { name = ModuleOverheatDisplay // Shows ThermalEfficiency and CoreTemp ingame } MODULE { name = ModuleResourceConverter // Module Name ConverterName = TestConverter // Converter Name (visible in Right-Click Menu) StartActionName = Start TestConverter // Text to start conversion (visible in RCM) StopActionName = Stop TestConverter // Text to stop conversion (visible in RCM) AutoShutdown = true //* Heat exceeded? Related to DumpExcess? TemperatureModifier // Float-Point Curve { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true // Part produces heat or not DefaultShutoffTemp = .8 //* 80% of MaxTemp, MaxTemp=? ThermalEfficiency // Float-Point Curve { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true // EB*[SBB+(EE*SEF)] ; EE=0-6 SpecialistEfficiencyFactor = 0.2 // SEF SpecialistBonusBase = 0.05 // SBB ExperienceEffect = ConverterSkill // EE (NoSpecialist=0;FiveStarSpecialist=6) EfficiencyBonus = 1 // EB INPUT_RESOURCE // Resource to be consumed { ResourceName = Ore // Name of the Resource to be consumed Ratio = 0.5 // How much Resource is consumed per second at 100% Effic FlowMode = STAGE_PRIORITY_FLOW // Resource FlowMode (See CFG Doc for more info) } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE // Resource to be produced { ResourceName = LiquidFuel // Name of the Resource to be produced Ratio = 0.45 // How much Resource is produced per second at 100% Effic DumpExcess = false // Continue Converter if this Resource can't be stored? FlowMode = STAGE_PRIORITY_FLOW // Resource FlowMode (See CFG Doc for more info) } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.55 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleAnimationGroup // Module Name deployAnimationName = // Animation name for deploy (Needs "autoDeploy = false") activeAnimationName = ProcessorLarge_running // Animation name while running (loop) moduleType = Converter // Module is used by all Converters in this part autoDeploy = true // Converter can be used without deployment? }
No warranty for accuracy. Hope this will be usefull and if something is incorrect let me know!
There are two entrys left I couldn't find out how they work/what exactly they do (AutoShutdown and DefaultShutoffTemp). For the latter I assumed .8 means 80% of max. Temperature but I raised the ISRUs CoreTemperature to 2900 and nothing happened. -
On 08/12/2016 at 11:19 PM, Dr Farnsworth said:
I hate to ask, but I will anyway.
Have you ever thought about making mini EPL parts, something that could be used to get the initial base/colony established.
Don't worry, I'm always happy about new input!
I had been thinking about 1.25 m variants of the 3D-Printer and the Furnace when the small ISRU came out but never really started anything. However, now I'm thinking about it again
I have quite some imagery left in my head about a smaller Furnace, just have to find some time.
An automated 1.25 variant of the 3D-Printer is not going to happen because that thing is already very slow. What I'm currently thinking about is some sort of small work-bench-cabin for 1 Kerbal that requires to be crewed in order to operate.On 09/12/2016 at 7:03 PM, DStaal said:But Keridian Dynamics doesn't attempt to provide a full production chain to MaterialKits anyway. (Though it does have an optional config for the Furnace that lets you put it into the chain.)
Actually there is a full production chain to MaterialKits and SpecializedParts that requires CRP (CRP triggers the MM-config). 1.) Ore/MetalOre -> Metal -> MaterialKits. 2.) Metal + Ore -> SpecializedParts. It was initially designed for OSE Workshop support.
I'll see if I can integrate a an optinal config to use MaterialKits (& SpecializedParts) with EL. Specially in combination with OSE it would be easyier to have one set of resources for all building needs.On 11/12/2016 at 10:44 PM, Dr Farnsworth said:I accepted a mission to rescue someone from the orbit of the Mun. When I got within physics range they were in a ST2502FS tank. There is no Image of the kerbal and no way that I can find to get them to EVA out of the tank.
First off, did you install the optional crewed container config?
I was wondering why this does not happen to the 2-kerbal cabin that has no door and looked up the config file. There is an entry unknown to me:noAutoEVAMulti = True
Maybe this will fix it, I'll have to look deeper.
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10 hours ago, Odonian said:
Here is a link to a dropbox folder with the version of the KeridianDynamics-Converters.cfg bundled in your latest release on github: https://www.dropbox.com/s/rge8pmmjlp3wte5/KeridianDynamics-Converters.cfg?dl=0
I'm not seeing a lines in it for the "MetalOre" resource.
Whoopsy, you are totally right, I made a booboo and uploaded the wrong file to GitHub. Download is fixed now.
Thanks for pointing me to this, wouldn't have found it that fast if it wasn't for you. Sry for the inconvenience.
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2 hours ago, Invader_guy said:
I had no idea this mod was still alive!
I'm glad I found it again, I really loved playing around with it like a year ago
Yeah, I was going for a dramatic ... ... Pause Just kidding. I'm glad to hear you enjoy it and thanks for the feedback!
2 hours ago, Odonian said:I'm interested in using this alongside MKS, but I'm not seeing the option to convert metalore to metal in the furnace, just ore->metal.
That's strange, I just checked and it works for me. My first guess is to look for the file "KeridianDynamics-Converters.cfg" in GameData/KeridianDynamics. Otherwise could you send me the ModuleManager.ConfigCache file (located in GameData)?
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Version 0.8.1 is finally available!
Download from SpaceDock
Download from GitHub
What's new?
The Chemical Reactor (model not finished yet) can split Ore into Metal + LiquidFuel + Oxidizer with a very high extraction efficiency but takes more time and power.More Tanks without crew-passable corridors to store a bit more in the same volume. Like the old Station Tanks they come in 6 sizes plus one adapter and offer between 585 and 8340 units of resources. They provide a slightly different interior that requires JSI advanced transparant pods and are also equipped with illuminated signs to distinguish them in the dark. By default they can store RocketParts, Metal and Ore. If Community Resource Pack is installed additional setups for MaterialKits, RareMetals/ExoticMinerals, Dirt and MetalOre are available.
Conversion rates have been greatly increased to justify the high costs (financial and weight). If that is still not fast enough it is possible to convert MetalOre too. The concentration of Metal is 70 times higher in MetalOre than stock Ore. A patch for the stock drill is included to mine MetalOre.
The mod is compatible to Extraplanetary Launchpads OR SimpleConstruction.
Included is also a little experimental modlet called "OreScience". It adds Ore Samples as a new science experiment to the stock drill. It was very easy to set up but I hope for some feedback before I put more work into this.
Have fun with the update!
Future plans:
For 0.9 I plan to focus on recycling. The ChemicalReactor needs more work. I'm still struggeling with a deployable launchpad but no result I like so far.Changelog:
Spoiler**2016-11-26 - Balancing update one - v0.8.1**
* New part: KD-ChemicalReactor (Ore --> Metal+LFO)
* New parts: KD-T250XFS (X=variant) 2.5 m non-passable Storage Tanks in 3 sizes (1, 2, 3 m).
* New parts: KD-T375XFS (X=variant) 3.75 m non-passable Storage Tanks in 3 sizes (1, 3, 6 m).
* New part: KD-T3252FS 3.75 m to 2.5 m non-passable Storage Tank adapter (2 m).
* Removed parts: KD-T125FS and KD-T250FS.
* Increased Furnace conversion speed (~15 times faster, extr.-rate remains 1%-mass).
* Added MetalOre --> Metal converter to Furnace by default (~70%-mass extr.-rate).
* Added MetalOre harvester to Stock drill (Big one only).
* Increased 3D-Printer conversion speed (~21 times faster, conv.-rate remains 100%-mass).
* Reduced 3D-Printer mass to 1.85 tons.
* Included compatibility patch for SimpleConstruction.
* Updated converter specialty to ExperienceEffect (3D Printer,Furnace = ConverterSkill; ChemicalReactor = ScienceSkill)
* Added Bulkheadprofiles.
* Added tags.
* Added ScienceExperiment: OreScience to Stock Drill (Big one only).Big thank you to @Dr Farnsworth for all the time and effort you've taken for testing and supporting this mod!
How to make Decals?
in KSP1 Modelling and Texturing Discussion
Posted
@SmashingKirby148 Merge both fragTransform into one gameobject. The module may get confused with two gameobject that have identical names. You can use other names but it must be same as referenced in the module:
textureQuadName = flagTransform
I can't spot any error in the unity setup. If this doesn't fix the problem I need to take a look at the config file.