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[WIP][1.2.2] Keridian Dynamics - Dev Thread [Last Update: 2017-01-21]


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18 minutes ago, Eleusis La Arwall said:

Unfortunatly the parts will change a lot in the next update. It's too much to write all of that down but I hope this will bring everything in line and I don't have to change anything vital after that.

I don't know yet how well I can support the older version in the new update. For example the texture from MobileVAB is used on the OritalHangar, PAM, PAM(small), FabricationContainer and the StationTanks. I'm gonna update this texture and the old models will look horrible.

BTW I plan on dropping the OrbitalHangar in the next release because I mostly forget that it's even there.

That is exactly what happens with current stabel version of KD and EL and why I switched to % ;)

Now your patch does exactly the same if SC is installed or not.

So far SC support was only necessary because of the differeing density of Metal but I found a way avoid that once and for all with MM. Here is the important part of the ResourceConverter config as an example :


		INPUT_RESOURCE
		{
			ResourceName = Ore			//	Density(Ore) = 0.01
			Ratio = 0.02 // t/s
			@Ratio *= #$@RESOURCE_DEFINITION[Ore]/volume$
			@Ratio /= #$@RESOURCE_DEFINITION[Ore]/density$
			FlowMode = STAGE_PRIORITY_FLOW
  		}
		OUTPUT_RESOURCE
		{
			ResourceName = Metal			//	Density(Metal) = 0.039
			Ratio = 0.002 // t/s, 10%
			@Ratio *= #$@RESOURCE_DEFINITION[Metal]/volume$
			@Ratio /= #$@RESOURCE_DEFINITION[Metal]/density$
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
		}

KSP expects the Ratio in InGameUnits / sec. For the conversion to make sense, the ratio must be calculated with masses. Previously I made the calculations manually but now I just enter a tons / sec value and have MM multiply it by the Resources Volume and divide it by the Density to obtain IGU / sec. This way the mass-extraction-ratio is kept independant from resource-density. 20 kg Ore will always yield 2 kg Metal.

so dropping SC support is upcoming, right? (having in miond SC might just update to use the new EL 6.0 reciepes then, which make a reciepe change obsolete, at least partially)

the orbital hangar is none of my concerns in my save, but good to know it's beeing dropped too. I just hope the current WIP parts might change but not that drasticly as introducing them as new parts but for making balance this was necessary, so I understand that aspect.

Mostly I use the Launchpads because I love the flavor that they give for EL supplied building, even in orbit.

Edited by LatiMacciato
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Since the update takes more and more time I wrote a little bit about the current state. Configs are pretty much done by now, just the models and textures need more work.

The Planetary Assembly Management (aka SurveyStation) has a new model with its own texture and this time with proper IVA(unfinished):

Spoiler

7SOwndY.jpg

1D2fgEF.jpg

CVS3Kel.jpg

Management demanded an increased clearance for their high heads and so the part became a bit taller than the old one. The smaller version of PAM is no longer available.
To give PAM a real purpose, it will be the only part that can act as SurveyStation. I will add a config to re-enable the SurveStation on the MobileVAB via PM.

Early state of the new, smaller recylcer "Krushenator":

Spoiler

tGzgDso.jpg

The old one is a really bulky but the new one should still be able to eat 5 m parts. So this is the smallest variant I could come up with (3.75 m bottom, 6 m diameter top). The texture leaves me enough space to do a smaller one. It will be one of these two options (opinions are welcome):

  1.     2.5 m part that can eat 3.75 m parts
  2.     1.25 m part that can eat 2.5 m parts

The overhauled 3DPrinter:

Spoiler

ed5gnI0.png

Not much to say besides the new model. Since the FabricationContainer is also no longer available I might do a 1.25 m variant of it.

V.3.0 of the CargoTanks with a total of 14 different resource setups, including multi-resource setups like MetalOre, Metal and RocketParts in one tank:

Spoiler

pvWdpXN.png

Now you can choose which switcher you want to use (IFS, FS, B9PS), no more auto-detection with priority. I still highly recommend the use of IFS (enabled by default) because it's build to work with the new modular fuel-setups, thanks to @FreeThinker. The other two have some limitations. As usual the tanks have lights to indicate their content even in the dark of night and also an IVA. Station Tanks are no longer available.

By default the converter-parts have all converter-modules added. Now you can disable the ones you don't need/want/like:

Spoiler

VCwkbQZ.png

Would anyone like to have a MetallicOre --> Metal converter available? Suggestions are welcome.

As mentioned before the update includes some major changes and it's unlikely that you can upgrade from older versions :( To give a little heads-up of the critical aspects, here is a list of removed parts and renamed parts:
Removed (no replacement):

  • KD-PAMSmall
  • KD-OrbitalHangar
  • KD-FC (FabricationContainer)
  • KD-StationTanks (all)

Renamed or replaced:

  • KD-3D-Printer --> KD-3DPrinter (this bothered me for ages)
  • KD-TXXXXFS --> KD-CTXXXXFS
  • KD-OrbitalPad --> KD-Keronica / KD-Launchpad
  • KD-Recycler --> KD-Krushenator
  • KD-SledgeHammer --> KD-KDA

Other parts keep their name but that doesn't mean they are 100% safe. All models, textures, animations, etc (except KD-Pad and KD-Keronica) are beeing re-made from scratch. For example PAM is not on the list but the attach nodes and collider change.

You may ask "why all this effort?" - Some parts like the Furnace are very old and I've learned a ton of new stuff since I made them. New parts will feature:

  • All animations made in unity, no imports with hundreds of unused keys.
  • Proper use of specular maps instead of separate materials for glas, foil, etc.
  • Texel-density of 170 pixel per meter for all parts instead of a random texel-density. (I've tried to go for 200 but I couldn't fit stuff on 1024² textures anymore.)
  • Reduced tris-count.

A note to other modders making configs with/for KD:
I no longer use module-indices to asure the correct loading order with MM but instead use different :FOR[KDXXX] definitions. This means :BEFORE[KeridianDynamics] will no longer work correctly. To patch before KeridianDynamics use :BEFORE[KD000]. You can also apply patches between other KD-patches. Here's a list of all load-order IDs currently in use:

'KDXXX' with XXX:
000-009		Reserved
- 007		Primary Fuel Switcher choice
- 008		Add displayNames for multi-resource setups
- 009		Add Volume to Resource if no Volume-key is set (currently deactivated)
010-099		Variables (Reserved)
- 010		- Primary (KDV1,KDV5,mass)
- 011		- Secondary (Special Volumes)
- 012		- Tertiary (Cost)
100-289		FuelTanks
290-299		FuelTanks 'Suffix' Stuff
300-389		ResourceConverters
390-399		ResourceConverters Anim/CoreHeat
600-699		Stock-Patches
- 610		- Drill MetalOre
700-799		Mod-Support (Add Modules)
- 710		- ExtraplanetaryLaunchpads
- 715		- EL Recycle Recipe
- 720		- KIS/KAS
- 730		- OSE Workshop
- 735		- OSE RocketParts Recipe (2 patches, 1 running :AFTER[Workshop])
- 740		- JSI Advanced Transparent Pods
- 780		- Connected Living Space
800-899		Mod-Support (No Modules)
- 810		- Community Tech Tree
- 890		- KD Old Prices
FINAL		Cleaner

For a release-date I can only say "soon ...TM". :/

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  • 3 months later...
  • 1 month later...
  • 3 weeks later...
  • 1 month later...
  • 2 weeks later...

A fix now to the above post for anyone wanting to clean up their KSP log. :)

The IVA is still looking for PNGs.  So if you resave both   KD-OrbitalHanger_IVALight_EMM.dds and KD-OrbitalHanger_IVALight.dds both as .PNGs the error log goes away.

Peace.

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  • 1 year later...

So if anyone is still using this mod, I finished this MM patch to change the KD smelter's old behavior to the newer EPL system of requiring LFO for smelting and deleted the older behaviour
 

Spoiler

 

@PART[KD-Furnace]:NEEDS[ExtraplanetaryLaunchpads]:FINAL
{

    !MODULE[ModuleResourceConverter] 1 { }
    !MODULE[ModuleResourceConverter] 2 { }
    !MODULE[ModuleResourceConverter] 3 { }

    MODULE {
        name = ELConverter
        ConverterName = Smelter
        EVARange = 3
        StartActionName = Start Metal Conversion
        StopActionName = Stop Metal Conversion
        ConverterRecipe = LFOFiredSmelter
        Rate = 5
        efficiency = 273.15, 0
        efficiency = 1873, 1

        AutoShutdown = false
        GeneratesHeat = true
    }

    MODULE {
        name = ELConverter
        ConverterName = Scrap Metal Remelter
        EVARange = 3
        StartActionName = Start Scrap Metal Remelter
        StopActionName = Stop Scrap Metal Remelter
        ConverterRecipe = LFOFiredRemelter
        Rate = 5
        efficiency = 273.15, 0
        efficiency = 1873, 1

        AutoShutdown = false
        GeneratesHeat = true
    }

    MODULE {
        name = ELCoreHeat
        CoreTempGoal = 1873
        CoreToPartRatio = 0.1
        CoreTempGoalAdjustment = 0
        CoreEnergyMultiplier = 0.1
        HeatRadiantMultiplier = 0.05
        CoolingRadiantMultiplier = 0
        HeatTransferMultiplier = 0.01
        CoolantTransferMultiplier = 0.01
        radiatorCoolingFactor = 1
        radiatorHeatingFactor = 0.05
        MaxCalculationWarp = 1000
        CoreShutdownTemp = 4000
        MaxCoolant = 0
    }

    RESOURCE {
        name = Metal
        amount = 0
        // a bit less than 10t (but a nice round number)
        // 1.28m^3
        maxAmount = 256
    }

    RESOURCE {
        name = MetalOre
        amount = 0
        // a bit less than 100t
        // 18m^3
        maxAmount = 3600
    }

    RESOURCE {
        name = ScrapMetal
        amount = 0
        // 5m^3
        maxAmount = 1000
    }
}
@PART[KD-FurnaceSmall]:NEEDS[ExtraplanetaryLaunchpads]:FINAL
{
    !MODULE[ModuleResourceConverter] 1 { }
    !MODULE[ModuleResourceConverter] 2 { }
    !MODULE[ModuleResourceConverter] 3 { }

    MODULE {
        name = ELConverter
        ConverterName = Smelter
        EVARange = 3
        StartActionName = Start Metal Conversion
        StopActionName = Stop Metal Conversion
        ConverterRecipe = LFOFiredSmelter
        Rate = 3.1498
        efficiency = 273.15, 0
        efficiency = 1873, 1

        AutoShutdown = false
        GeneratesHeat = true
    }

    MODULE {
        name = ELConverter
        ConverterName = Scrap Metal Remelter
        EVARange = 3
        StartActionName = Start Scrap Metal Remelter
        StopActionName = Stop Scrap Metal Remelter
        ConverterRecipe = LFOFiredRemelter
        Rate = 3.1498
        efficiency = 273.15, 0
        efficiency = 1873, 1

        AutoShutdown = false
        GeneratesHeat = true
    }

    MODULE {
        name = ELCoreHeat
        CoreTempGoal = 1873
        CoreToPartRatio = 0.1
        CoreTempGoalAdjustment = 0
        CoreEnergyMultiplier = 0.1
        HeatRadiantMultiplier = 0.05
        CoolingRadiantMultiplier = 0
        HeatTransferMultiplier = 0.01
        CoolantTransferMultiplier = 0.01
        radiatorCoolingFactor = 1
        radiatorHeatingFactor = 0.05
        MaxCalculationWarp = 1000
        CoreShutdownTemp = 4000
        MaxCoolant = 0
    }

    RESOURCE {
        name = Metal
        amount = 0
        // a bit less than 5t (but a nice round number)
        // 0.64m^3
        maxAmount = 128
    }

    RESOURCE {
        name = MetalOre
        amount = 0
        // a bit less than 50t
        // 9m^3
        maxAmount = 1800
    }

    RESOURCE {
        name = ScrapMetal
        amount = 0
        // 2.5m^3
        maxAmount = 500
    }
}

 

With that said, I'm also having an issue with the Mobile VAB and the pads. I remember this mod had used patch manager for configuration, but nothing is showing in patch manager for KD. Probably related to this, neither the workshops nor the pads are adding the EPL workshop and pad modules, so they are useless. Is someone else having this problem or is it just me?

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I really like the models but I've had to hack together a bunch of configs to make them work.  The VAB was fine (I pretty much just copied the EPL config) but I couldn't make the pads work.  I would love to see it updated by someone who knows what they're doing.

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I wrote his patches to activate most of this mod's parts. I didn't do anything to the orbital dock because it has some stuff I don't understand

Spoiler

 

@PART[KD-Pad]
{
MODULE
{
    name = ELLaunchpad
    SpawnTransform = LaunchPos
}
}
@PART[KD-OrbitalPad]
{
    MODULE,1
    MODULE
    {
        name = ELLaunchpad
        SpawnTransform = LaunchPos
    }
    MODULE {
        name = ELTarget
        TargetName = Construction Dock
        TargetTransform = LaunchPos
        VesselTargetMode = DirectionAndVelocity
    }
}
@PART[KD-SidePad]
{
MODULE
{
    name = ELLaunchpad
    SpawnTransform = LaunchPos
}
}
@PART[KD-TopPad]
{
MODULE
{
    name = ELLaunchpad
    SpawnTransform = LaunchPos
}
}
@PART[KD-Recycler]
{
    MODULE {
        name = ELRecycler
    }

    MODULE {
        name = ELTarget
        TargetName = Recycling Bin
        TargetTransform = Target
    }
}
@PART[KD-RecyclerSmall]
{
    MODULE {
        name = ELRecycler
    }

    MODULE {
        name = ELTarget
        TargetName = Recycling Bin
        TargetTransform = Target
    }
}
@PART[KD-RecycleSite]
{
    MODULE {
        name = ELRecycler
    }

    MODULE {
        name = ELTarget
        TargetName = Recycling Bin
        TargetTransform = Target
    }
}
@PART[KD-Fundament-*]
{
    @MODULE[LaunchClamp]
    {
        @name = ExtendingLaunchClamp
    }
}
@PART[KD-LaunchSite]
{
    MODULE {
        name = ELSurveyStake
    }
}
@PART[KD-MobileVAB]
{
    MODULE {
        name = ELWorkshop
        ProductivityFactor = 5
    }

    MODULE {
        name = ELConverter
        ConverterName = Part Production
        StartActionName = Start Part Production
        StopActionName = Stop Part Production
        ConverterRecipe = MetalWorking
        // kg/s: 10 lathes and milling machines?
        Rate = 0.312
    }

    RESOURCE {
        name = RocketParts
        amount = 0
        maxAmount = 1600
    }
}
@PART[KD-OrbitalHangar]
//Don't know what goes here
{
    MODULE,1
    {
        name = ExLaunchPad
        SpawnTransform = LaunchPosVAB
        PadName = Orbital Hangar VAB
    }
    MODULE,2
    {
        name = ExLaunchPad
        SpawnTransform = LaunchPosSPH
        PadName = Orbital Hangar SPH
    }
    MODULE,3
    {
        name = ExWorkshop
        ProductivityFactor = 3.5
    }
}
@PART[KD-FC]
{
    MODULE {
        name = ELWorkshop
        ProductivityFactor = 2
    }
}

 

And this for OSE Workshop compatibility
 

Spoiler

 

//    Adds OSE Workshop and OSE Recycler to KD-MobileVAB
@PART[KD-MobileVAB]:NEEDS[Workshop]{
    @description = Provides Kerbals the ability to assemble vessels anywhere. A LaunchSite is required in order to launch assembled vessels. Can also be used to build simple parts.
    {
        name = ModuleResourceConverter
        ConverterName = MaterialKits
        StartActionName = Start MaterialKits
        StopActionName = Stop MaterialKits
        AutoShutdown = true
        TemperatureModifier
        {
            key = 0 100000
            key = 750 50000
            key = 1000 10000
            key = 1250 500    
            key = 2000 50    
            key = 4000 0
        }

        GeneratesHeat = true
        DefaultShutoffTemp = .8
        ThermalEfficiency
        {
            key = 0 0 0 0
            key = 500 0.1 0 0
            key = 1000 1.0 0 0
            key = 1250 0.1 0 0
            key = 3000 0 0 0
        }

        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        Specialty = Engineer
        EfficiencyBonus = 1
                 
        INPUT_RESOURCE
        {
            ResourceName = Ore
            Ratio = 1
        }
        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 5
        }
        OUTPUT_RESOURCE
        {
            ResourceName = MaterialKits
            Ratio = 0.375
            DumpExcess = false
        }
    }
    
    MODULE
    {
        name = ModuleResourceConverter
        ConverterName = Prospector
        StartActionName = Start Prospecting
        StopActionName = Stop Prospecting
        AutoShutdown = true
        TemperatureModifier
        {
            key = 0 100000
            key = 750 50000
            key = 1000 10000
            key = 1250 500    
            key = 2000 50    
            key = 4000 0
        }                
        GeneratesHeat = true
        DefaultShutoffTemp = .8
        ThermalEfficiency
        {
            key = 0 0 0 0
            key = 500 0.1 0 0
            key = 1000 1.0 0 0
            key = 1250 0.1 0 0
            key = 3000 0 0 0
        }

        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        Specialty = Engineer
        EfficiencyBonus = 1

        INPUT_RESOURCE
        {
            ResourceName = Dirt
            Ratio = 1
        }
        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 5
        }
        OUTPUT_RESOURCE
        {
            ResourceName = ExoticMinerals
            Ratio = 0.02
            DumpExcess = True
        }
        OUTPUT_RESOURCE
        {
            ResourceName = RareMetals
            Ratio = 0.02
            DumpExcess = True
        }        
    }

    MODULE
    {
        name = ModuleCoreHeat
        CoreTempGoal = 1000                    //Internal temp goal - we don't transfer till we hit this point
        CoreToPartRatio = 0.1                //Scale back cooling if the part is this % of core temp
        CoreTempGoalAdjustment = 0            //Dynamic goal adjustment
        CoreEnergyMultiplier = 0.1            //What percentage of our core energy do we transfer to the part
        HeatRadiantMultiplier = 0.05        //If the core is hotter, how much heat radiates?
        CoolingRadiantMultiplier = 0        //If the core is colder, how much radiates?
        HeatTransferMultiplier = 0            //If the part is hotter, how much heat transfers in?
        CoolantTransferMultiplier = 0.01    //If the part is colder, how much of our energy can we transfer?
        radiatorCoolingFactor = 1            //How much energy we pull from core with an active radiator?  >= 1
        radiatorHeatingFactor = 0.01        //How much energy we push to the active radiator
        MaxCalculationWarp = 1000            //Based on how dramatic the changes are, this is the max rate of change
        CoreShutdownTemp = 4000                //At what core temperature do we shut down all generators on this part?
        MaxCoolant = 500                    //Maximum amount of radiator capacity we can consume - 50 = 1 small
    }    

    MODULE
    {
        name = ModuleAnimationGroup
        deployAnimationName =
        activeAnimationName = gears
        moduleType = Converter
        autoDeploy = true
    }
    
    RESOURCE
    {
        name = Ore
        amount = 0
        maxAmount = 75
        isTweakable = True
    }

    RESOURCE
    {
        name = Dirt
        amount = 0
        maxAmount = 75
        isTweakable = True
    }
    MODULE,5
    {
        name = OseModuleRecycler
        ConversionRate = 0.25            // How much of a parts mass will be recycled
        ProductivityFactor = 0.1        // How much units of the resource a processed per second
        UpkeepResource = ElectricCharge        // This resource will be consumed 1 per second during processing
        OutputResource = MaterialKits        // This resource will be created
        MinimumCrew = 3                // Amount of Kerbals needed for the Recycler to work
    }
        {
        name = OseModuleRecycler
        ConversionRate = 0.45                 // How much of a parts mass will be recycled
        ProductivityFactor = 0.04             // Recycle rate of each required resource in units/sec.
        SpecialistEfficiencyFactor = 0.008     //Additional unit/sec of each resource that will be recycled, per experience star of the specialist.
        ExperienceEffect = RepairSkill         //Skill required for the increased efficiency.
        UpkeepResource = ElectricCharge     // This resource will be consumed 1 per second during processing
        UpkeepAmount = 1.0                     //How much upkeep resource to charge
        MinimumCrew = 2                     // Amount of Kerbals needed for the Recycler to work
    }
}
//    Adds OSE Workshop and OSE Recycler to KD-FabricationContainer
@PART[KD-FC]:NEEDS[Workshop]{
//    @description = Provides Kerbals the ability to fabricate RocketParts and entire parts.
    MODULE
    {
        name = ModuleResourceConverter
        ConverterName = MaterialKits
        StartActionName = Start MaterialKits
        StopActionName = Stop MaterialKits
        AutoShutdown = true
        TemperatureModifier
        {
            key = 0 100000
            key = 750 50000
            key = 1000 10000
            key = 1250 500    
            key = 2000 50    
            key = 4000 0
        }

        GeneratesHeat = true
        DefaultShutoffTemp = .8
        ThermalEfficiency
        {
            key = 0 0 0 0
            key = 500 0.1 0 0
            key = 1000 1.0 0 0
            key = 1250 0.1 0 0
            key = 3000 0 0 0
        }

        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        Specialty = Engineer
        EfficiencyBonus = 1
                 
        INPUT_RESOURCE
        {
            ResourceName = Ore
            Ratio = 1
        }
        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 5
        }
        OUTPUT_RESOURCE
        {
            ResourceName = MaterialKits
            Ratio = 0.375
            DumpExcess = false
        }
    }
    
    MODULE
    {
        name = ModuleResourceConverter
        ConverterName = Prospector
        StartActionName = Start Prospecting
        StopActionName = Stop Prospecting
        AutoShutdown = true
        TemperatureModifier
        {
            key = 0 100000
            key = 750 50000
            key = 1000 10000
            key = 1250 500    
            key = 2000 50    
            key = 4000 0
        }                
        GeneratesHeat = true
        DefaultShutoffTemp = .8
        ThermalEfficiency
        {
            key = 0 0 0 0
            key = 500 0.1 0 0
            key = 1000 1.0 0 0
            key = 1250 0.1 0 0
            key = 3000 0 0 0
        }

        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        Specialty = Engineer
        EfficiencyBonus = 1

        INPUT_RESOURCE
        {
            ResourceName = Dirt
            Ratio = 1
        }
        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 5
        }
        OUTPUT_RESOURCE
        {
            ResourceName = ExoticMinerals
            Ratio = 0.02
            DumpExcess = True
        }
        OUTPUT_RESOURCE
        {
            ResourceName = RareMetals
            Ratio = 0.02
            DumpExcess = True
        }        
    }

    MODULE
    {
        name = ModuleCoreHeat
        CoreTempGoal = 1000                    //Internal temp goal - we don't transfer till we hit this point
        CoreToPartRatio = 0.1                //Scale back cooling if the part is this % of core temp
        CoreTempGoalAdjustment = 0            //Dynamic goal adjustment
        CoreEnergyMultiplier = 0.1            //What percentage of our core energy do we transfer to the part
        HeatRadiantMultiplier = 0.05        //If the core is hotter, how much heat radiates?
        CoolingRadiantMultiplier = 0        //If the core is colder, how much radiates?
        HeatTransferMultiplier = 0            //If the part is hotter, how much heat transfers in?
        CoolantTransferMultiplier = 0.01    //If the part is colder, how much of our energy can we transfer?
        radiatorCoolingFactor = 1            //How much energy we pull from core with an active radiator?  >= 1
        radiatorHeatingFactor = 0.01        //How much energy we push to the active radiator
        MaxCalculationWarp = 1000            //Based on how dramatic the changes are, this is the max rate of change
        CoreShutdownTemp = 4000                //At what core temperature do we shut down all generators on this part?
        MaxCoolant = 500                    //Maximum amount of radiator capacity we can consume - 50 = 1 small
    }    

    MODULE
    {
        name = ModuleAnimationGroup
        deployAnimationName =
        activeAnimationName = gears
        moduleType = Converter
        autoDeploy = true
    }
    
    RESOURCE
    {
        name = Ore
        amount = 0
        maxAmount = 75
        isTweakable = True
    }

    RESOURCE
    {
        name = Dirt
        amount = 0
        maxAmount = 75
        isTweakable = True
    }
    {
        name = OseModuleRecycler
        ConversionRate = 0.45                 // How much of a parts mass will be recycled
        ProductivityFactor = 0.04             // Recycle rate of each required resource in units/sec.
        SpecialistEfficiencyFactor = 0.008     //Additional unit/sec of each resource that will be recycled, per experience star of the specialist.
        ExperienceEffect = RepairSkill         //Skill required for the increased efficiency.
        UpkeepResource = ElectricCharge     // This resource will be consumed 1 per second during processing
        UpkeepAmount = 1.0                     //How much upkeep resource to charge
        MinimumCrew = 2                     // Amount of Kerbals needed for the Recycler to work
    }
}

 

 

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  • 3 weeks later...

  Greetings.

I am have asked @Eleusis La Arwall's permission to update / continue / adopt / release this wonderful mod.

Hopefully I hear back from @Eleusis La Arwall soon with an answer. In case I don't hear back, I intend to respectfully proceed as permitted by the individual licenses of this mod as soon as the end of March 2020.

I will provide recognition of original authors/maintainers; and I will gladly step aside should they ever want to continue this mod.

I also plan on including updates from @Krakatoa's repo and other patches in this thread.

Thank you kindly in advance!

Keridian Dynamics - Vessel Assembly: license-CC--BY--NC%204.0-lightgrey

88x31.png

SpaceDock-listed-blue.svg  Github-Indexed-blue.svg?style=plastic

 

https://github.com/EleusisLaArwall/KeridianDynamics-VesselAssembly

https://github.com/Khalendros/KeridianDynamics-VesselAssembly

https://spacedock.info/mod/308

More news when there is some.

Edited by zer0Kerbal
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10 hours ago, zer0Kerbal said:

  Greetings.

I am have asked @Eleusis La Arwall's permission to update / continue / adopt / release this wonderful mod.

Hopefully I hear back from @Eleusis La Arwall soon with an answer. In case I don't hear back, I intend to respectfully proceed as permitted by the individual licenses of this mod as soon as the end of March 2020.

I will provide recognition of original authors/maintainers; and I will gladly step aside should they ever want to continue this mod.

I also plan on including updates from @Krakatoa's repo and other patches in this thread.

Thank you kindly in advance!

Keridian Dynamics - Vessel Assembly: license-CC--BY--NC%204.0-lightgrey

88x31.png

SpaceDock-listed-blue.svg  Github-Indexed-blue.svg?style=plastic

 

https://github.com/EleusisLaArwall/KeridianDynamics-VesselAssembly

https://github.com/Khalendros/KeridianDynamics-VesselAssembly

https://spacedock.info/mod/308

More news when there is some.

Right on, I love this addition to EL. It's been a while already since I did the adjustments to fix the EL module references, so sorry if something doesn't work right. I also see you picked up the mod I had been working on a while back. It was never finished and is just a couple very rough parts, so feel free to ditch it! I doubt the textures are even saved properly for the current incarnation of KSP.

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On 3/20/2020 at 1:13 PM, Krakatoa said:

Right on, I love this addition to EL. It's been a while already since I did the adjustments to fix the EL module references, so sorry if something doesn't work right. I also see you picked up the mod I had been working on a while back. It was never finished and is just a couple very rough parts, so feel free to ditch it! I doubt the textures are even saved properly for the current incarnation of KSP.

am about 75% of the way through moderization. will take a couple of weeks, but am keeping the repo updated. Concerning the patchmanager patches, well, beyond my pay grade - but will still include them.

and your other mod caught my eye. and I was trying to be stealthy!

have already converted the textures to .dds and updated the models to point to .dds. will have to see how it looks in game. :D

Edited by zer0Kerbal
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On 3/20/2020 at 1:58 PM, zer0Kerbal said:

am about 75% of the way through moderization. will take a couple of weeks, but am keeping the repo updated. Concerning the patchmanager patches, well, beyond my pay grade - but will still include them.

and you other mod caught my eye. and I was trying to be stealthy!

have already converted the textures to .dds and updated the models to point to .dds. will have to see how it looks in game. :D

When you do update can you see about getting it on CKAN? I'm not code savvy and the awful, buggy placeholder models for standalone EL keep me from using it seriously, no offense to the creator (so please continue working on this!)

In the meantime it would help hold us over if someone (anyone (not me, I'm dumbo)) could gather the recent patches to get the mod to function properly and sensibly in new versions of EL/KSP

Edited by Autolyzed Yeast Extract
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5 hours ago, Autolyzed Yeast Extract said:

When you do update can you see about getting it on CKAN? I'm not code savvy and the awful, buggy placeholder models for standalone EL keep me from using it seriously, no offense to the creator (so please continue working on this!)

In the meantime it would help hold us over if someone (anyone (not me, I'm dumbo)) could gather the recent patches to get the mod to function properly and sensibly in new versions of EL/KSP

It will be on CKAN.

I am hoping that I can continue the existing Spacedock posting -

look at

On 3/20/2020 at 1:13 PM, Krakatoa said:

that might be what you are looking for.

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I'm in 1.9 and i like this mod, but when I tried to harvest metal ore nothing happens.

How do i Harvest Metal Ore???

I can't build crafts as well

Edited by Sirius K
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