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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience


Angelo Kerman

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5 hours ago, Angel-125 said:

I also made a new tourist contract that asks you to send kerbals to a specific vessel, have them stay for a few days, and bring them home:

As its name implies, the Study Hall is a place to train your kerbals- just like the stock Mobile Processing Lab. It will also be the place where you can turn Tourists into Pilots, Engineers, or Scientists. Combined with the new tourism contract, you'll have an alternate way to add new astronauts without having to pay ever increasing fees or rescuing a stranded kerbal.

Would it be possible to extend that via MM patch or a new template config so one could train other classes of kerbals to something else? Like a Mechanic (or other engineering track Kerbal) from MKS to an Engineer? Maybe add cross train classes? Like a Spock type that was a scientist but also has some of the engineer traits? Or a Scotty that is part pilot part engineer? or Uber Kerbal that is all three (only accessible by repeated training missions and long base stays - could totally be balanced somehow)?
Yes I have a strange install, and that's totally something I'd be willing to make the configs for if it were possible via the parts and programming. If it's not worth it to you, or it turns out to be harder than you'd like, then don't tackle it. Just an idea.

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19 hours ago, helaeon said:

Would it be possible to extend that via MM patch or a new template config so one could train other classes of kerbals to something else? Like a Mechanic (or other engineering track Kerbal) from MKS to an Engineer? Maybe add cross train classes? Like a Spock type that was a scientist but also has some of the engineer traits? Or a Scotty that is part pilot part engineer? or Uber Kerbal that is all three (only accessible by repeated training missions and long base stays - could totally be balanced somehow)?
Yes I have a strange install, and that's totally something I'd be willing to make the configs for if it were possible via the parts and programming. If it's not worth it to you, or it turns out to be harder than you'd like, then don't tackle it. Just an idea.

Wasn't really considering that, but it is technically possible to change traits on a kerbal. I'll consider it. You can't really create a part pilot, part engineer type without making a whole new class though.

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6 hours ago, Angel-125 said:

Wasn't really considering that, but it is technically possible to change traits on a kerbal. I'll consider it. You can't really create a part pilot, part engineer type without making a whole new class though.

You don't need to make a whole new class because the trait class (the actual C# class that holds the effects (skills)) is just a prefab. The problem comes with keeping track of what effects the trait should hold. For KSP 1.2, NathanKell added some game events to allow mods to hook into kerbal saving and loading, thus allowing for the extension of the data stored in a kerbal node in the save file. It's a bit of work to get going, but this work has already been done for you :) (yeah, shameless plug). Using KerbalStats, you would need only to store/load the per-kerbal traits/effects using IKerbalExt.

If this path seems appealing to you, I am quite willing to help.

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10 hours ago, Angel-125 said:

Wasn't really considering that, but it is technically possible to change traits on a kerbal. I'll consider it. You can't really create a part pilot, part engineer type without making a whole new class though.

I was thinking precisely of that. Much like how MKS has engineers, scientists, and pilots that are missing traits to be the Kolonists. So you'd have the 3 cross train classes (no idea what to call them) and maybe possible super class. Ideally only accessible through training so one couldn't hire or rescue them. Basically use the training part and/or contract as a way to change the class of the Kerbal, then the kerbal inherits the traits of the changed class.
For example Mechanic to Engineer to Test Pilot (Engineer + Pilot) or Medic to Scientist to Specialist (Scientist + Engineer). Of course when playing stock, you wouldn't have the Kolonist classes so you could start from there. Ideally one would be able to write a compatibility config that would say something like.

KerbalClass = Engineer
AllowedUpgrade = TestPilot, Specialist

Or some other layout that would make it easy to modularly configure with module manager.

Thanks for looking into it.

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On 12/8/2017 at 7:32 PM, Angel-125 said:

While I'm continuing my goal to make DSEV feature complete this month, I'm also doing some Pathfinder stuff. Here you can see that I gave the Hogan (formerly Ranch House) a konkrete texture to reflect how it is 3D printed on site with local materials:

nExTSNi.png

You can assemble it with KIS- it comes in a packing box and needs a lot of resources- or you can expand it in the VAB/SPH as part of a prefabricated base that you build using Extraplanetary Launchpads. Next Pathfinder update will let you configure it as a Community Center, Dormitory, or Study Hall. The Community Center does what the existing part does now, but some of that functionality will be moved around as other parts get made. The Dormitory gives you life support options, but thanks to some new contracts I made over the past couple of days, it also attracts tourists to your base that could potentially become colonists:

zFZuWyP.png

I also made a new tourist contract that asks you to send kerbals to a specific vessel, have them stay for a few days, and bring them home:

w2001lQ.png

As its name implies, the Study Hall is a place to train your kerbals- just like the stock Mobile Processing Lab. It will also be the place where you can turn Tourists into Pilots, Engineers, or Scientists. Combined with the new tourism contract, you'll have an alternate way to add new astronauts without having to pay ever increasing fees or rescuing a stranded kerbal.

oh god! when you see what i did before reading this!

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13 hours ago, Daveroski said:

What is the difference between your included version of module manager 2.8.1 and the latest version 3.0.1?

Will your mods work correctly with 3.0.1?

 

Some haven't been updated to account for changes in MM's syntax processing. You might see errors with 3.0.1. Next round of updates should fix that.

Edited by Angel-125
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On 12/12/2017 at 1:17 AM, Angel-125 said:

Some haven't been updated to account for changes in MM's syntax processing. You might see errors with 3.0.1. Next round of updates should fix that.

On the 'DOC' I can access 'manage operations' in the VAB but not on the launch pad.

Will that be an issue with MM?

 

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I'm having some issues when trying to build something on Minmus using the Rangeland launchpad. Whenever I construct something, it either causes the rangeland to immediately explode and the vessel to fly upwards out of control and when I put stability enhancers on the craft, this happens when it spawns in.

Album https://imgur.com/a/U5Wli will appear when post is submitted

Do you have ideas to fix this?

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Hi guys, this is my first post so please forgive any rules i might fail to follow...

I was getting a strange error showing on the debug screen, and after troubleshooting through all my mods i found out Pathfinder was causing it, i mean, i clean installed and checked every mod and only this is causing this. This and other Pathfinder related mods, like th Buffalo MSEV and Kerbal Actuators... Please shed some light into this:

https://imgur.com/a/GIGjM

I'm still using KSP version 1.2.2 and the corresponding mod versions (since not all of the mods i use are updated to 1.3.1). If you need a log, please tell me how to generate it. Thank you

EDIT: I forgot to mention these warnings keep appearing until all of the screen is taken...

Edited by tupidfp
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On 12/17/2017 at 8:07 PM, looksgoodiego said:

Hi guys, this is my first post so please forgive any rules i might fail to follow...

I was getting a strange error showing on the debug screen, and after troubleshooting through all my mods i found out Pathfinder was causing it, i mean, i clean installed and checked every mod and only this is causing this. This and other Pathfinder related mods, like th Buffalo MSEV and Kerbal Actuators... Please shed some light into this:

https://imgur.com/a/GIGjM

I'm still using KSP version 1.2.2 and the corresponding mod versions (since not all of the mods i use are updated to 1.3.1). If you need a log, please tell me how to generate it. Thank you

EDIT: I forgot to mention these warnings keep appearing until all of the screen is taken...

i think you have to get a previous version from github.
Most devs stop supporting the older versions once they upgrade the mod to the newest version.

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@Angel-125May have found a problem. KBPS to Pathfinder patches I might be misbehaving. Things seemed fine until I tried to make a Mk2 habitat from a ponderosa to blacksmith. Things looked fine and the blacksmith's converters work, but the OSE GUI won't load. Things are just fine if I use a Casa or Ponderosa part directly from Pathfinder.

Any ideas? I am willing to and should have the skills to track down what's going on with the MM patches if desired and pass along the info. Using MM 3.0.1 with the removal of the :FINAL so things work well until the next release. Just would be starting from zero so if anyone had some ideas what was up or changes from OSE to OSE Continued or recent changes in pathfinder that might have broke it I'd like to start there.

Now I have a looootttt of mods installed so it might be a conflict if no-one else is seeing it.

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@helaeon I did a quick test and I'm not seeing any problem with the Tranquility Mk2 Habitat switching between "Ponderosa" and "Blacksmith" using an install with the latest versions of DSEV, Pathfinder, KPBS and OSE Workshop. (I did change this line to @PART[WBI_D2Hab]:AFTER[Pathfinder] for compatibility with MM 3.0.1).

 

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Still was having problems, so made the following MM patch and now the KBPS MK2 habitat shows the workshop and recycler GUIs as expected. I noticed that these items are in the casa & hacienda part configs not template configs. Getting them added to the part config for the KBPS part fixed my problem.

@PART[KKAOSS_Habitat_MK2_g]{
	MODULE:NEEDS[Workshop]
	{
		name = OseModuleWorkshop
		ConversionRate = .45 // How much of a parts mass needs to be processed until it is done
		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
		InputResource = MaterialKits // This resource will be used to process the items
		MinimumCrew = 4 // Amount of Kerbals needed for the Workshop to work
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleRecycler
		ConversionRate = 0.45 // 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 = 4 // Amount of Kerbals needed for the Recycler to work
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Pods
		IconPath = Squad/PartList/SimpleIcons/RDicon_commandmodules
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = FuelTank
		IconPath = Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Engine
		IconPath = Squad/PartList/SimpleIcons/RDicon_propulsionSystems
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Control
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Structural
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Aero
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Utility
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generic
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Electrical
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_electrics
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Ground
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advancedmotors
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Payload
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_composites
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Communication
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advunmanned
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Coupling
		IconPath = Squad/PartList/SimpleIcons/cs_size3
	}

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Thermal
		IconPath = Squad/PartList/SimpleIcons/fuels_monopropellant
	} 

	MODULE:NEEDS[Workshop]
	{
		name = OseModuleCategoryAddon
		Category = Science
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech
	}
	}

 

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Now that I'm down to bug fixes in DSEV, I can turn my attention to the revisions to the Hogan. Now it has more of a 3D printed konkrete look:

ArpS3ip.png

The idea being that the upcoming Sandcastle 3D printer will make the structure out of konkrete. You'll of course build your assembled base in the VAB/SPH and then print the whole thing in one shot on site. Or if you prefer, you can still haul the packing box on site and manually assemble it there with kerbals.

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And now you can retrain tourists:

RZHH1vs.png

l0Wn4bK.png

And yes, you can change it so that you can retrain any kerbal. You'll just have to remove WBIClassConverter's traitsAllowedToConvert property from the configuration setting. You'll find it in the WildBlueIndustries/Pathfinder/Templates/Common/Hogan.cfg file.

With the new contract, as mentioned, you have an alternative to rescuing kerbals or hiring new ones at increasing rates. :)

Edited by Angel-125
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10 hours ago, Angel-125 said:

And now you can retrain tourists:

RZHH1vs.png

l0Wn4bK.png

And yes, you can change it so that you can retrain any kerbal. You'll just have to remove WBIClassConverter's traitsAllowedToConvert property from the configuration setting. You'll find it in the WildBlueIndustries/Pathfinder/Templates/Common/Hogan.cfg file.

With the new contract, as mentioned, you have an alternative to rescuing kerbals or hiring new ones at increasing rates. :)

this opens an alley for abducting tourists and forcing them to work for you..... :D so much cheaper than hiring them :P 

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6 hours ago, Space Kadet said:

this opens an alley for abducting tourists and forcing them to work for you..... :D so much cheaper than hiring them :P 

Yup. I dislike how hiring new astronauts becomes increasingly cost prohibitive and how the rescue contracts taper off, so I added the alternative. The only cost is to send the tourists to your destination.

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23 minutes ago, Angel-125 said:

Yup. I dislike how hiring new astronauts becomes increasingly cost prohibitive and how the rescue contracts taper off, so I added the alternative. The only cost is to send the tourists to your destination.

This was actually my original plan for my Rocklady character... a tourist that never left the Mun. But back then I didn't know how to change her from a tourist to astronaut. Glad to see this finally happen!!! :wink:

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Pathfinder 1.19 is now available:

Hogan
- The Ranch House has been renamed to the Hogan.
- Adjusted the resource requirements to build the Hogan.
- Retextured the sides to reflect the Konkrete portion of its construction.
- You can configure the Hogan into one of three configurations, all of which retain their greenhouse functionality:
  Community Center: This is the default configuration. It has the same functionality as the original design. At least for now...
  Dormatory: This configuration has life support recyclers, and it attracts Tourists who want to experience life as a colonist for a few days.
  Study Hall: Like the stock MPL, you can train kerbals and increase their ranks. You can also train promising Tourists to become Pilots, Engineers, and Scientists. With the ever-increasing cost to hire new astronauts, the Study Hall gives you an alternative to acquiring new astronauts through rescue contracts.

New Contracts
- Touring: This contract requires you to send 1 or more tourists to a specific vessel and return them home safely after a few days stay.

- Colonial Aspirations: This contract requires you to send 1 or more tourists to a specific vessel equipped with a Hogan configured as a Dormatory, and let them stay there for a few days. The tourists are potential colonists; you get paid to deliver the tourists to the vessel but not to return them home. It's a great way to send tourists to a Hogan configured as a Study Hall to train them into a Pilot, Scientist, or Engineer.

ARP Icons
Added new Alternate Resource Panel icons courtesy of JadeOfMaar. These look great! :)

Bug Fixes & Enhancements
- Re-exported the models for the Hogan, Pipeline, and Rangeland.
- The Orbital Pipeline will now send payloads from orbit to ground- my girlfriend had a good argument for it.

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