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


Angelo Kerman

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1 hour ago, Ooglak Kerman said:

I'd like to see that.  Be funny to do that to Gilly.

Do you have to essentially define a script for what to do?

I looked - I don't have the screenie from orbit, alas. I do however have several surface shots. Here's one:

z9M4Xku.png

I guarantee you that there is no place this flat anywhere on Pol's surface without Kerbal Konstructs...

 

It's not really even all that much of a script. You define the size of the area you want to affect in relation to your current craft and select the AllBlank texture. Mash go, watch your ship blow up but it's okay since you quicksaved, quickload, and boom. The "decal" is in place and you have ground that makes you slide around a lot less.

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23 hours ago, capi3101 said:

I looked - I don't have the screenie from orbit, alas. I do however have several surface shots. Here's one:

 

I guarantee you that there is no place this flat anywhere on Pol's surface without Kerbal Konstructs...

 

It's not really even all that much of a script. You define the size of the area you want to affect in relation to your current craft and select the AllBlank texture. Mash go, watch your ship blow up but it's okay since you quicksaved, quickload, and boom. The "decal" is in place and you have ground that makes you slide around a lot less.

Well... I can see I've got a lot of work to figure it out.  I hit the KK button when I'm focused on a base but it doesn't offer anything useful.  I had thought there would be an editor.
Could you share a configuration you have?  The wiki is pretty unhelpful - at least for me.

EDIT//   Found the tutorial by @Caerfinon  The Statics Editor appears to be pretty buggy.  Once open, it doesn't want to close and none of the functionality works.  Without a doubt, I'm missing something.

Edited by Ooglak Kerman
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1 hour ago, capi3101 said:

Yep. That is.......that is some grass......

Lawnmower is needed.  Or, more likely a bush-hog.
I'm impressed with KK!  It's just awesome for those places where the landscape is just slightly too variable.  My story is that it's the efforts of the colony team with rakes and shovels.

I think that for places that are just not suitable - then that not-suitability should be accepted.  But that is just me.

My Alva colony is well under way now.

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3 hours ago, Angel-125 said:

They were an early attempt at making flat terrain. Unfortunately they didn't work out well. :( I do hope that colonies in KSP 2 are MUCH better and easier to work with.

They work out perfectly for attaching the Rangeland if you turn the slab 90 degrees.  It seems though, that if any of the other attached buildings are not perfectly aligned that the whole thing will take flight.  I had to remove the Ponderosa and slab off of my manufacturing complex on Alva to make it stop exploding.

Speaking of colonies....  couple of the Buffalo 2 parts will do very nicely for making a trailer park.  :)  Gotta have a trailer park.

I'm really liking how I can have crew habitats with beds and not just seats.  Good job on that with the Ponderosa.

 

Edited by Ooglak Kerman
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8 minutes ago, Ooglak Kerman said:

Huh... did not realize that the Choppah variant of the Buffalo command module lacked ladders and didn't think to check.  Doh!

Oops forgot about those… I had my test pilots hopping out of the back.

If you really want them in the Choppah variant you can alter the configuration file to add them to the variant. No 3D model changes needed.

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13 minutes ago, Angel-125 said:

Oops forgot about those… I had my test pilots hopping out of the back.

If you really want them in the Choppah variant you can alter the configuration file to add them to the variant. No 3D model changes needed.

That's handy.  I'll have a lookie look then.  Thanks.

What about the ladders on the B2ShortSideHatch.  Can the colliders be added in via the config?  It's got ladders, but no colliders on them.

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3 minutes ago, Ooglak Kerman said:

That's handy.  I'll have a lookie look then.  Thanks.

What about the ladders on the B2ShortSideHatch.  Can the colliders be added in via the config?  It's got ladders, but no colliders on them.

Colliders can’t be added at this time. The kerbal should be able to climb up though 

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13 hours ago, Ooglak Kerman said:

Hmm.   Interesting thing.  The Hacienda as a driller far outperforms the big drilling rig.

I didn't think of the Hacienda but I did notice the rig is... underspecced for its size and intention. I forget its diameter but I distinctly remember feeling that the SMX 3.75m drills would, and shouldn't, outperform it.

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I replaced the Hacienda fleet at Alva City with a couple of drilling rigs, but they don't seem to take into account engineer experience level.  In a test, I uncommented the indicated lines in drillingRig.cfg but there was no change in outputs.

	MODULE
	{
		name = WBIGoldStrikeDrill
		HarvesterType = 0
		Efficiency = 6
		ResourceName = Ore
		ConverterName = Ore
		StartActionName = Start Strip Mining
		StopActionName = Stop Strip Mining
		drillAnimationName = DrillAnim
		ImpactTransform = ImpactTransform
		ImpactRange = 15
		AutoShutdown = true
		UseSpecialistBonus = true          <---
		SpecialistEfficiencyFactor = 0.2   <---
		SpecialistBonusBase = 0.05         <---
		ExperienceEffect = DrillSkill      <---
		EfficiencyBonus = 6                <---
		GeneratesHeat = false

I love the look of them, but may need to go back to the Hacienda for productivity and the fact that the Hacienda doesn't shut down with every physics bump or scene change.

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22 minutes ago, Ooglak Kerman said:

I love the look of them, but may need to go back to the Hacienda for productivity and the fact that the Hacienda doesn't shut down with every physics bump or scene change.

In my own experience, the Rigs are generally not worth the resource cost, and it's largely for the reasons you mention (which is a pity, really - they do look awesome). Even after I have Castillos at my base, I still keep my Hacienda rigs running. You can never have enough raw material flowing in, especially at a base that sees a lot of on-hands use.

Edited by capi3101
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3 minutes ago, capi3101 said:

In my own experience, the Rigs are generally not worth the resource cost, and it's largely for the reasons you mention (which is a pity, really - they do look awesome). Even after I have Castillos at my base, I still keep my Hacienda rigs running. You can never have enough raw material flowing in, especially at a base that sees a lot of on-hands use.

I'll likely leave the Rigs for the looks and just add back a couple of token Haciendas.  I'm awash in resources now - but it's been non-stop fabrication of stuff and I don't see that stopping.
Here's Alva City right now

 

Spoiler

QxuXk8w.png

 

Lower left is the Rent Controlled District

Not counting the vehicles - 74 parts total.

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