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Everything posted by Kayaking4autism
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SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Have a go, please report any bugs to me directly you WILL need damned robotics installed first. The idea is this concentrates sunlight onto the refinery to break the minerals into component molecules for processing. BETA 1.3 http://www./?cqawebdyf6sxk3b -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
[ATTACH=CONFIG]32587[/ATTACH] I've been working VERY hard as you see to use my own NEW parts to keep both the noobs and the other modders happy to replace the older ones I "borrowed" during the mods early development. NP_smx1 adapter has been replaced with my nicely UV mapped wheels I hope you like The Trusspack radial connector has been left out altogehter The NP_heavystruts have all been replaced by OREStruts The wing connectors from C7 have been replaced by my own parabolic solar concentrator part. There is ONE part I can't figure out how to change without scrapping the working robot and starting all over again, I am still going to include the unmanned cockpit. The Damned robotics parts will be stripped but there will still be a link at the header page to tell people to download the DR pack first. This way there will be a complete, working mod AND it uses 100% new parts. I hope you are happy, expect Beta 1.3 out later today. -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
You made me feel bad now for all that modelling and all I'm achieving, sure I cut corners, ban me for it. But who hasn't cut a corner now and again, the n00bz were complaining that the mod was missing parts and these are all the parts in one pack you need to get this to work, MOST of which I modelled and configured in parts.cfg of EACH INDIVIDUAL NEW PART. Sure I borrowed some IDEAS from old mods like the rotortron made the drill possible but I assure you it is entirely NEW CODE with NEW MODELS with NEW TEXTURES. Wind the clock back 10 years we looked up to the CS modders back then, now my mod is only in its infancy and you drop this bombshell, I feel like a shofixti scout vs a Kohr Ah dreadnaut fleet here! What would you have me do? Make version 1.2.1 have FEWER PARTS? More complaints the mod doesn't work, I've already credited r4m0n, InnSewerants and more will come who coded damned robotics and he's cool with OUR Mod, if r4m0n who helped code this MOD also objects then that is more than a 50% verdict of the people who worked on this project. Its a community project to develop a renewable energy way of turning another world into a habitable lush paradise. I had ideas for hydroponics, 3d printers, please, give me more time when beta 1.3 is out I assure you I will have made my own radial connectors from the truss pack and I won't have models that use other people's parts. There's an old saying where I come from, I see farther than most because I stand on the backs of giants. r4m0n, the trusspack dudes, all of you at KSP I AND ALL OF US ARE VERY GRATEFUL FOR YOUR WORK )) I've been working soooooo hard this passed week making this mod possible I apologise if I HAD to include a few extra parts from a few other mods but 95% of the parts are my own I designed in blender and UV mapped, I'm working as hard as I can and I really need more help, this is only a beta, remember that, when we get to beta 2, beta 3 and beyond I hope this will solve Kerbals economy problems and hopefully the world if these von neumann probes can really be built. Peace out. -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Latest update, working on a solar mining rig here's the first peep of the parabolic solar concentrator for vapourizing minerals using the sun: [ATTACH=CONFIG]32551[/ATTACH] -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Also have a look at this: http://i.imgur.com/m8AY7.jpg -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Well I'm thinking of doing a 3d printer photo-electron beam melter that can make you ANY parts for a certain mineral cost like 300 aluminium for truss, avionics package cost 3 titanium, 5 copper, 1 tantalum, 4 silicon for instance.... But again I need my own codeable menu in order to do that What I mean to say is that after you've dug the holes you can FILL them again with parts, habitats, hydroponics etc. -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Goldenpeach: [ATTACH=CONFIG]32516[/ATTACH] This will be in version 1.3 COMING VERY VERY SOON!!!! BTW the coding for the furnace is not yet implemented, if you want to help with coding or know of some good coders PM me plzzzzzzzzzzz -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Today I also worked on the scoop and recoded it so it would fit with the refinery module [ATTACH=CONFIG]32511[/ATTACH] The idea is that after mining the rocks can be flicked up at high speed and go round straight into the recycler! What do you guys think? The design is my own. -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Here's a sneak peek of Beta 1.3, which will include the following: www.youtube.com/watch?v=vIuQG7fm5sU THE COLLECTOR A fully coded hopper that deletes the rocks/recycles them A Cargo bay module An inventory menu of your on board minerals and the ability to jettison minerals you don't need/want or have space for -
http://www./?j5v3d5va9f20nkd An updated version of the 10m truss that doesn't have the same node stack problems as the last. Enoy
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SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Hello there Timmy Tucker, thanks for reporting this bug to me, I've looked into your problem and it turned out I hadn't included the 3m RCS tank, the heavy strut connector or even the unmanned control pod. I've added them in now, here's a link to beta 1.2.1 just for you!! (and everyone else of course is welcome to try it out also) Let me know if it works ok if not tell me and I'll have another look. download beta 1.2.1 http://www./?482zktg7950nmq3 bugfix =included 3m RCS tank, heavy strut connector and unmanned control pod (I don't like seeing kerbals die on untested rigs) -
Thanks, I've been so busy lately, if any of you like my work so far also check out my latest mining mod beta 1.2 http://www./?yt27yndy7fcn9yx The 10m truss is included in this mod, this was just a showcase and a bug testing report place, I'd love to see all the things you've built with this really long truss I made. And yes Maverick Sawyer, very DR truss inspired, I have been working closely with r4m0n and he's a really nice guy and very helpful. I decided to make my truss as familliar and as compatible with existing parts as possible. Any bugs PLEASE message me, I am DYING to hear your reports.
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SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Thank you for reporting this bug to me, the code SHOULD be in the latest version 1.2 mod and it should automatically spin when in close proximity to the ground. Also note there are NEW parts for beta 1.2: [ATTACH=CONFIG]32452[/ATTACH] download link: http://www./?yt27yndy7fcn9yx ENJOY When you install beta 1.2 load the lunar boring machine version 2 in the VAB and press 7 and 0 and you will start drilling -
Screenshots: http://i.imgur.com/pehc5.jpg http://i.imgur.com/tP0nY.jpg Version 1.1, better node stack icon alignment http://www./?j5v3d5va9f20nkd OBSELETE: http://www./?u0j686ucfa265ao Enjoy!
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SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
I managed to stop them breaking apart by adding: explosionPotential = 0 breakingForce = 2000 breakingTorque = 2000 into parts.cfg some of this is modelling work, a lot of it is notepad work tweaking the numbers around till you get something good -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
[ATTACH=CONFIG]32370[/ATTACH] A Star Control 2 style starship that actually holds up (need to work on a 500m truss I think for the spine) [ATTACH=CONFIG]32375[/ATTACH] I've finally finished coding this, all that I have to do is add a few more polygons to this to make it prettier. Does anyone understand UV mapping? (now obselete) Beta 1.1 http://www./?3ehqb8c1ajnq6j6 Nevertheless here are the files to do as you please with your pleasure, also includes lunar mining rovers version 3 and 5, 4 was abandoned because it was too buggy. -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Cardinal, I'll give you a very very buggy copy if you REALLY want, these are just screenshots of PROOF I can make something big, its all about getting the positioning of the nodes with the node colliders and doing in manually in notepad and re-running the full game every time -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
[ATTACH=CONFIG]32344[/ATTACH] [ATTACH=CONFIG]32346[/ATTACH] i've been Idoing a lot of experimentation with blender, parts.cfg and blender these passed few days. In this image on the far left I was experimenting with a cradle design for a massive starship hull husk, on the top is a 50m segment truss and on the left I was having a go at the spine of the ship from Star Control 2, modelling without the game crashing, lagging like hell on your own model part and aligning them all up to the right nodes and the node colliders is hard work. I thought I'd share my experience with you, I've been starting off with a testcube and I just repeatedly go extrude, scale z, scale x, click another face and repeat, extrude, scale (one axis at time) and I can make the parts appear in kerbal, but I find that the strut works best assuming its parts.cfg stack_bottom is assigned correctly and less than 0.1m away from the node_collider face. I had a lot of problems but in the parts.cfg file if you can be bothered you can add node_bottom01 to node_bottom99 if you really want! The only problem with making large cube structures is the surface face your VAB or SPH the model appears, all the pieces you want to put into it keep wanting to stack to the outermost face of the husk. I had a model 15m wide by 150m long in there! Mode of my large custom parts just instantly blow up but not the experimental 15m truss, I noticed you want whatever parts you've got to use as little volume as possible, an all in one starship hull truss to transport a miner would blow anything up inside of it if mod modelled perfectly. I could really do with some help here... -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
[ATTACH=CONFIG]32343[/ATTACH] another update of a successful mining chip scoop and chuck into the refineries... -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
[ATTACH=CONFIG]32264[/ATTACH] I figured sending the first von neumann/mine/refinery/factory/ion cannon/mammoth tank/starfighter launcher to the moon .. would involve some better trusses rather than the chuggy and wobbly strut method. Let me know what you think. -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
That's the general idea, to build a von-neuman probe. I was thinking of a 3d printer part. Stay tuned for Beta 2! If you have any ideas please let me know -
6/10/12 Solarnrg mining mod beta 2 released: http://www./?t1o3z22mf21cl4f now includes provisional inventory screen to count your minerals you've mined so far. SPECIAL THANKS TO MEATSAUCE FOR HIS CODING HELP!!![ATTACH=CONFIG]34332[/ATTACH] [ATTACH=CONFIG]34280[/ATTACH] 05/10/12 Update on the mining mod screen pictures of inventory screen above Go to page 8 for full details 22/9/2012 Launcher large enough to take the mining rig now exists AND you can fly her check out my parallel project also: http://kerbalspaceprogram.com/forum/showthread.php/19944-Red-Dwarf-Beta-2-RELEASED-0-17-compatible-PROUDLY-PRESENTING-DRYDOCK-DOOR?highlight=dwarf Beta 1.3.1 snapshot [ATTACH=CONFIG]32654[/ATTACH] NEW SOLARNRG BETA 1.3.1 NOW RELEASED 08/09/2012 DDMMYYYY format: First get Damned Robotics by DYJ and r4m0n (he also helped on this projects and so did InnSewerAnts) thank you! DOWNLOAD FIRST: http://kerbalspaceprogram.com/forum/showthread.php/9675-v0-16-Damned-Robotics-Version-1-2-1 SolarNRG mining mod Beta 1.3.1: http://www./?t04dkc4kkefxvkk Load up the mining test rig and launch. Here are the controls: i o : right track (vehicle drives like tank not like car) y u : left track 7 8 : The drill 5 6 : The rock hoover 1 2 3 4 b n the drill motions 100% new parts Dig rock out of the ground and fry it with the solar oven. ENJOY Beta 1.3.1 updates: Fastrrotortron© no longer used, now replaced with OreWheelLeft and OreWheelRight. OreRecycler NOW DESTROYS ROCKS WAAAHOOOO!!! Also check out a video of what I aim to achieve with with this mod long term: Also check out Red Dwarf, a powerful launch vehicle to take your mining rover to anywhere you want: DOWNLOAD: http://www./?x1p7bkbs89a090v Starbug Red Dwarf starship flies, docks, flyable level platforms, beds, toilets, giant fuel tanks, robotic airlock: Beta 3 http://www./?da9c6xap35y8nav License agreement, if you download this you can do what you want with the files AS LONG AS you contribute with new ideas, new code, new models, new designs to better mankind's industrial and colonial prospects offworld. For now the kerbals will be mankind's first offworld pioneers, but from what we learn in Unity will help up not to make these mistakes in real life when we eventually go back to the moon with heavy mining equipment!
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Ambitious Mining Mod (help required)
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mods Discussions
[ATTACH=CONFIG]32196[/ATTACH] Latest update and download for the mining mod, now the drill automatically starts and digs up moon rock. The bugs have been MOSTLY ironed out thanks to InnSewerAnts [ATTACH=CONFIG]32197[/ATTACH] And here is the first Beta for download: http://www./?ci80jehctatad9w Thanks InnSewerAnts and r4m0n for all your help to make this fantastic new mod possible -
Ambitious Mining Mod (help required)
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mods Discussions
Proof the drill is able to dig something out the ground (Special thanks to r4m0n for his help coding whilst I did the models and textures) [ATTACH=CONFIG]32151[/ATTACH] Here's a glimpse at the mineral recycling hopper (design probably needs improvement) [ATTACH=CONFIG]32164[/ATTACH] Here's a video of the drill actually producing chips. Help: It keeps crashing, please have a look at my code, cheers. http://pastebin.com/d56hV3e1 -
Ambitious Mining Mod (help required)
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mods Discussions
[ATTACH=CONFIG]32127[/ATTACH] Here's another update on the mining mod, yes I've been burning the midnight oil again to get this done. I want to thank r4m0n for all his help coding and pointing me in the right directions of Unity and MonoDevelop. Also here's a video for you to have a look at of the latest drill in action, note the collission detection is only 2/3 of the way down the drill to give the illusion the drill is mining into Kerbin! Also here is a link to a working alpha mod NOTE: DAMNED ROBOTICS MUST BE INSTALLED TO WORK PROPERLY. There will be a pre-made drill rig you can load when in game. http://www./?sbejfb1ebfj77k1