rasta013 Posted July 22, 2015 Share Posted July 22, 2015 Great question. At the present time, I have not integrated the mod with CTT. But if CTT doesn't remove nodes in the stock tree, you should be ok. Great feedback, thank you. Consider the MC-16 communications link to be a part of the Gaslight. Yay reduced parts count! I have some other ideas in mind for next update to help keep the base's part count low as well, but still work with KIS/KAS.I think a combination of the two- lowering the EC levels on both the Outback and the Buckboard to EC amounts appropriate to the tech level, and requiring RocketParts to make the conversion, will solve the problem.That sounds like a fantastic solution actually. Keeps it in line with the processes already being established for field changes and also helps to balance out the power issue. Great idea!On the CTT question - no, CTT doesn't remove or change any of the stock nodes, only adds to them. Additionally, it only adds 3 nodes to the stock tree through the 90 point science level, of which I'd probably only consider moving one item from Pathfinder into - the Conestoga being moved from Advanced Construction to Storage Technology on the CTT. IMHO, where these parts fall on the tree with or without the CTT is fairly good. Link to comment Share on other sites More sharing options...
Prime flux Posted July 23, 2015 Share Posted July 23, 2015 (edited) ...The Prime Flux Battery option is WAY overpowered...Prime Flux is always overpowered, fact of life. Warning: This statement may contain traces of irony Edited July 23, 2015 by Prime flux Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 23, 2015 Author Share Posted July 23, 2015 A couple of closeups for you. I have some more coding work to do, and then the part is done. Link to comment Share on other sites More sharing options...
includao Posted July 23, 2015 Share Posted July 23, 2015 A couple of closeups for you. I have some more coding work to do, and then the part is done. Loved this <3 Link to comment Share on other sites More sharing options...
Overjay Posted July 23, 2015 Share Posted July 23, 2015 This mod is great! I cant wait to unlock enough tech to land something safe on Mun and deploy some things!Also, yeah. CommunityTechTree inegration would be awesome!And one question about that "prospecting" thing you wrote in OP. So, the mechanic is like this - I get an early resourse scanner, low resolution. And then I deploy a camp in resourceful region and find stuff locally, with rovers? Am I right? Also, a suggestion. Inflatable lab module, pleeease Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 24, 2015 Author Share Posted July 24, 2015 (edited) Loved this <3This mod is great! I cant wait to unlock enough tech to land something safe on Mun and deploy some things!Also, yeah. CommunityTechTree inegration would be awesome!And one question about that "prospecting" thing you wrote in OP. So, the mechanic is like this - I get an early resourse scanner, low resolution. And then I deploy a camp in resourceful region and find stuff locally, with rovers? Am I right? Also, a suggestion. Inflatable lab module, pleeease Glad you like it. Prospecting is a work in progress, but it goes like this: Send a TERRAIN satellite to polar orbit to scan the planet. Land a Ponderosa configured as a Pathfinder Geology Lab, and staff it with at least one astronaut (bonus points for staffing it with experienced Scientists). Use the Geology Lab to perform an analysis of the biome. Take a scientist out for a stroll with a Gold Digger drill (rovers work just fine for this). Use the drill to take core samples. If you get a good result, you can improve your resource extraction rates for all your drills in the biome. If you get bad results, you could get worse extraction rates. Hope that helps. And thank you for the suggestion, I do have plans to add an inflatable science lab. It will take awhile though, there's a lot on my todo list, heh. Edited July 24, 2015 by Angel-125 Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 24, 2015 Share Posted July 24, 2015 Also, a suggestion. Inflatable lab module, pleeease For cleaning out one-shot experiment modules? YAAAASSSSS. Please, this needs to happen!!! Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 24, 2015 Author Share Posted July 24, 2015 For cleaning out one-shot experiment modules? YAAAASSSSS. Please, this needs to happen!!!Ok, I'll move up the priority on the lab, though of course scientists can clean one-shot experiments while on EVA. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 25, 2015 Author Share Posted July 25, 2015 One more preview. I'm working on the needed infrastructure changes and bug fixes now... Link to comment Share on other sites More sharing options...
rasta013 Posted July 25, 2015 Share Posted July 25, 2015 Angel - if you want any help with any sort of non-standard science lab cfg file I'd be glad to help. I'm slowly but surely getting all the mathematics behind the various parameters nailed down for science labs since they really don't make a lot of sense once you start getting away from the stock MPL configuration e.g faster processing+lower data output, varied surface/context bonuses etc. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 25, 2015 Author Share Posted July 25, 2015 Angel - if you want any help with any sort of non-standard science lab cfg file I'd be glad to help. I'm slowly but surely getting all the mathematics behind the various parameters nailed down for science labs since they really don't make a lot of sense once you start getting away from the stock MPL configuration e.g faster processing+lower data output, varied surface/context bonuses etc.Thanks, I'll definitely take you up on that. I have ideas on that ModuleScienceConverter but I need a good education on how it works. Link to comment Share on other sites More sharing options...
Prime flux Posted July 25, 2015 Share Posted July 25, 2015 One more preview. I'm working on the needed infrastructure changes and bug fixes now...http://i.imgur.com/vn8Gegf.pngIs that a integrated connection port on the saddle? If so, very neat! I approve! Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 25, 2015 Author Share Posted July 25, 2015 Is that a integrated connection port on the saddle? If so, very neat! I approve!Not just one, but two connector ports (ah ah ah!) Link to comment Share on other sites More sharing options...
includao Posted July 25, 2015 Share Posted July 25, 2015 Glad you like it. Prospecting is a work in progress, but it goes like this: Send a TERRAIN satellite to polar orbit to scan the planet. Land a Ponderosa configured as a Pathfinder Geology Lab, and staff it with at least one astronaut (bonus points for staffing it with experienced Scientists). Use the Geology Lab to perform an analysis of the biome. Take a scientist out for a stroll with a Gold Digger drill (rovers work just fine for this). Use the drill to take core samples. If you get a good result, you can improve your resource extraction rates for all your drills in the biome. If you get bad results, you could get worse extraction rates. Hope that helps. And thank you for the suggestion, I do have plans to add an inflatable science lab. It will take awhile though, there's a lot on my todo list, heh.That is really nice. The biome exploration aspect of resource extraction is going to be much more streamlined and structured this way. It's something that is lacking in other mods related to mining. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 25, 2015 Author Share Posted July 25, 2015 That is really nice. The biome exploration aspect of resource extraction is going to be much more streamlined and structured this way. It's something that is lacking in other mods related to mining.Thanks. One thing I noticed in my games is wondering what to do on a planet after the initial flags and footprints. I'm trying to answer that question with Pathfinder. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted July 26, 2015 Share Posted July 26, 2015 Any possibility of a training camp, like MKS/OKS's Akademy? Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 26, 2015 Share Posted July 26, 2015 Any possibility of a training camp, like MKS/OKS's Akademy?I wound up lobbing a couple of containers of parts over to the quad west of the VAB. Made the KSC look like it was hosting a summer camp or media day. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 26, 2015 Author Share Posted July 26, 2015 Any possibility of a training camp, like MKS/OKS's Akademy?Good question. I do not have plans to add an Akademy, but Pathfinder is very flexible, so you could create a template for the Ponderosa that would add an Akademy if you have the right mod installed. I have been meaning to create a wiki page on how to create templates so I'll add that to my todo list. It is actually pretty straightforward if you look at the existing templates as examples. I'll have to include the Photoshop decal template file I use to make the decals too.I wound up lobbing a couple of containers of parts over to the quad west of the VAB. Made the KSC look like it was hosting a summer camp or media day. Very cool. If you have a screenshot and would like it showcased on the front page, I'll be happy to upload it and credit your work. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted July 27, 2015 Share Posted July 27, 2015 Good question. I do not have plans to add an Akademy, but Pathfinder is very flexible, so you could create a template for the Ponderosa that would add an Akademy if you have the right mod installed. I have been meaning to create a wiki page on how to create templates so I'll add that to my todo list. It is actually pretty straightforward if you look at the existing templates as examples. I'll have to include the Photoshop decal template file I use to make the decals too.That would be awesome. I have MKS/OKS installed, so it should be a simple matter of using its config, but decals and other things would be great. Thanks. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 27, 2015 Author Share Posted July 27, 2015 Get the latest here!0.1.6: Neon Light Need a light? The Gaslight Telescopic Lamppost has you covered. Plant it in the ground (if you can run into it and move it, it’s not planted properly), extend the pole, and turn on the lights. It has a small battery built in, but for continual use, be sure to plug it into your base using its built-in KAS ports. It even serves as a short-range omnidirectional antenna- thanks for the suggestion, MeCripp, hope you like the MC-16 communications link. Don’t like the color? Are the lights too bright? You can change them in the field through the light’s right-click menu. This update supports the OSE Workshop as a new template for the Ponderosa, and adds a new MaterialKits storage template as well. OSEWorkshop lets you 3D print individual parts like hammers, the Mk1 command pod, and even another Ponderosa. If you download OSE Workshop (I recommended the mod), you’ll be able to 3D print parts if you have enough MaterialKits.In keeping with the mod's spirit of jurry-rigging what you need, you can now re-engineer the Buckboard and Outback into batteries. This is a revision to the battery template added last update. Additionally, you can now reconfigure drills to drill for different resources. You'll see this concept of jurry-rigging in other parts in the future.Finally, there are some bug fixes, infrastructure changes, and integrated standard KAS ports to help keep your base’s part count down.NOTE: Please retire your existing TERRAIN scanners (unless you're savy enough to open your save file and replace PhotoSupplies with ResearchKits).New Parts- Added the Gaslight Telescopic Lamppost. It comes with a 4-way KAS pipe junction.Saddle- Added a pair of integrated KAS pipes.Outback- If attached to a command pod that can hold crew, the Outback will have the ability to recharge its EVA Propellant.Templates- Added the Blacksmith 3D Print Shop template to the Ponderosa. This will only be available if you have OSE Workshop installed (I recommend the mod).- Added a new storage template to hold MaterialKits.- Renamed PhotoSupplies to ResearchKits, and changed the icon.- Changed the icon for the Ponderosa Habitat.- The Battery template's EC levels have been nerfed; The Outback holds 154EC, while the Buckboard holds 611EC (comparable to a stack of three Z-200 batteries). Additionally, you'll need RocketParts and an Engineer to convert the Outback/Buckboard into batteries (which of course can be turned off using the Settings window). To convert the Buckboard/Outback into a battery, right-click the part to open the action menu, and press the "Convert to battery" button. You can convert the Buckboard/Outback back into a storage container as well.Other- Created a wiki page describing how to add a template to the Ponderosa: https://github.com/Angel-125/Pathfinder/wiki/Anatomy-Of-A-TemplateBug Fixes- Fixed an issue where the Buckboard would incorrectly show a ToggleAnimation button during EVA.Recommended ModsOSE Workshop: http://forum.kerbalspaceprogram.com/threads/108234-1-0-2-OSE-Workshop-MKS-KIS-Addon-%28v0-7-3-2015-06-01%29 Link to comment Share on other sites More sharing options...
Overjay Posted July 27, 2015 Share Posted July 27, 2015 So just few days ago I saw OSE mod. It is good, and I thought it'll be a nice addition to my future Pathfinder missions And now I'm like - holy Terra on burning rollerskates, this is sooo cool! Link to comment Share on other sites More sharing options...
Denko666 Posted July 27, 2015 Share Posted July 27, 2015 (edited) LOVE the mod! but since the last update OSE workshopparts require MaterialKits instead of RocketParts... where can i get MaterialKits or how do you make those?btw: little screenshot, all that fits in the shuttle/spaceplane you see in the background (OPT mod).screenshot27 by Bart Blommaerts, on Flickr Edited July 27, 2015 by Denko666 Link to comment Share on other sites More sharing options...
rasta013 Posted July 27, 2015 Share Posted July 27, 2015 LOVE the mod! but since the last update OSE workshopparts require MaterialKits instead of RocketParts... where can i get MaterialKits or how do you make those?btw: little screenshot, all that fits in the shuttle/spaceplane you see in the background (OPT mod).Material Kits can be made using the OSE recycler. It's another module that's part of the OSE mod and processes ore into kits. And yeah - this is a very handy addition to tote around with Pathfinder...or just about any other base you can think of. It's become a pretty standard part of every base or station I build now. Way too useful...- - - Updated - - -Get the latest here!VERY NICE additions! I love the OSE and use it all over the place so having this as part of the Pathfinder templates is amazingly cool. Attach a recycler to the Conestoga, set the material kits or add an OSE container and presto! Portable Pathfinder Erector Set!Great job as always Angel! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 27, 2015 Share Posted July 27, 2015 Ummm, your changelog for 0.1.6 has a link to Youtube video for Blake Shelton.Please remove it Link to comment Share on other sites More sharing options...
Doughy Posted July 27, 2015 Share Posted July 27, 2015 im trying to reconfigure a module from geology to blacksmith but it keeps saying "No need to reconfigure to same module type"edit: nvm...kept playing around with it and eventually worked Link to comment Share on other sites More sharing options...
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