westamastaflash Posted April 14, 2017 Share Posted April 14, 2017 Another question. Is there any equivalent to the Claim Jumper for atmospheric resource harvesting? I'm working on a set of sort of 'Real ISRU' templates and converters, and the once piece I'm missing is an inflatable factory that could be used to suck in the atmosphere. Do the PATH_INDUSTRY templates support the use of ModuleResourceHarvester directly? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 14, 2017 Author Share Posted April 14, 2017 9 minutes ago, westamastaflash said: Another question. Is there any equivalent to the Claim Jumper for atmospheric resource harvesting? I'm working on a set of sort of 'Real ISRU' templates and converters, and the once piece I'm missing is an inflatable factory that could be used to suck in the atmosphere. Do the PATH_INDUSTRY templates support the use of ModuleResourceHarvester directly? Yes. Take a look at how the Hacienda part and the Claim Jumper template are set up. Quote Link to comment Share on other sites More sharing options...
westamastaflash Posted April 14, 2017 Share Posted April 14, 2017 Just now, Angel-125 said: Yes. Take a look at how the Hacienda part and the Claim Jumper template are set up. Thank you! I should have just done a search for it in the cfg files :-) Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 14, 2017 Share Posted April 14, 2017 On 03/04/2017 at 1:31 PM, Jasseji said: I didnt notice more exceptions than the usual but with all the other mods installed, it might be a deception "The usual" really should be zero . It might be reasonable even to say "must". Any exception, anywhere, means that some intended operation failed to complete. It's possible that the operation only just barely got started before failing and thus some mod's intended feature just doesn't work. (sure, it's possible the exception is in stock, but that's pretty rare now, and usually triggered by an errant mod). Quote Link to comment Share on other sites More sharing options...
fenderzilla Posted April 17, 2017 Share Posted April 17, 2017 stranded astronauts can spawn in the "spyglass service module" in orbit, but are unable to exit because the module has no hatch. this makes it impossible to rescue the astronaut from orbit. Quote Link to comment Share on other sites More sharing options...
Merkov Posted April 17, 2017 Share Posted April 17, 2017 @fenderzilla This won't solve existing rescue contracts, but will prevent it in the future. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted April 17, 2017 Share Posted April 17, 2017 Also, if your recovery craft has a claw, you can just grab the thing and transfer the Kerbal through the claw to a seat. Seems a little silly, but it does work. Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 17, 2017 Share Posted April 17, 2017 14 minutes ago, Krakatoa said: Also, if your recovery craft has a claw, you can just grab the thing and transfer the Kerbal through the claw to a seat. Seems a little silly, but it does work. This won't work if Connected Living Spaces is installed. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted April 17, 2017 Share Posted April 17, 2017 Yar, that be true, but as far as stock + this mod goes, it's a way to get them out. It's how I deal with some MKS and Pathfinder module rescues. Got to a point that I just have a claw on my rescue craft. You could attempt bringing a radial docking port in a crate and use KAS to attach it to the other module. Presto, portable hole? Haven't tried that one. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 18, 2017 Author Share Posted April 18, 2017 Pathfinder 1.8.0 is now available: Buffalo MSEV - Added new Buffalo Wings parts. See the Buffalo readme for details. New Part - S.A.F.E.R. : The Safe Affordable Fission Engine with Radiators generates ElectricCharge for your spacecraft needs. It is based upon the real-world SAFE - 400 reactor created by NASA. Bug Fixes & Enhancements - Fixed airlock issue on the Chuckwagon. - Part scrapping now requires a confirmation click (which can be disabled in the options screen). - With Extraplanetary Launchpads installed, you can turn Equipment into ScrapMetal. - When Far Future Technologies is installed, FusionPellets are made from LqdHe3 and LqdDeuterium. - Fixed an issue where Equipment wasn't being recycled after deflating a module. - If you have insufficient room on your vessel to store Equipment recovered during module deflation, then the remaining amount will be distributed. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted April 18, 2017 Share Posted April 18, 2017 @Angel-125 Just for clarification, is the Buffalo folder included in this pack the full version you'd get from downloading specifically Buffalo? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 18, 2017 Author Share Posted April 18, 2017 6 minutes ago, Krakatoa said: @Angel-125 Just for clarification, is the Buffalo folder included in this pack the full version you'd get from downloading specifically Buffalo? Yes. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 20, 2017 Author Share Posted April 20, 2017 (edited) I've been working hard on Buffalo Wings for the past month and a half, and while a DSEV update is up next, I've also been thinking about Project Sandcastle, Pathfinder's 3D printed permanent dwellings. The idea being that you create the buildings in the VAB/SPH and then print them on site. Ideally, you'd use Extraplanetary Launchpads, but with robots instead of crewed modules, to print your buildings. Parts of Sandcastle are already in place: you've got the ability to turn Slag into Konkrete, for instance, and with the new S.A.F.E.R. reactor, you're good to go for running the construction operation well away from Kerbol. I've been pretty busy on other projects, but I'm getting to the point where I can finally circle back around to Sandcastle. I sort of have a prototype for Sandcastle with my Heisenberg mod; the GondOffice has the ability to be hauled to a site on the back of a kerbal, and then its empty shell can be set up and given straight edges like an office building. Once you've assembled the empty shell, simply turn on resource distribution and fill the module with Equipment to get the desired configuration. You can also clip the GondOffice modules together to form a large structure. Yesterday, I converted the Bison hab, lab, and garden modules over to have the same LEGO-like capability, and here is the end result (the external stairway is a separate part, there are three of them running up the side): I think this LEGO-like approach would work well for Sandcastle. While I originally had specific buildings in mind that would be permanent versions of the existing inflatable modules, having a modular approach would be much more versatile. Take LEGO-like parts and make it so they can be built on site using Konkrete or compacted down into a Buckboard-sized box for easy transport and assembly by a kerbal- just build the basic frame, and then add Konkrete to fully assemble them into the desired module. I could easily create hab, lab, and greenhouse cubes, corner pieces, rooftop solar panels, rooftop Extraplanetary Launchpads (like I'm doing with Heisenberg), and the like. Apparently the idea isn't new, @Sassenach recently created Firma, which has basic building blocks for permanent dwellings: I just found out about it this morning through @Kottabos's review. Rather than re-invent the wheel, I think it would be nice for Project Sandcastle to work with @Sassenach's mod, either bundled or downloaded separately. It looks like there are some Pathfinder configs created already.. All I need to do is make the 3D printer parts and find a way to let EL be run by robots. Heck, I might be persuaded to make IVAs for Firma, and you know how much I hate making IVAS... Edited April 20, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Sassenach Posted April 20, 2017 Share Posted April 20, 2017 I'm happy to cooperate, if there is anything you should like from me. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 20, 2017 Author Share Posted April 20, 2017 (edited) 19 minutes ago, Sassenach said: I'm happy to cooperate, if there is anything you should like from me. That would be great! Firma is definitely the right approach for permanent dwellings. I noticed in your thread that you're not too familiar with Pathfinder, so I'm happy to help set things up. What I can do to start is look at your Pathfinder configs and offer tweaks if needed- the 2.5m cubic parts looks to be about the size of the Bison modules, so I can use the Bison module configs as a basis. One thing I want to do for Pathfinder is not only have parts that are printed on site, but also allow for a compact form that a kerbal can haul on his/her back. At that stage the assembled part is just a frame, and requires additional materials to fully outfit. For Heisenberg, the hab, lab, office, and garden parts accomplish that using a combination of animations and a plugin, but maybe I can build something that won't impact Firma. I know I can have multiple MODEL nodes in a part config, for instance, and can scale 3D meshes in code if need be. That would let me build the starter box that would be added to your part configs when Pathfinder is installed with Firma. Edited April 20, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Sassenach Posted April 20, 2017 Share Posted April 20, 2017 Any Pathfinder config changes you feel appropriate shall be made, they're all neatly contained in a separate document for easy tracking. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 20, 2017 Author Share Posted April 20, 2017 1 hour ago, Sassenach said: Any Pathfinder config changes you feel appropriate shall be made, they're all neatly contained in a separate document for easy tracking. Thanks. I'm fixing up the Pathfinder configs and should have a pull request later today. I added a science config for the lab cube, and the Pathfinder greenhouse to the aggro cube. I noticed that there's no equivalent to an industrial cube: in Pathfinder, the Hacienda inflatable module handles all the industrial components like making RocketParts and such. A double-sized cube would fit the bill nicely. Quote Link to comment Share on other sites More sharing options...
Sassenach Posted April 20, 2017 Share Posted April 20, 2017 Aye, I'm yet to make any industrial type parts, though they're likely coming. Probably in two stages: First, a basic decal version of the current functional cubes, then greebled up larger pieces. I could plausibly make the basic parts larger, I've just been enjoying trying to keep model/texture footprint as small as possible. Quote Link to comment Share on other sites More sharing options...
StahnAileron Posted April 23, 2017 Share Posted April 23, 2017 @Angel-125 FYI: the RemoteTech patch for Pathfinder is out of date. The Gaslight has a name error (GasLight rather than GasLight2), the TERRAIN scanner has an odd config (should it even have a RT config?), an the Satellite Dish doesn't even have a config. There's also an AntennaRange patch, which I think has been deprecated ever since 1.2 came out. (What with 1.2 having satellite comms as stock.) If the file dates in the mod are to be trusted, you have a handful of MM patches that probably need to be checked as they predate 1.2. (The RT patch for sure; AR patch can probably be removed.) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 23, 2017 Author Share Posted April 23, 2017 10 hours ago, StahnAileron said: @Angel-125 FYI: the RemoteTech patch for Pathfinder is out of date. The Gaslight has a name error (GasLight rather than GasLight2), the TERRAIN scanner has an odd config (should it even have a RT config?), an the Satellite Dish doesn't even have a config. There's also an AntennaRange patch, which I think has been deprecated ever since 1.2 came out. (What with 1.2 having satellite comms as stock.) If the file dates in the mod are to be trusted, you have a handful of MM patches that probably need to be checked as they predate 1.2. (The RT patch for sure; AR patch can probably be removed.) Ok, please feel free to go through the patches and make a pull request. Quote Link to comment Share on other sites More sharing options...
dragonsmate17 Posted April 23, 2017 Share Posted April 23, 2017 (edited) @Angel-125 I seem to have something wrong see this shot https://www.dropbox.com/s/70ezw6tyogo9de1/screenshot0.png?dl=0 and log https://www.dropbox.com/s/5rk9r3tqa1vluxk/output_log.txt?dl=0 Look at the part tabs there are 8 for your mods Edited April 24, 2017 by dragonsmate17 Information Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 23, 2017 Author Share Posted April 23, 2017 1 hour ago, dragonsmate17 said: @Angel-125 I seem to have something wrong see this shot https://www.dropbox.com/s/70ezw6tyogo9de1/screenshot0.png?dl=0 and log https://www.dropbox.com/s/5rk9r3tqa1vluxk/output_log.txt?dl=0 What is the problem? Looks like an empty hangar. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 24, 2017 Author Share Posted April 24, 2017 Pathfinder 1.8.5 is now available: Gold Strike - Some locations now have a higher chance of containing valuable resources than others. - WBT update Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 30, 2017 Author Share Posted April 30, 2017 Pathfinder 1.8.6 is now avaiable: - Minor update to consolidate RPM/ASET ModuleManager patches into one file. - VTOL Manager has improved hover management during low framerate conditions. - Fix for IVA screens not remembering what image they were displaying. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 7, 2017 Author Share Posted May 7, 2017 Pathfinder 1.8.7 is now available: - Made it easier to climb onto the roof of the Buffalo cabins. - Kerbal Actuators recompiled. Quote Link to comment Share on other sites More sharing options...
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