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Everything posted by ObiVanDamme
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
This is really weird. When the limit is 18.000 on the first load that means it could not find any of the inventories and falls back to the configured value. When the limit is reduced to 300 that means the workshop was able to find the crew inventories, but not the one on the bottom. If you say, that the can and the workshop somehow where two different vessels, than this is the reason. The large container is below the can, so it is not part odf the lab vessel and all inventories available are the two 300l of the crew. I have an Idea why the initial check for available inventories fails, but I have absolutly no Idea about the second problem. Did you notice that with other parts as well? -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
For the final vessel you switched to it found 2 inventories with a max size of 300 litres. This should be two Kerbals. The first time you switched to a workshop vessel there was an error when it tried to get the inventories on that vessel. I will contact KospY again and show him what I did. maybe there is something i did wrong. The strange thing is, that my current implementation works most of the time and inly for some installations or even for some vessels this strange error happens. I will investigate and let you know when I found the issue (new release) -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
the limit is determined by two values: configured limit and largest inventory, which ever is smaller. if no inventory is found the configured values is taken, because i received a report where for some reason no inventories where found although they where available. if you send me the ksp.log after you switched to the workshop vessel i will take a look. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
They used to be, but the decission to get along with another resource was on purpose. In the same release I introduced thenew resource I made it configurable for everyone who liked it the way it was before. We are planning on introducing another resource to work around the problem, that some parts are very heavy and cheap, while others are very light and expensive. On a complete rocket this problem does not exist that much, because the part distribution solves it. With a single resource it is very hard to balance, because you either make some parts extremly expensive or make others so cheap, that it feels like cheating. With this introduction the compatibility to EPL will be much harder to achieve. The easiest way for you might be, to write someMM configs that add the Workshop module to the Workshop Part of EPL and maybe add an additional converter, that creates MaterialKits out of Metal / MetallicOre. In that case you could use the same infrastructure and only need to provide some storage for the MaterialKits. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
That is a planed Feature for the netx releases. It will Come in August for sure. THe workshop Module config is commented in the MM File that adds it to the Stock lab -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
the resource used is configurable. you can change it using module manager if you like -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
OSE Workshop Version 0.9.6 was just released and brings KIS 1.2.1 compatibility - Compatible with KIS 1.2.1 - Fixed a bug in the Recycler that caused an Exception when an Item was added to the Queue - Fixed animation setup for the 3D printing lab Edit: Sorry for the trouble you have everytime KIS updates. I am still trying to make the Workshop work with newer Versions of KIS than the one I used during development, but was not able to do up to now. Even some hints of KospY himself did not work. I will continue to work on that and hopefully find away to solve this in the future. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
Mass conservation is the main motivation behind the current implementation . I do not plan to change that. And even if more mass is needed that the resulting part has, the rest can be declared as non-reusable waste which will be tossed out into space. No matter how the final implementation will look like, we will never create mass out of nothing. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
You algorithm looks very similar to what I have in mind at the moment. I also like the Ideo to have an optional part module to override the generic algorithm in case the algorithm would give too expensive or too cheap results for some special parts. In general it should be ok to process the secondary resource until you reached the cost and than process the remaining mass with the heavy but cheap resource. I did think about the other way around and thought about a two way production process. I would first process the required mass with heavy cheap resources, which would be the equivalent to build the structural components of a part like the hull, nozzle, or pipes. When this is done I would start a second production cycle until the cost is reached using the massless expensive resource, which would be the equivalent of printing all the tiny and expensive components like ciruits, gears, or even computer parts. Both ways make sense and I did not yet decide which way to go. But the direction is already set. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
The production time is another thing that might need to change for more realism. I think, that this is less important than the cost adjustment but with a second almost massless resource it is possible to adjust in the same way. The printing speed is measured in MaterialKits per second. So having an almost massless resource for the pricing would allow to make expensive parts slower in production because they will need more of the new resource. The only thing I need to do with this approach is to make sure, that expensive parts need more of the new resource, than cheap heavy parts need of the current material kits. This adjustment can be made by trying different densities and costs per unit with the two resources. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
The mod is cureently not career mode ready. I will state that in the OP. I was not even aware, that the configured price is the maximum cost. I thought it is the cost for a dry part. I really like the Idea of a two resources system where one resource is used to reach the cost and the other to reach the mass. I like this even more than a complete free recipe with "unlimited" combinations of resources. When we take on the career mode all cost related things will be adjusted and I will implement something to make 3D printing parts in space more expensive than building them on kerbin. The only thing you should save with the 3D printer is time, not money. -
Hey BahamutoD, thank you very much for your help. I managed to make these complex animations available and it looks very promising for the first shot. Here is what I did for start (no pseudo-code) heatAnimation.enabled = true; heatAnimation.normalizedSpeed = 0.5f; while (heatAnimation.normalizedTime < 1) { yield return null; } heatAnimation.enabled = false; workAnimation.enabled = true; workAnimation.wrapMode = WrapMode.Loop; workAnimation.normalizedSpeed = 0.5f; and for end heatAnimation.enabled = true; heatAnimation.normalizedTime = 1; heatAnimation.normalizedSpeed = -0.5f; workAnimation.enabled = true; workAnimation.wrapMode = WrapMode.Loop; workAnimation.normalizedSpeed = 0.5f; while (workAnimation.normalizedTime < 1) { yield return null; } workAnimation.enabled = false; while (heatAnimation.normalizedTime > 0) { yield return null; } heatAnimation.enabled = false; The only struggle I have currently is the setup for the animations. I already received bug reports with NullReferenceExceptions inside those two methods and I expect, that this is happening, because the animation states where not initialized but where null. Here is the code i have. I currently call it inside the OnLoad method. Is that the correct way or should I call it from OnStart? foreach (var animator in part.FindModelAnimators("workshop_emissive")) { heatAnimation = animator["workshop_emissive"]; heatAnimation.speed = 0; heatAnimation.enabled = true; heatAnimation.wrapMode = WrapMode.ClampForever; animator.Blend("workshop_emissive"); break; } foreach (var animator in part.FindModelAnimators("work")) { workAnimation = animator["work"]; workAnimation.speed = 0; workAnimation.enabled = true; workAnimation.wrapMode = WrapMode.ClampForever; animator.Blend("work"); } I cannot reproduce the exceptions and the reporter has a very heavily modded install. Can you tell me if this setup is right or do you have any Idea what could cause those exceptions based on the info you have?
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
Your recycle Exception is still an Issue that was fixed in the workshop but not there. I will fix that in an upcoming release. The other exceptions are related to the Animations that where introduced with this release. Did you have that exception on the 3D printing lab that comes with OSE Workshop or on another part? -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
ObiVanDamme replied to Angelo Kerman's topic in KSP1 Mod Development
Thank you for the clarifaction. I did not do the orbital scan yet. I will perform this the next time I play and than retry the geo lab. I am asuming I need to do the above steps in this order to get useful information on the resources, right? -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
ObiVanDamme replied to Nils277's topic in KSP1 Mod Development
I just started a new game with USi Life support and Pathfinder where I wanted to focus on planetary missions and a lots of EVA stuff. Your mod fits just perfectly and I can't wait to give it a try. Looks very promising -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
ObiVanDamme replied to Angelo Kerman's topic in KSP1 Mod Development
After setting up my first Pathfinder base I started to investigate what I can do with the different ponderosa configurations and I am a bit confused. I expect the habitat to just have space for more than just one kerbal, but I have no Idea what the geo lab is for. I started an expermiment with a scientist inside and it told me that I got some science points. Will this science be available immediately or do I need to transfer it back to kerbin and if yes how? What else can I do with this GEO lab. Based on the picture from the first post I would think, that it will help me to find resources, but I can't figure out what I need to do. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
OSE Workshop 0.9.5 was just released with a complete GUI rework - 3 x10 Grid for item selection without a scrollbar - Paging of available items (this should reduce memory usage a lot and hopefuly prevent freezes and crashes) - Mouseover tooltips with larger preview, mass, volume and available resources as well as cost (MaterialKits) and duration for the crafting process - Maximum volume of craftable parts in the Workbench title - 7x4 Grid for the workshop queue that also uses the tooltip feature - work and hotness animations on the 3D printing lab now start and stop automatically when you print something I hope, that this release reduces the memory usage when you open the workbench and eleminates freezes and crahes with heavy modded installs (playtesting on my own install had no problems up to now) I would also like to point you to the amazing pathfinder mod, that was released in version 0.1.6 yesterday and introduced a great OSE Workshop integration. You will get a ponderosa "space-tent" configuration with a OSE 3D printer and have inflateable MaterialKits storage for your camps in the form of the configurable Chuckwagon. Check it out here: http://forum.kerbalspaceprogram.com/threads/122484-WIP-1-0-2-Pathfinder-Finding-The-Right-Location -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
I will give that a try after 1.0 -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
ObiVanDamme replied to Angelo Kerman's topic in KSP1 Mod Development
Very nice new update. I just got my first Pathfinder base on minmus up and running. I just brought one of my 3D printers with standard OSE containers to hold MaterialKits, just to find out your newest release has MaterialKit storage and 3D printer templates for the ponderosa. Thank you for this incredible integration. Here is a picture of the pioneer mission with the landers and a single ponderosa. - - - Updated - - - I have the same Issue here but was not able to resolve it yet -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
Because of all those problems I started with completely empty Parts. The longer I think about that Issue the more I like the Idea of an additional PartModule that specifies which resources can be added in exchange for MaterialKits. I currently can only think of Ablator but there might be something more. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
Deciding by transfer mode if the resource can be created with the printer is a nice idea. I will think about that when i came back to this Issue. It is more generic than having an aditional PartModule to allow that. It makes sense in a way, that you can refill all empty parts with pumpable resources by hand, but you cannot add ablator to a heatshield once it is done. This might be a good idea for a first shot on that topic to see how it works out. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
I already noticed the problem with uncategorized parts. Because of that I have the EVA filter to filter for EVA items, that have no category by default as well. I currently have no Idea how I can filter for "anything else" but with the new custom tabs feature it might be necessary. The only thing I can think of is to have an additional filter for a special "none" category which can be used by other mod authors to get rid of there items in the VAB categories but still make it available in the workshop. The current custom category is actually a prototype where I justed wanted to see if the custom category feature works I will revisit that code and change it so that you can put other items there by using a custom category or something like that. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
Having the option to remove parts from the production is a very nice idea. I had implemented a module that was required for a part to be craftable, but the other way around is much more flexible. I excluded the resource production on purpose because it was like cheating to print liquid fuel. Having the option to create a resource using a special module makes sense in some cases. I will take a look at that for a future release, but I think it will be after the 1.0 version. Thank you for the feedback. EDIT: The parts name will be in the description box. Adding the max size is also a nice idea. I think I will place it in the Window title. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
Sorry about that, I did not yet adjust the pricing for career mode and did not play in career mode with the mod ever. Might be some copy past thing with the original configs we used to create the ones for the container. The container should not be that expensive. Whats expensive is the MaterialKits, as they allow you to create very expensive parts like engines and command pods like taniwha mentions. I will review the part costs for the next release. - - - Updated - - - I just started working on the GUI rework and tha paging feature. Below you can find a sneak peak on what the workbench might look like in the next version. Hope you like it and feel free to comment on that. The sooner I git feedback the sooner you will get it. Also please let me know if you like to have regular updates on the WIP features or if you just want to be informed when something is ready. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ObiVanDamme replied to ObiVanDamme's topic in KSP1 Mod Releases
Maybe next week. I am very busy at the moment and using my rare spare time to actually play KSP on the weekends instead of just programming for it as usual.