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PalverZ

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Everything posted by PalverZ

  1. V 0.5.0 is coming soon: I am working out some issues with the ability to have more that one output, and heat production will be increased on engines having exhaust captures as well configurable engine , lots of code fixes too.... There is a strange problem with the inline radial I think it has to do with colliders and when I go to make a 2.5M part I will try to track down in fix it (look for that fix in 0.6.0 unless it bothers enough people that I heard about someone else running into it)
  2. Update to 0.4.0: **May break saves**: sorry if it does I will do this as few times as possible, should only break ships if anything. New part radial/inline collector "RIC" should collect from radial or inline engines, texture a little broken will fix sometime Now works with multiple engines attached to the same collector. Did small code add that should keep funky things from occurring (not that I think any did)
  3. Yes, right now my only part is a size 1, that works inline, I want to make it work on radials and be able to be configured to what it works on as well as a much more intelligent way of determining how much to generate, right now it relies on stock alternator core code and that seems to base its output on engine output percentage and not engine thrust output.
  4. PalverZ's Exhaust Recyclers: Current Version 0.5.0 On CKAN: Screen shots will come when I have model and texture I am proud to show off lol. This is plugin and example 1.25m parts. The parts with the Part Module (ModuleExhaustRecycler) can be attached to a part to allow any engines attached to it, (right now limited to engines of type LFO) to capture a small amount of their exhaust and use it as mono Propellant or any defined resource (use it to catch CO2 for your own mod?). Right now the example parts are under utilities after researching fuel systems. Future plans: Recent Changes: Special Mention: - Rover Dude's work with a lot of his engines inspired me to make a way to add this to more engines. Where to get it: - Kerbal Stuff: https://kerbalstuff.com/mod/1432/PalverZ%20Exhaust%20Recyclers - Git Release: https://github.com/PalverZ/PalverZExhaustRecycler/releases - Source: https://github.com/PalverZ/PalverZExhaustRecycler/ Attribution-NonCommercial-ShareAlikeCC BY-NC-SA
  5. Kind of funny I was working on a Config to to do just this with what seemed like a fair balance, hopped on to see if there is a way to make a FNRadiator Module not need/ignore an upgradability and it looks like somone already did this, nice work and cheers to you FreeThinker and of course the afore mentioned blackice504. But for my future reference can I just not include the upgrade lines and will it work fine?
  6. Ok... Im still at a lose but looking at some of the code from procedural fairings inspirded me an idea I will prototype and test a little [and Im kicking myself for not thinking of sooner]. Wish me luck....
  7. Ewwww boy Im going to have to get creative now that I finally found the class I was looking for unfortunately I only have a getter and I need a setter (the coders will get it).
  8. I jest indeed good sir .... I know you like to share your code and your works and I share your attitude towards sharing code (hence my very loose and not really limited license, Id just like to see what people do with what I did), when a main resource is picked though I will still ask permission again because its polite to do so ... LOL That is why I hinted at maybe you get upset about me asking all the time, [but still in a joking manner,] because you do seem to have good humor towards all this, I meant no offense and for anyone who hasn't talked to rover dude he is very nice and helpful don't think he is some crotchety grouch like me. Sidfu: If you like go right ahead, I wont turn down someone doing the leg work to benefit this project and will gladly work your extra configs into the package
  9. Cool deal Im thinking Karbonite or one of the resources from MKS would be ideal, I'll still ask because thats how I am, (Rover Dude is probably getting annoyed with me asking him if I can use this snippet etc lol), but............ when time comes I will just have a vote,[ I think I prefer the base resource to not be refine-able to fuel], [but even more so] I think this is one thing the users should decide because I don't have a very strong opinion on that part. I wont get to code much for 48 hours or so , but cant wait for V.3 be compiled and ready, [With new optional ready to go additional configs from sidfu ]
  10. Actually, I add Kerbinium, and it is not found in another mod (AFAIK) and due to there being a large number of resources I am thinking of duplicating 1 specific resource from a different mod to be the resource that appears if no other mods are present, so it will play well and companion the other mod well but still be able to stand alone, haven't decided what one exactly yet, and it will also depend if I can get permission, (which I am sure is possible with the great mod community here). My next major feature planned right now is likely to change this mod enough that it will bring something new to the table, be completely optional, and hopefully completely dependant free, yet work with any other mod out there without or with minimal derpiness. Also the feature to limit resources per roid is very much something I should indeed add!
  11. I think that he copy and pasted the definitions from TAC [Correct me if I am wrong] and really his intent (as seems to me) was an optional set of cfgs to save myself and others from having to add to the roids. [once again correct me if im wrong sidfu] As for my own resource, it is such a very important part of this mod [to me] that there will be none, or minimal dependencies with as much compatibilities as I can give, (maybe things wont work together but at least they wont conflict), this project was partly undertook with this goal in order to help me learn to adapt to issues that would develop in this exact kind of project, and handle them well, or at least well enough.
  12. Cool, sweet, thats great thanks! I'll probably add that in with next release then, (with special thanks), I think I'm close to breaking code on my next segment here soon, just doing a little more research.
  13. I tried non tweakable it didnt seem to work it, infact I think it is non tweakble now, if I am not mistaken resources are default isTweakable = False. AND ABSOLUTELY YES! I am excited someone asked that, it means someone will make use of the flexibility I am working hard on prototyping in Instructions on randomresource.DLL are in the readme and you can just add it into my asteroid.cfg (or any new or customized part) just follow module manager rules for adding things any resource that has a definition can be randomized on any part and I set it up so there can be a forced chance of zero and even a way to determine if its refillable or not. The plugin will actually shrink the storage if NotRefillable is true. (SEE BELOW ALSO) I need to work on making it generate its own storage space though, right now you still need to define the max to begin with as a resource container. Hope that (and this) helps. MODULE { name = RandomResource //Means this will be random ResourceType = Kerbinium //What resource Min = 1 // min amount TO GENERATE Max = 1000 //max amount (these are floats so you can get decimal amounts) TO GENERATE ChanceOfZero = 10 //this can be 10 or .10 and do the same thing 10% of the asteroids will not have any (This defaults to zero so you can leave it off if you don't want to define it) NotRefillable = True // this is the auto adjust storage size toggle this defualts to false so you don't have to define it. } RESOURCE { name = Kerbinium amount = 0 maxAmount = 1000 //just make this equal or greater than your random max and it will have enough storage and if you have notrefillable as true it will shrink to match. }
  14. This seems to be a inherent issue with modifying a resources and setting a container to 0 of MAX amount, until i find a fix, the way to work around is: Change the tank cost to act like what you would pay if it was full (in your case 50X500: 25000) Then add the base tank cost (I cant recall off the top of my head I think its 375 so 25375) That should fix it, with the direction some of my code is going I will have to figure out a fix for this issue, I am not entirely certain there is an easy way for me to fix this so it will be a little before I do find the real solution, however I will most certainly bump that up on my priorities list.
  15. Yes indeed : http://docs.unity3d.com/ScriptReference/ is invaluable for Unity based C# reference and C# in general, You could also always ask another coder, I'm not the greatest by any means but Im good at using references and debugging and willing to help, PM away any questions.
  16. Ok Ive skimmed through the posts about 3 times and I don't know is anyone else having EVA's not taking any supplies like they should. I EVA and everything is instantly depleted. Never mind found it on 162 need to upgrade I was using deprecated link doh!
  17. Starting to figure out a foundation for a fluctuating price, ( hope to make it a separate usable plugin like RandomResource so other people can use it if they want), still a low priority item to complete, also working out how I might be able to detect what an asteroid has from a distance.
  18. Well I guess its only $50.00 If you paid 1500, I would probably think you got screwed considering Youtube is free, but not everyone can learn that way either so good on you for getting a deal. They are mostly interchangeable terms as far as I know, I suppose a plugin would be a DLL that adds some kind of new function(s), an addon might only be parts, and a mod would be a package possible containing both. Truthfully I think they are just called whatever the author wants to call it lol.
  19. If you want to MOD KSP I would also suggest you learn a little about the Unity3D engine itself.
  20. Ha ha bug was silly was using OnAwake() and OnStart() backwards.
  21. V.2 is coming along tracking down a strange bug that I think is occuring when I try to shrink a max storage. RandomResource.Dll will contain 2 additional (and completely optional) parts to the part module that allow for stopping resources flowing back into it, and an additional chance to force 0 of the resource type.
  22. I am not keen on relying on other existing mods including module manager and I will eventually work out a way where it is not needed. My vision is a mod that plays well with others but can be used alone.
  23. If it was modified correctly I am sure it could however it is designed to stick to parts, and use of the Klaw like features using the AGMU will be deprecated when I come up with a tool for extraction.
  24. A low tier planetary resource of value is a viable idea but I am not sure how far I will work on that idea, the idea has been goring on my since I read this earlier but it was not in the original plan, in fact I was going to stay away from anything on kerbin itself. Your point that some people like to stay planet side though with jets etc, does kinda make me toy with the idea of full fledged planet side mining, esp because that could be a source of funds and purpose for the people who don't want to chase asteroids (which will ultimately have the greatest yield). I most certainly will not completely dismiss this idea as it is growing on me.
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