SSMI
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
You should put images of the new parts in these posts. I can never wait to see them. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
Does this update add official CTT support? And the KIS container isn't showing up for me. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
I'm glad it was helpful. It wasn't really a polished tutorial or anything. I just wanted to make an example so people could land these without an atmosphere. If you want to build it into a tutorial and include images from my album feel free. Do you have a link to the reddit post so I could see what they are saying? Also Nils77, feel free to use it in the first post if you want. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
I'm so excited for the next update. -
Is there a list of the names for all the tech nodes? Both stock and CTT? I am looking to put some patches together.
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
A little bit off topic. I love these base components. They look great and work or will work with USI-LS. The only thin I'm missing is something for orbital station. I know these can be used for it but would like something more dedicated. Does anyone have any suggestions for other mods? I did had MKS/OKS but I didn't like how much it complicated things. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
I thought of a way to do hard and easy mode with module manager. You could put easy mode into you parts. Then you could have a set of MM configs that overwrite that to match MKS is MKS is installed NEEDS[MKS]. Then if they aren't useing MKS they don't even need to know about it. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
Did you look at the universal storage parts when trying to figure out the module manager? Here is the cfg for the CO2 tank. Whether it loads the textures or not I don't know. The needs portion seems pretty straight forward though. I do know that it uses the root gamedata folder name. PART:NEEDS[LifeSupport|IoncrossCrewSupport|TacLifeSupport] { //Basic author = Paul Kingtiger & Daishi mesh = model.mu module = Part name = US_1R310_Wedge_CarbonDioxide rescaleFactor = 1 //Node attachRules = 1,0,1,1,0 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 //Description category = Utility description = Contains four emptied Carbon Dioxide tanks to integrate into a life support system. Once installed and properly connected, waste gas can be collected and pressurised to store for conversion and reuse. Warranty void if jury-rigged to soda machines. manufacturer = New Horizons & Nox Industrial subcategory = 0 title = Universal Storage: C02 Canister //Costs & RD cost = 300 entryCost = 1500 TechRequired = specializedElectrics //Physical bulkheadProfiles = wedge crashTolerance = 7 mass = 0.155 maxTemp = 1200 emissiveConstant = 0.95 thermalMassModifier = 4.0 //Drag angularDrag = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 //Animation MODULE { name = ModuleAnimator animationName = Take 001 guiEnableName = Open Hatch guiDisableName = Close Hatch actionEnableName = Open Hatch actionDisableName = Close Hatch animationSpeed = 0.5 oneShot = false activeEditor = true activeFlight = true activeUnfocused = true unfocusedRange = 2 } MODULE { name = ModuleAnimator animationName = Take 002 guiEnableName = Structure Off guiDisableName = Structure On animationSpeed = 1000 oneShot = false activeEditor = true activeFlight = false activeUnfocused = false unfocusedRange = 5 } //KIS MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } //Resources RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 3125 } } -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
Cant wait to get those parts. I'm excited for LS parts. I'm not however sure how I feel about ore to fertilizer. Are you planning to fit into the MKS/OKS system? It doesn't seem to really match. Of course I can't see all the parts you've made or how they are put together. They feel like they should go at about the same level of the tech tree as the mks/oks parts (for CTT at least; I'm not sure about stock) to me. A question about the mod compatability. Can't you keep the parts from loading with a NEEDS[KIS] or NEEDS[TAC-LS] module manager qualifier? Then people wouldn't have to unzip the parts. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
Yea. I did my landings in sandbox mode. It would be hard to do it earlier in the tech tree. I also had to use some pretty big rocket parts to get off Kerbin. Personally I think the Planetary Base Parts are all too early in the tech tree. Hmmm. You might be able to surface attach them to rockets as if they were boosters. Still would be hard to land though. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
Here are some images of my base building on Minmus. This should work for those building on a body with no atmosphere. It uses a skycrane docked to the top of the parts. It should however be docked near the center of mass. Here are images from many of the steps. I took the base there in two launches with four landings. I then assembled the pieces with the rover wheels. Then I removed the wheels. Things that aren't apparent in the images. I had to strut to fairing for the base to the I-beam or everything wobbled. Care taking kerbals because it may flip you control ball Questions: How do you get the imgur album to embed? For some reason I can't get the kis tank to appear. I moved the files from the zip into the tanks folder. Did I do something wrong? -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
The CTT config was just very rough placement mostly and not all the parts in the most recent update. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SSMI replied to Nils277's topic in KSP1 Mod Development
Any chance of adding a Community Tech Tree cfg? I started one but as you keep adding parts you may want to consider it. This is up to date as of the version before the ISRU; I haven't updated it yet. I wasn't real sure where was best to put the parts but tried to match them some to the OKS/MKS parts some. // Command@PART[KKAOSS_Service_g]:NEEDS[CommunityTechTree] { @TechRequired = commandModules } @PART[KKAOSS_Landing_Control_g]:NEEDS[CommunityTechTree] { @TechRequired = unmannedTech } @PART[KKAOSS_Control_g]:NEEDS[CommunityTechTree] { @TechRequired = commandModules } @PART[KKAOSS_Automatic_Control_g]:NEEDS[CommunityTechTree] { @TechRequired = advUnmanned } // Tanks @PART[KKAOSS_small_Rocket_Fuel_Tank]:NEEDS[CommunityTechTree] { @TechRequired = specializedConstruction } @PART[KKAOSS_RCS_Tank]:NEEDS[CommunityTechTree] { @TechRequired = specializedConstruction } @PART[KKAOSS_Liquid_Fuel_Tank]:NEEDS[CommunityTechTree] { @TechRequired = specializedConstruction } @PART[KKAOSS_Battery_Tank]:NEEDS[CommunityTechTree] { @TechRequired = specializedConstruction } @PART[KKAOSS_Storage_g]:NEEDS[CommunityTechTree] { @TechRequired = specializedConstruction } @PART[KKAOSS_Rocket_Fuel_Tank]:NEEDS[CommunityTechTree] { @TechRequired = specializedConstruction } //Docking @PART[KKAOSS_dock_habitat]:NEEDS[CommunityTechTree] { @TechRequired = specializedConstruction } @PART[KKAOSS_dock_gangway]:NEEDS[CommunityTechTree] { @TechRequired = specializedConstruction } @PART[KKAOSS_adapter_g]:NEEDS[CommunityTechTree] { @TechRequired = specializedConstruction } @PART[KKAOSS_engine_g]:NEEDS[CommunityTechTree] { @TechRequired = specializedConstruction } //Gangways @PART[KKAOSS_gangway_airlock]:NEEDS[CommunityTechTree] { @TechRequired = composites } @PART[KKAOSS_gangway_6_1]:NEEDS[CommunityTechTree] { @TechRequired = composites } @PART[KKAOSS_gangway_5_1]:NEEDS[CommunityTechTree] { @TechRequired = composites } @PART[KKAOSS_gangway_4_2]:NEEDS[CommunityTechTree] { @TechRequired = composites } @PART[KKAOSS_gangway_4_1]:NEEDS[CommunityTechTree] { @TechRequired = composites } @PART[KKAOSS_gangway_3_2]:NEEDS[CommunityTechTree] { @TechRequired = composites } @PART[KKAOSS_gangway_3_1]:NEEDS[CommunityTechTree] { @TechRequired = composites } @PART[KKAOSS_gangway_2_3]:NEEDS[CommunityTechTree] { @TechRequired = composites } @PART[KKAOSS_gangway_2_2]:NEEDS[CommunityTechTree] { @TechRequired = composites } @PART[KKAOSS_gangway_2_1]:NEEDS[CommunityTechTree] { @TechRequired = composites } @PART[KKAOSS_gangway_end]:NEEDS[CommunityTechTree] { @TechRequired = composites } //Other @PART[KKAOSS_Habitat_MK2_g]:NEEDS[CommunityTechTree] { @TechRequired = longTermHabitation } @PART[KKAOSS_Habitat_MK1_g]:NEEDS[CommunityTechTree] { @TechRequired = shortTermHabitation } @PART[KKAOSS_Greenhouse_g]:NEEDS[CommunityTechTree] { @TechRequired = hydroponics } Also the cupopla part isn't CLS passable right now. - - - Updated - - - Oops. Didn't see the change in the first post about the plans to add CTT compatibility. Feel free to do whatever with my config. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
SSMI replied to erendrake's topic in KSP1 Mod Releases
That's what I figured but thought I would ask. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
SSMI replied to erendrake's topic in KSP1 Mod Releases
Does KOS control ships in the background? The reason I ask is because I would like to automate ore trips from minmus to orbit. -
filter { check { type = category value } check { type = subcategory value invert = true } } Something similar to the above should work for you. Parts have to match all checks within the same filter. They only have to match any one filter if there are multiple filters. Programming wise it works with multiple filters have ORs between them. Multiple checks have ANDs between them.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
SSMI replied to ObiVanDamme's topic in KSP1 Mod Releases
I've got a design type question. Is there a reason you chose to use MaterialKits? I have seen RocketParts in a couple of different mods (USI Colonization, Extraplanetary Launchpads). It seems to me these would be equivalent resources. -
My understanding was it was for launches from kerbin and returns to kerbin.
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I think that is routine mission manager which I am using right now. Neither helps with mining from a moon or automatically running a shop between two stations.
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So I love the idea of running with a life support mod and even mining and turning it into fuel. I really detest flying the same mission over and over though. I have looked into both Davon supply mod and routine mission manager. They both work fine for resupplying or refueling in kerbin orbit but neither could transfer say ore from a moon to an orbital station. I have put some thought into possible ways to do a resupply but don't know enough about ksp to know how feasible they would be. I have slight programming experience (python and java) but don't think I have enough skill to turn this into a mod. here are my thoughts on how it could work. You would have to fly each saved mission at least once. When flying the start point and end point would be based on an orbit in a certain SOI. A possible way to specify the orbit would possibly be energy (Potential and Kinetic), within perhaps 5% or something. That would allow for some variation while still keeping. A pilot would increase the acceptable orbit ranges some as well as save some fuel (level dependent). After running the first run manually a new run could be triggered if you were in the starting orbit and targeted something within the ending orbit envelope. It would then auto pilot to within a certain distance of the target. Another possible starting/ending location could be the surface of a body. To start a new run you must have as much of the active fuel as you had initially. Timing wise I was thinking you could take the recorded transit time plus one full orbit on each end (doesn't take planetary transfer windows into account). This system would work for carrying kerbals, fuel or any resource something that could be done routinely. My only issue with how to set it up is identifying the ship that recorded the initial run. Maybe keep track of the active engine, command moduule or probe and all fuel tanks that are used? Do ships keep a unique id that doesn't change? It was my understanding that ships actually combined when they docked. If someone does start working on something to do this I am willing to help. I just don't think I could build this alone it is beyond my capabilities. If nothing else this thread can serve as a discussion on how this could be done.
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So. Actually I saw a youtube video with one earlier today. The made it using some air brakes and then two separations to do the final braking. After seeing this I google searched it and there were a ton of different videos with different ideas. I couldn't find the one I saw earlier but search for "KSP ODST."
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Hmmm. That didn't really work for me. The two subcategories I am trying to hide are "Robotic Parts" from Infernal Robotics and its Rework and then EVA Items from KIS. I am also having a hard time getting all the parts in these categories to show up elsewhere. I should just be able to add remove = Robotic Parts and then the same for EVA Items right?