Angelo Kerman Posted August 25, 2016 Author Share Posted August 25, 2016 14 minutes ago, Bombaatu said: The Buffalo's ATV Command Seat does not properly attach on its bottom node. I found the fix in the .cfg file. If you change the sixth parameter in node_stack_bottom from 1 to -1, it attaches properly. Corrected line: node_stack_bottom = 0, 0, -0.1400088, 0, 0, -1, 0 Thanks, I'll have that updated in the next release. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 26, 2016 Author Share Posted August 26, 2016 Finally got some info on a long standing issue with the odd pipe behavior you see when the Gaslight and Saddle are hooked up to multiple different connectors. KIS doesn't support having multiple pipe connectors on one part, so what you're seeing isn't so much as bug as it is Pathfinder's issue of having too many connectors. Next release I'll have to refactor the Gaslight and Saddle to support only one connector. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted August 26, 2016 Share Posted August 26, 2016 (edited) I could use a bit of guidance on this mod. What I'm looking for is the minimum I'd need to launch in order to 'bootstrap' a base. Start small, build the rest in-situ to become self-sufficient and able to expand. I use USI-LS and assume I have the 'require equipment' setting enabled. Here's what I'm thinking I'll need: One Switchback for the central hub One Ponderosa configured as a Blacksmith - make new parts One Ponderosa configured as a Pathfinder Geology Lab - upgrade equipment to get more efficient (needed?) One Hacienda configured as Iron Works One Gold-digger drill (can this also dig up Ore & MetalOre?) About 3 Casa storage modules to start with - need to store Ore, MetalOre, Metal, RocketParts, MaterialKits & Equipment Enough equipment to inflate everything, enough food to last until I get food production up & running Power production & storage (converted Buckboards for storage, either Geothermal or Solar power until I can get Fusion up & running) What I seem to be missing is the means to make Equipment in-situ; does that capability exist? And am I forgetting anything? Edited August 26, 2016 by Bombaatu Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 26, 2016 Author Share Posted August 26, 2016 4 minutes ago, Bombaatu said: I could use a bit of guidance on this mod. What I'm looking for is the minimum I'd need to launch in order to 'bootstrap' a base. Start small, build the rest in-situ to become self-sufficient and able to expand. I use UIS-LS and assume I have the 'require equipment' setting enabled. Here's what I'm thinking I'll need: One Switchback for the central hub One Ponderosa configured as a Blacksmith - make new parts One Ponderosa configured as a Pathfinder Geology Lab - upgrade equipment to get more efficient (needed?) One Hacienda configured as Iron Works One Gold-digger drill (can this also dig up Ore & MetalOre?) About 3 Casa storage modules to start with - need to store Ore, MetalOre, Metal, RocketParts, MaterialKits & Equipment Enough equipment to inflate everything, enough food to last until I get food production up & running Power production & storage (converted Buckboards for storage, either Geothermal or Solar power until I can get Fusion up & running) What I seem to be missing is the means to make Equipment in-situ; does that capability exist? And am I forgetting anything? Yup, that's about right. The Ironworks has a converter to make Equipment from Ore, RareMetals, and ExoticMinerals. It's called "Make Equipment" Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted August 26, 2016 Share Posted August 26, 2016 11 minutes ago, Angel-125 said: Yup, that's about right. The Ironworks has a converter to make Equipment from Ore, RareMetals, and ExoticMinerals. It's called "Make Equipment" Ah - thought I'd remembered that but didn't see it in the wiki so wasn't sure. Speaking of the wiki (I know, I'm soooo demanding ) - when you have a chance, could you put the recipes needed to print parts on their respective pages? That would go a long way towards assisting players trying to plan a bootstrap base. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 26, 2016 Author Share Posted August 26, 2016 31 minutes ago, Bombaatu said: Ah - thought I'd remembered that but didn't see it in the wiki so wasn't sure. Speaking of the wiki (I know, I'm soooo demanding ) - when you have a chance, could you put the recipes needed to print parts on their respective pages? That would go a long way towards assisting players trying to plan a bootstrap base. I'm kinda busy right now but if you like you could edit the wiki and add the information. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted August 26, 2016 Share Posted August 26, 2016 Just now, Angel-125 said: I'm kinda busy right now but if you like you could edit the wiki and add the information. Would love to. Are the recipes somewhere in the config files? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 26, 2016 Author Share Posted August 26, 2016 (edited) 17 minutes ago, Bombaatu said: Would love to. Are the recipes somewhere in the config files? Yup, check out the Templates directory, it has all the information. The wiki is a bit out of date but here is an example of one of the template pages. Each page describes the resource cost to configure the template and any converters it has. If you have any questions, let me know. Thanks for the help. https://github.com/Angel-125/Pathfinder/wiki/Claim-Jumper Edited August 26, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted August 26, 2016 Share Posted August 26, 2016 (edited) Well, I couldn't find the recipes in the config files so I went the expedient route of setting up a workshop on the launch pad and looking at all the parts I have the recipes but cannot edit the pages. If you'll grant me access to the wiki, I'll be more than happy to put these in. 'Bombaatu' is my username on github as well. Until then, if anyone is interested, here are the recipes: Spoiler Capstone Crew Tube Cap: 100 MaterialKits Casa IHM : 125 MaterialKits, 50 ExoticMinerals Chuckwagon IMW: 125 MaterialKits, 50 ExoticMinerals Doc Science Lab: 125 MaterialKits, 50 ExoticMinerals Gaslight: 100 MaterialKits Gold Digger Core Sample Drill: 50 MaterialKits Hacienda IMF: 125 MaterialKits, 50 ExoticMinerals Homestead IM: (Not printable by either Blacksmith or Clockworks) MC-1000 Buckboard: 100 MaterialKits MC-2000 Buckboard: 200 MaterialKits MC-3000 Buckboard: 300 MaterialKits Mineshaft Portable Crew Tube: 100 MaterialKits Mule MLM: 1,000 MaterialKits Old Faithful: 250 MaterialKits Outback ESP: 25 MaterialKits Patio Concrete Slab: 250 MaterialKits Poncho Solar Panel: 100 MaterialKits Ponderosa IHM: 175 MaterialKits, 70 ExoticMinerals Saddle Muncrete Slab: 100 MaterialKits Spyglass Survey Module: 100 MaterialKits Stockyard 250: 2,100 MaterialKits Stockyard 375: (Not printable by either Blacksmith or Clockworks) Switchback 2 Base Hub: 150 MaterialKits Switchback Base Hub: 150 MaterialKits TERRAIN Geo Scanner: 3,000 MaterialKits Tunnel Extender: 150 MaterialKits As near as I can see, RareMetals is only needed to 3D-print engines, if that helps anyone in their base-locating strategy. Edited September 2, 2016 by Bombaatu Quote Link to comment Share on other sites More sharing options...
westamastaflash Posted August 29, 2016 Share Posted August 29, 2016 (edited) Is the Doc Science Lab not allowed to be stored in KIS inventory? I can store the casa and the chuckwagon but not the doc. EDIT: If I had read the prior page I'd have discovered that this is a known stock bug. Edited August 29, 2016 by westamastaflash Quote Link to comment Share on other sites More sharing options...
subyng Posted August 31, 2016 Share Posted August 31, 2016 (edited) On 8/28/2016 at 10:28 PM, westamastaflash said: Is the Doc Science Lab not allowed to be stored in KIS inventory? I can store the casa and the chuckwagon but not the doc. EDIT: If I had read the prior page I'd have discovered that this is a known stock bug. Drag it into the VAB first, then drag into KIS inventory. How do I move my Kerbals from one module to another? My base only has one entrance, which is the Ponderosa. Or alternatively, is there a way I can add additional entrances so I can just board my Kerbal directly into the module I want? Edited August 31, 2016 by subyng Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 31, 2016 Author Share Posted August 31, 2016 13 minutes ago, subyng said: Drag it into the VAB first, then drag into KIS inventory. How do I move my Kerbals from one module to another? My base only has one entrance, which is the Ponderosa. Or alternatively, is there a way I can add additional entrances so I can just board my Kerbal directly into the module I want? You should be able to right-click the part and transfer crew. i do it all the time. On August 26, 2016 at 2:33 PM, Bombaatu said: Well, I couldn't find the recipes in the config files so I went the expedient route of setting up a workshop on the launch pad and looking at all the parts I have the recipes but cannot edit the pages. If you'll grant me access to the wiki, I'll be more than happy to put these in. 'Bombaatu' is my username on github as well. Until then, if anyone is interested, here are the recipes: Reveal hidden contents Capstone Crew Tube Cap: 100 MaterialKits Casa IHM : 125 MaterialKits, 50 ExoticMinerals Chuckwagon IMW: 125 MaterialKits, 50 ExoticMinerals Doc Science Lab: 125 MaterialKits, 50 ExoticMinerals Gaslight: 100 MaterialKits Gold Digger Core Sample Drill: 50 MaterialKits Hacienda IMF: 125 MaterialKits, 50 ExoticMinerals Homestead IM: (Not printable by either Blacksmith or Clockworks) MC-1000 Buckboard: 100 MaterialKits MC-2000 Buckboard: 200 MaterialKits MC-3000 Buckboard: 300 MaterialKits Mineshaft Portable Crew Tube: 100 MaterialKits Mule MLM: 1,000 MaterialKits Old Faithful: 250 MaterialKits Outback ESP: 25 MaterialKits Patio Concrete Slab: 250 MaterialKits Poncho Solar Panel: 100 MaterialKits Ponderosa IHM: 175 MaterialKits, 70 ExoticMinerals Saddle Muncrete Slab: 100 MaterialKits Spyglass Survey Module: 100 MaterialKits Stockyard 250: 2,100 MaterialKits Stockyard 375: (Not printable by either Blacksmith or Clockworks) Switchback 2 Base Hub: 150 MaterialKits Switchback Base Hub: 150 MaterialKits TERRAIN Geo Scanner: 3,000 MaterialKits Tunnel Extender: 150 MaterialKits As nears as I can see, RareMetals is only needed to 3D-print engines, if that helps anyone in their base-locating strategy. Gave you access (I think, haven't done that before) Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted September 1, 2016 Share Posted September 1, 2016 20 hours ago, Angel-125 said: Gave you access (I think, haven't done that before) Apparently not; I'm logged in but cannot see an edit link. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 1, 2016 Author Share Posted September 1, 2016 12 hours ago, Bombaatu said: Apparently not; I'm logged in but cannot see an edit link. Ok, I think I set it up properly now. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted September 1, 2016 Share Posted September 1, 2016 I've added the recipes that I can. The following did not have pages: Spoiler Capstone Crew Tube Cap: 100 MaterialKits Gold Digger Core Sample Drill: 50 MaterialKits Old Faithful: 250 MaterialKits Switchback 2 Base Hub: 150 MaterialKits And these were not printable by either the Clockworks or Blacksmith shops (they have been marked as such): Homestead IM, Stockyard 375 - I don't know if the standard OSE Workshop printer part can print them. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 1, 2016 Author Share Posted September 1, 2016 1 hour ago, Bombaatu said: I've added the recipes that I can. The following did not have pages: Hide contents Capstone Crew Tube Cap: 100 MaterialKits Gold Digger Core Sample Drill: 50 MaterialKits Old Faithful: 250 MaterialKits Switchback 2 Base Hub: 150 MaterialKits And these were not printable by either the Clockworks or Blacksmith shops (they have been marked as such): Homestead IM, Stockyard 375 - I don't know if the standard OSE Workshop printer part can print them. Awesome, thanks for the updates. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 1, 2016 Author Share Posted September 1, 2016 Totally off-topic: I'm listening to the latest squadcast, and it sounds like you can use the relay network to do things like figure out a resource transfer path between planets! I may have to dust off an old idea I had: KOTS! Oh how little I knew about the game back then, heh. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted September 2, 2016 Share Posted September 2, 2016 12 hours ago, Angel-125 said: Totally off-topic: I'm listening to the latest squadcast, and it sounds like you can use the relay network to do things like figure out a resource transfer path between planets! I may have to dust off an old idea I had: KOTS! Hmmm... So with M.O.L.E. making it to 1.0.0 out of beta, does that mean you'll have more time to start a NEW project? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 2, 2016 Author Share Posted September 2, 2016 2 hours ago, Stone Blue said: Hmmm... So with M.O.L.E. making it to 1.0.0 out of beta, does that mean you'll have more time to start a NEW project? I have a backlog to work on for Pathfinder and DSEV, but yes, I'll have time to start a new project after that. It's already in the planning stages. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 4, 2016 Author Share Posted September 4, 2016 New release coming this weekend. Here's a preview: Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted September 4, 2016 Share Posted September 4, 2016 1 hour ago, Angel-125 said: New release coming this weekend. Here's a preview: NICE! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 4, 2016 Author Share Posted September 4, 2016 Get 1.0.0 here! Pathfinder 1.0.0 This release introduces a couple of new parts and refactors some old ones. It also delivers the Chuckwagon IVA. And... 1.0 at last! New Parts - Added standard width 1u and 2u Solar Flatbeds. If you have parts attached to them then they won't generate ElectricCharge. Thanks for the suggestion, DStaal and Bombaatu! Gaslight, Saddle, Patio & Switchback2 - Adjusted the colliders to help alleviate explosive parts when attaching them to the ground. - Due to the way that KAS works, the Saddle and Gaslight now only have one pipe connection. The older versions have been deprecated, so your existing bases will be ok. Chuckwagon- The Chuckwagon finally has its IVA! Inflatable Modules - When inflating or reconfiguring modules, you can now pull Equipment from vessels participating in resource distribution. This happens automatically as long as vessels are sharing their Equipment. - Due to the way that contracts work, inflatable modules will have a crew capacity listed once again. Please don't flat-pack kerbals. I'm looking at ways to auto-kick kerbals out of deflated modules while in the editor. NOTE: You might have to return to the space center and then go back to your new base in order for contracts to recognize the inflated crew capacity. USI-LS - All inflatable modules will now have the capacity to store Supplies. - Increased the recycling capability of the Ponderosa template to 90% Doc Science Lab - The Doc Science Lab template now participates in the WBI Experiment System. You can load up to four experiments into the lab and conduct research, either from a suitable experiment container (Mark One Laboratory Extensions has several) or by generating new experiments from their list of required resources. Coming soon in KSP 1.2: you'll also need a connection back to KSC to receive instructions. Experimental results can be transferred into the mobile processing section, and the experiment lab generates bonus science. Watney - Adjusted the Water production for the Rainmaker converters. - Added a fuel cell converter to produce ElectricCharge from LiquidFuel and Oxidizer. Quote Link to comment Share on other sites More sharing options...
Vaga Posted September 4, 2016 Share Posted September 4, 2016 Downloading now. This is one of my favorite mods. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted September 4, 2016 Share Posted September 4, 2016 yeah i like the science lab gui that is part of this. anyway to tell if there is a functioning science lab on the network and send the data from other craft, eva kerbals etc to it for processing? Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted September 4, 2016 Share Posted September 4, 2016 If the Doc Science lab can now run WBI experiments, can any of the Pathfinder modules act as a Botany Lab for the plant growth experiments? Quote Link to comment Share on other sites More sharing options...
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