RocketSquid Posted April 9, 2019 Share Posted April 9, 2019 4 minutes ago, capi3101 said: Non-functional KAS port, though; the Rangeland model dates back from the era when KAS/KIS and Pathfinder got along with one another. So yes, these days a Rangeland will "float" rather than sit on the surface.Down here, you'll float too... It still works as a launch/landing pad, just looks a little funky is all. Hmm, I might be able to finagle it into a working form. Unrelatedly, scansat seems to only want to show me the classic stock resources, which is very inconvenient. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted April 9, 2019 Share Posted April 9, 2019 33 minutes ago, RocketSquid said: Unrelatedly, scansat seems to only want to show me the classic stock resources, which is very inconvenient. Do you have Kerbnet access? If so, you should be able to flip through whatever resource it's showing using the little button in the upper left of the window (caveat - that might be if and only if you brought a narrow-band scanner; I don't really know if it'll work otherwise). Defaults to Alumina unless I'm very much mistaken. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 9, 2019 Share Posted April 9, 2019 4 minutes ago, capi3101 said: Do you have Kerbnet access? If so, you should be able to flip through whatever resource it's showing using the little button in the upper left of the window (caveat - that might be if and only if you brought a narrow-band scanner; I don't really know if it'll work otherwise). Defaults to Alumina unless I'm very much mistaken. When I click the button, it shows exclusively classic stock resources. In the tracking station, the stock system shows all the resources. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted April 9, 2019 Share Posted April 9, 2019 1 hour ago, RocketSquid said: Unrelatedly, scansat seems to only want to show me the classic stock resources, which is very inconvenient. Understandable if you're using another CRP mod. I remember scansat showing all resources no matter what mode you're using. (Could be remembering that wrong since I've haven't really played KSP for a few months.) Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 9, 2019 Share Posted April 9, 2019 11 minutes ago, shdwlrd said: Understandable if you're using another CRP mod. I remember scansat showing all resources no matter what mode you're using. (Could be remembering that wrong since I've haven't really played KSP for a few months.) It did when I made the initial scans, it's only now that I'm sending up the rover to refine the scans that it's having the problem. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 10, 2019 Share Posted April 10, 2019 Okay, I'm not sure where to ask this, but are the template nodes (PATH_INDUSTRY, PATH_SCIENCE, OMNICONVERTER, STORAGE_TEMPLATE, KONSTRUCTION_TEMPLATE, MOBL, etc) defined in a dll somewhere or is it possible to create a whole new type of template that wouldn't be present in any of the standard units? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 10, 2019 Share Posted April 10, 2019 3 minutes ago, RocketSquid said: Okay, I'm not sure where to ask this, but are the template nodes (PATH_INDUSTRY, PATH_SCIENCE, OMNICONVERTER, STORAGE_TEMPLATE, KONSTRUCTION_TEMPLATE, MOBL, etc) defined in a dll somewhere or is it possible to create a whole new type of template that wouldn't be present in any of the standard units? The latter is how things are. Look under GameData/WildBlueIndustries/<ModName>/Templates/<PlayMode>/ for the files that contain the template definitions, then look at the part configs to find the WBI storage modules (particularly WBIConvertibleStorage) and the key templateNodes that forces the module to recognize only the desired template nodes. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 10, 2019 Share Posted April 10, 2019 10 minutes ago, JadeOfMaar said: The latter is how things are. Look under GameData/WildBlueIndustries/<ModName>/Templates/<PlayMode>/ for the files that contain the template definitions, then look at the part configs to find the WBI storage modules (particularly WBIConvertibleStorage) and the key templateNodes that forces the module to recognize only the desired template nodes. So if I wanted to create a brand new type of storage I could? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 10, 2019 Share Posted April 10, 2019 1 minute ago, RocketSquid said: So if I wanted to create a brand new type of storage I could? Of course. For example, you can make new non-Omni resource templates by making a new STORAGE_TEMPLATE definition, or a new OMNICONVERTER template, and you can customize an omniconverter module to recognize only templates with certain templateTags just like how WBI science parts will only ever show a certain few omniconverters to select from, hab parts will only show another set of them, but certain parts like the Hacienda IMF will let you select from all of them. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 10, 2019 Share Posted April 10, 2019 50 minutes ago, JadeOfMaar said: Of course. For example, you can make new non-Omni resource templates by making a new STORAGE_TEMPLATE definition, or a new OMNICONVERTER template, and you can customize an omniconverter module to recognize only templates with certain templateTags just like how WBI science parts will only ever show a certain few omniconverters to select from, hab parts will only show another set of them, but certain parts like the Hacienda IMF will let you select from all of them. Yeah, I want templates that won’t show up in the hacienda or buffalo ISRU is the problem. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 10, 2019 Share Posted April 10, 2019 (edited) 7 minutes ago, RocketSquid said: Yeah, I want templates that won’t show up in the hacienda or buffalo ISRU is the problem. Umm... Phrasing. But I think I get it. You'll want to add an extra WBIOmniConverter module to the given part and set it to recognize new nodes (choose whatever you want, like SQUID_CONVERTER lol, and not OMNICONVERTER) (that is, set templateNodes = SQUID_CONVERTER ) and then populate a SQUID_CONVERTER like it was just another OMNICONVERTER. Edited April 10, 2019 by JadeOfMaar un-garbage my post Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 10, 2019 Share Posted April 10, 2019 3 minutes ago, JadeOfMaar said: Umm... Phrasing. But I think I get it. You'll want to add a second WBIOmniConverter module to the given part and set it to recognize new nodes (choose whatever you want, like SQUID_CONVERTER lol, and not OMNICONVERTER) and then populate a SQUID_CONVERTER like it was just another OMNICONVERTER. At the end of which, you want to have a part with an extra WBIOmniConverter{} node in it, but with templateNodes = SQUID_CONVERTER. Ah, yes, exactly. I’m trying to design a sort of universal chemical reactor part. Rather than defined converters, it can take a whole variety of resources (stock, classic stock, CRP, etc), reduce them into their base elements (not all of them, it would only really be dealing with CHNOPS), and then recombine them into other things. Eventually I’d like to make a module of my own for it, but for now omniconverters seem like the best option. It would essentially have two categories of converter, destruction and synthesis. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 10, 2019 Share Posted April 10, 2019 10 minutes ago, RocketSquid said: Ah, yes, exactly. I’m trying to design a sort of universal chemical reactor part. Rather than defined converters, it can take a whole variety of resources (stock, classic stock, CRP, etc), reduce them into their base elements (not all of them, it would only really be dealing with CHNOPS), and then recombine them into other things. Eventually I’d like to make a module of my own for it, but for now omniconverters seem like the best option. It would essentially have two categories of converter, destruction and synthesis. I like where this is going. Well, that's where template tags come in, and having a device carry several omniconverter slots like a Hacienda in OmniWorks mode. Angel makes his mods to be incredibly customizable. Take full advantage of it. If/when you can, use MM to clone a given part and re-tune it so it runs only your brand of converters. Quote Link to comment Share on other sites More sharing options...
Cruzo Posted April 10, 2019 Share Posted April 10, 2019 On 4/3/2019 at 10:46 AM, Cruzo said: Forgive the noob questions but I'm trying to make some patches to get some basic USI-LS functionality into some Pathfinder parts and I can't figure out how to modify an existing template correctly. For example, I want to make the ponderosa habitat function exactly like a hitchhiker can does in USI-LS using this chunk of code copied directly from Roverdude's patch for the hitchhiker (other than the top line obviously): Reveal hidden contents @PATH_HABITATION[PonderosaHab]:NEEDS[USILifeSupport] { MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 21 CrewCapacity = 4 BaseHabMultiplier = 0 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.525 } } } in the VAB, this seems to work properly. The USI-LS panel shows the extra habitation time like it should when the ponderosa is in habitat mode. But if I try actually deploying the thing in the world, there is a toggle in the "manage operations" window but it doesn't do anything, and the start/stop habitation controls are missing from the PAW. If I use this same code at the part level instead of just one template, it works properly. What am I doing wrong? Still wondering about this. Is there a guide somewhere on how to correctly patch a template? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 10, 2019 Share Posted April 10, 2019 (edited) @Cruzo Converter controls will not appear in the PAW, they will appear in the Ops UI (PAW --> click Manage Operations --> Converters tab). Once you know how to use MM and you know the location and the contents of the file containing what needs to be patched, it's straightforward. 15 hours ago, JadeOfMaar said: The latter is how things are. Look under GameData/WildBlueIndustries/<ModName>/Templates/<PlayMode>/ for the files that contain the template definitions Edit: Oh right. You've already seen them but they don't work. Perhaps you're missing some of the new USI modules released with the recent game-breaking mega-update to USI? I can't imagine why those modules don't want to work in flight. Edited April 10, 2019 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Cruzo Posted April 10, 2019 Share Posted April 10, 2019 Like I said the converter controls in the "manage operations" window don't do anything under this patch. I'm a noob just trying to figure out what I'm doing wrong. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted April 10, 2019 Share Posted April 10, 2019 6 hours ago, JadeOfMaar said: Perhaps you're missing some of the new USI modules released with the recent game-breaking mega-update to USI? The primary reason I've stopped trying to patch stuff for use with USI. I just use whatever pieces from USI I need along side WBI. (Separate bases, within the physics bubble using WBI distribution for resource transfers between them.) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 17, 2019 Author Share Posted April 17, 2019 Pathfinder 1.33 is now available: - KSP 1.7 updates - Decal updates courtesy of JadeOfMaar. Seriously folks, check out all the new decals! Many thanks JadeOfMaar! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 17, 2019 Share Posted April 17, 2019 (edited) 9 minutes ago, Angel-125 said: Pathfinder 1.33 is now available: - KSP 1.7 updates - Decal updates courtesy of JadeOfMaar. Seriously folks, check out all the new decals! Many thanks JadeOfMaar! In addition to the Pathfinder changelog, the WildBlueTools changelog which mostly affects Pathfinder contains the following: Nearly all decal files contained in WBT and no longer hosted in the other WBI mods. All 80+ total decals have been redrawn from scratch. Many have new filenames and many are all-new. Support for TAC LS provided in the decals. Templates not included. Resource templates (mainly the Classic Stock ones) updated descriptions to give them personality and make their roles clear. Omniconverters: added MonoPropellant power (MPU) option. Omniconverters: added Nitronite options. Omniconverters: re-balanced to appear in appropriate tech nodes (basic science, science tech row, fusion power...) Omniconverters: re-balanced for better power production rates and more opportunities to acquire Slag for base-building, and for power producers to not require kerbal skill. Make OmniStorage available in Lite Blue play mode. It should be available now. Recently some players (including @NHunter @123nick) have been trying to get OmniStorage available without Classic Stock around it. Spoiler I totally was not stalking this thread and waiting for Angel to post. I happened to be alert to KSP stuff at exactly the right time. Edited April 17, 2019 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
caipi Posted April 17, 2019 Share Posted April 17, 2019 (edited) 8 hours ago, JadeOfMaar said: Reveal hidden contents I totally was not stalking this thread and waiting for Angel to post. I happened to be alert to KSP stuff at exactly the right time. Aha, yeah, sure. I believe you. Totally! Edited April 17, 2019 by caipi creep Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted April 17, 2019 Share Posted April 17, 2019 14 hours ago, Angel-125 said: Pathfinder 1.33 is now available: - KSP 1.7 updates - Decal updates courtesy of JadeOfMaar. Seriously folks, check out all the new decals! Many thanks JadeOfMaar! FYI, the thread title still says 1.6.x. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 17, 2019 Author Share Posted April 17, 2019 27 minutes ago, Bombaatu said: FYI, the thread title still says 1.6.x. Thanks. I’ll update my threads when I have more time. Quote Link to comment Share on other sites More sharing options...
NHunter Posted April 19, 2019 Share Posted April 19, 2019 Shouldn't WBI experiments that can be run while landed be allowed in Castillo Observatory too? At the moment, if you don't have one of the following attached to your castillo-only base, those 4 slots in the observatory suddenly become much less useful. // ... requiredPart = M.O.L.E. requiredPart = LDEF Science Processor requiredPart = Bigby Orbital Workshop requiredPart = D2 Centrifuge requiredPart = D2 Science Module requiredPart = GondoLab requiredPart = Doc Science Lab requiredPart = Tranquility Mk2 Habitat // ... Also, has anyone else observed the following bad behavior of the Castillo Observatory? Spoiler It seems to believe that it needs 2000 (!) crew to function, can't collect science experiments unless you board a kerbal carrying those experiments (and you can't take those experiments out in any way that doesn't involve deleting them), and can't convert those experiments into data for MPL. This might be some weird mod interaction, but I haven't found what might be causing it yet. Quote Link to comment Share on other sites More sharing options...
Kielm Posted April 23, 2019 Share Posted April 23, 2019 Ack. So I'm halfway through a career game (after restarting due to an instability in another mod) using this and USI-LS, and I've just discovered USI-LS support was dropped from this absolutely ages ago. FML. Because I hate the idea of starting again (again), I'm gathering information to put together an MM patch to get Pathfinder working with USI-LS . I have the guide on supporting MKS in a mod, the balance guidelines spreadsheet, and the converter module updates (that I may or may not need, I've not checked yet). I also have an old patch from Pathfinder 1.6.2 that added USI-LS support that I was hoping to use as a template. Before I start - was there a specific reason why USI-LS support was dropped? It still seems to work - but I thought I should check as I have a feeling that smarter people than me have already tried this and I could be wasting my time... Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted April 24, 2019 Share Posted April 24, 2019 1 hour ago, Kielm said: Ack. So I'm halfway through a career game (after restarting due to an instability in another mod) using this and USI-LS, and I've just discovered USI-LS support was dropped from this absolutely ages ago. FML. Because I hate the idea of starting again (again), I'm gathering information to put together an MM patch to get Pathfinder working with USI-LS . I have the guide on supporting MKS in a mod, the balance guidelines spreadsheet, and the converter module updates (that I may or may not need, I've not checked yet). I also have an old patch from Pathfinder 1.6.2 that added USI-LS support that I was hoping to use as a template. Before I start - was there a specific reason why USI-LS support was dropped? It still seems to work - but I thought I should check as I have a feeling that smarter people than me have already tried this and I could be wasting my time... I can't speak for Angel, but Roverdude likes to break his mods without warning or explanation. I've used MKS for a while and stopped because I got sick of the updates blinking out or breaking my bases and stations. I still use USI:LS but I use the parts and converters from the mod along side of Pathfinder. The only thing you will have to do is create a patch to add habitation time and supplies to the Pathfinder parts. If you want to use MKS, build the two bases separately and use WBI distribution for resource transfers. (You may want to do the same thing with supplies creation for ground bases too. Plus USI resource distribution doesn't really make sense.) That way if the bases gets blinked out of existence, your only real loss is some buckboards or tundra modules. PS. You may have to remove the dependency for the MKS parts to be manned. Quote Link to comment Share on other sites More sharing options...
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