MatterBeam Posted March 3, 2016 Author Share Posted March 3, 2016 4 hours ago, Badsector said: If you like it here a little gift Regards Luca Awesome! Link to comment Share on other sites More sharing options...
maculator Posted March 3, 2016 Share Posted March 3, 2016 (edited) ^ exept for the colors, really nice. Now since I lack the vocabulary to express what I would change I'll just use my AWSOME PAINTSKILLLLZ: Feel free to use it! Edited March 3, 2016 by maculator Link to comment Share on other sites More sharing options...
MatterBeam Posted March 3, 2016 Author Share Posted March 3, 2016 1 hour ago, maculator said: ^ exept for the colors, really nice. Now since I lack the vocabulary to express what I would change I'll just use my AWSOME PAINTSKILLLLZ: Feel free to use it! I'll see if BadSector agrees with this. Update: v1.1:Small fixes. v1.0:Added resource switch capacity to the Radial ore tanks. Added ExRecycler module to the Mk3 Ramp, but was unable to recycle. I'll check with @taniwha as to what the correct way of doing recycling is. Link to comment Share on other sites More sharing options...
Badsector Posted March 3, 2016 Share Posted March 3, 2016 Probably there is a misunderstanding, the image i have posted is for use as icon for toolbars and need to keep the aspect scaled at 24x24 for that is simple and have bright colors @MatterBeam feel free to use what you like Link to comment Share on other sites More sharing options...
taniwha Posted March 3, 2016 Share Posted March 3, 2016 7 hours ago, MatterBeam said: I'll check with @taniwha as to what the correct way of doing recycling is. The recycler needs a trigger collider to detect the parts to be recycled. Link to comment Share on other sites More sharing options...
maculator Posted March 3, 2016 Share Posted March 3, 2016 (edited) I really think you should concider to use another part as recycler. You basically have most of your parts in the 2.5m section, wich allows for nice looking stations and bigger trucks. And then ... there is a mk3 cargo ramp ... I just cant think of a practical/good looking way to carry that monster arround with a truck, or how that thing should fit on a space station. No offense intended, but that thing is huge and really doesn't fit in the selection of parts you choose previously. I'm stil voting for the senior-dockingport. You can attach it to the lab or the ISRU or the big ore tank, it fits into the range of parts you choose. @Badsector I did't progress far enough in the techtree to use this mod (soon™), but I don't have a toolbar icon, does this mod even use the toolbar? Edited March 3, 2016 by maculator Link to comment Share on other sites More sharing options...
MatterBeam Posted March 3, 2016 Author Share Posted March 3, 2016 (edited) 6 hours ago, Badsector said: Probably there is a misunderstanding, the image i have posted is for use as icon for toolbars and need to keep the aspect scaled at 24x24 for that is simple and have bright colors @MatterBeam feel free to use what you like I'll see what I can do. 3 hours ago, taniwha said: The recycler needs a trigger collider to detect the parts to be recycled. I tried using one of the ramp's nodes, but to no effect. 4 minutes ago, maculator said: I really think you should concider to use another part as recycler. You basically have most of your parts in the 2.5m section, wich allows for nice looking stations and bigger trucks. And then ... there is a mk3 cargo ramp ... I just cant think of a practical/good looking way to carry that monster arround with a truck, or how that thing should fit on a space station. No offense intended, but that thing is huge and really doesn't fit in the selection of parts you choose previously. I'm stil voting for the senior-dockingport. You can attach it to the lab or the ISRU or the big ore tank, it fits into the range of parts you choose. I'll test this out, thanks for the suggestion. I'll have to create a new part though, so that all the currently docked parts in saves don't start destroying each other Edited March 3, 2016 by MatterBeam Link to comment Share on other sites More sharing options...
maculator Posted March 3, 2016 Share Posted March 3, 2016 (edited) Edit: there is a modulemanager.dll inside your plugin folder. Is that supposed to be there?? Okay now you got me, I paused my career and started fooling arround with SC in sandbox. A thing I changed is the config for the ExLaunchpad, I just didn't get why there is a need to make a copy, wich would destroy my vessels who have the part if I for some reason deinstall the mod. The only "danger" I saw is that if you docked two vessels you could accidently spawn the newly constructed one inside the docked one. But then you could also "park" something infront of the cloned docking port. Well this is what I changed: Spoiler @PART[dockingPort3] { @description ^= :$: Can now give birth to baby rockets!: MODULE { name = ExLaunchPad SpawnHeightOffset = 3 } } proof that it works: Added description: "give birth" to baby rockets: And dock: Edited March 3, 2016 by maculator Link to comment Share on other sites More sharing options...
Badsector Posted March 3, 2016 Share Posted March 3, 2016 1 hour ago, MatterBeam said: I tried using one of the ramp's nodes, but to no effect. If need a trigger collider the only stock part you can use are cockpit or crewcabin, but after they recycle kerbals too, fast and best solution is to use the recyclers from EL. Link to comment Share on other sites More sharing options...
maculator Posted March 3, 2016 Share Posted March 3, 2016 (edited) 50 minutes ago, Badsector said: If need a trigger collider the only stock part you can use are cockpit or crewcabin, but after they recycle kerbals too, fast and best solution is to use the recyclers from EL. I'm not verry good in complexe modding, but couldN't he use the meshswitch function of interstellarfuelswitch to make it possible to switch the mesh of a stock part to the one of the original recycler? Edited March 3, 2016 by maculator Link to comment Share on other sites More sharing options...
Badsector Posted March 3, 2016 Share Posted March 3, 2016 1 hour ago, maculator said: I'm not verry good in complexe modding, but couldN't he use the meshswitch function of interstellarfuelswitch to make it possible to switch the mesh of a stock part to the one of the original recycler? I don't see the point, is better add a simple object with only the need modules, and recycler module is enough dangerous Link to comment Share on other sites More sharing options...
maculator Posted March 3, 2016 Share Posted March 3, 2016 2 hours ago, Badsector said: I don't see the point, is better add a simple object with only the need modules, and recycler module is enough dangerous The whole purpose of simple construction is to not add parts. Link to comment Share on other sites More sharing options...
Eleusis La Arwall Posted March 3, 2016 Share Posted March 3, 2016 (edited) I have an idea that would need an additional .mu file but no texture. Just not sure if that works. Make model.mu that holds only the mesh with the trigger collider and integrate them with MODEL { model = STOCK/model position = 0,0,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = SimpleConstruction/RecyclerMesh/model position = 0,0,0 scale = 1,1,1 rotation = 0,0,0 } to the same part in the .cfg file. Edit: Works like a charm (proof) Edit2: Uploaded the test-stuff to TinyUpload (Download). Feel free to do whatever you want with it Edited March 3, 2016 by Eleusis La Arwall Proof of concept Link to comment Share on other sites More sharing options...
yorshee Posted March 3, 2016 Share Posted March 3, 2016 I've been waiting for a mod like this for ages! This is awesome! Thank you! Link to comment Share on other sites More sharing options...
maculator Posted March 3, 2016 Share Posted March 3, 2016 @Eleusis La Arwall I LVOE how this community works! Link to comment Share on other sites More sharing options...
MatterBeam Posted March 3, 2016 Author Share Posted March 3, 2016 5 hours ago, maculator said: Edit: there is a modulemanager.dll inside your plugin folder. Is that supposed to be there?? Okay now you got me, I paused my career and started fooling arround with SC in sandbox. A thing I changed is the config for the ExLaunchpad, I just didn't get why there is a need to make a copy, wich would destroy my vessels who have the part if I for some reason deinstall the mod. The only "danger" I saw is that if you docked two vessels you could accidently spawn the newly constructed one inside the docked one. But then you could also "park" something infront of the cloned docking port. Well this is what I changed: Hide contents @PART[dockingPort3] { @description ^= :$: Can now give birth to baby rockets!: MODULE { name = ExLaunchPad SpawnHeightOffset = 3 } } proof that it works: Added description: "give birth" to baby rockets: And dock: I think I made a mistake duplicating the small port. I'll get this fixed as per your suggestion. 50 minutes ago, maculator said: The whole purpose of simple construction is to not add parts. This is true. 44 minutes ago, Eleusis La Arwall said: I have an idea that would need an additional .mu file but no texture. Just not sure if that works. Make model.mu that holds only the mesh with the trigger collider and integrate them with MODEL { model = STOCK/model position = 0,0,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = SimpleConstruction/RecyclerMesh/model position = 0,0,0 scale = 1,1,1 rotation = 0,0,0 } to the same part in the .cfg file. Edit: Works liek a charm (proof) Amazing work! I'll add this to the next update. 8 minutes ago, yorshee said: I've been waiting for a mod like this for ages! This is awesome! Thank you! You are welcome! Link to comment Share on other sites More sharing options...
maculator Posted March 3, 2016 Share Posted March 3, 2016 (edited) Since you now got a cool, but sadly not grey-orange-black-colored, logo. You might want to add some flags: 256x160 Logo 256x160 Flag I didn't figure out how to post the album as embed here is the link to it: http://imgur.com/a/NcqKy screwed the logo up. I'll fix it. fixed Edited March 4, 2016 by maculator Link to comment Share on other sites More sharing options...
MatterBeam Posted March 3, 2016 Author Share Posted March 3, 2016 12 minutes ago, maculator said: Since you now got a cool, but sadly not grey-orange-black-colored, logo. You might want to add some flags: 256x160 Logo 256x160 Flag I didn't figure out how to post the album as embed here is the link to it: http://imgur.com/a/NcqKy screwed the logo up. I'll fix it. Nice flag. I'll use it. Link to comment Share on other sites More sharing options...
maculator Posted March 3, 2016 Share Posted March 3, 2016 They're both ment to be used, the "logo" is just the logo on an 256x160px transparent background, so the player can decide wether he would like a oldschool flag or print the logo on his ship. Link to comment Share on other sites More sharing options...
Badsector Posted March 4, 2016 Share Posted March 4, 2016 (edited) Little suggestion, can you change the patch on this way for give to all parts stock and from mods workshop ability ? @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#minimumCrew[>0]],!MODULE[ExWorkshop]] { MODULE { name = ExWorkshop ProductivityFactor = 3 IgnoreCrewCapacity = false } } @PART[*]:HAS[!MODULE[ModuleCommand],#CrewCapacity[*],~CrewCapacity[0],!MODULE[ExWorkshop],!MODULE[ModuleScienceLab]] { MODULE { name = ExWorkshop ProductivityFactor = 3 IgnoreCrewCapacity = false } } @PART[*]:HAS[@MODULE[ModuleScienceLab],!MODULE[ExWorkshop]] { MODULE { name = ExWorkshop ProductivityFactor = 5 } } Regards Luca Edit For make the Lab work with thermal modifiers you have to change the patch @PART[Large_Crewed_Lab]:FINAL { MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceConverter ConverterName = RocketParts StartActionName = Start RocketParts StopActionName = Stop RocketParts AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Metal Ratio = 1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = RocketParts Ratio = 1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 4000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 500 //Maximum amount of radiator capacity we can consume - 50 = 1 small } } Otherwise without thermal system @PART[Large_Crewed_Lab] { MODULE { name = ModuleResourceConverter ConverterName = RocketParts StartActionName = Start RocketParts StopActionName = Stop RocketParts GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Metal Ratio = 1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = RocketParts Ratio = 1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } Edited March 4, 2016 by Badsector Link to comment Share on other sites More sharing options...
maculator Posted March 4, 2016 Share Posted March 4, 2016 (edited) @Badsector The Temperaturemodifiers shut down the lab if it gets to hot and determin efficency via temperature when I got that right. So I personally think in that case you don't really need the Temperaturemodifiers since there are only 2 Kerbals inside fiddeling metalpieces together and labeling them rocketparts. Its not like smelting ore into metal or else. I didn't get the difference between your patch for the crewed parts and matterbeam's, for me his patch is already adressing modded parts aswell. But there is one thing I noticed while testing: For some reason the MK2 CrewCabin has no workshop. @MatterBeam When you update the mod the next time woud you mind adding some description to the stock description? @description ^= :$:ADDED DESCRIPTION GOES HERE: It's just a smal addition but adds alot to the feeling. Do you use github? Would be much easier to make suggestions via pullrequests. And it's a nice way to make your source public for everyone who is interested. Edited March 4, 2016 by maculator Link to comment Share on other sites More sharing options...
maculator Posted March 4, 2016 Share Posted March 4, 2016 Here to make the ore tanks modular: @PART[*]:HAS[@MODULE[ModuleFuelJettison],@RESOURCE[Ore]] { %SimpleAm = #$RESOURCE[Ore]/maxAmount$ %DoubleAm = #$SimpleAm$ @DoubleAm *= 2 %Weight = #$mass$ MODULE { name = InterstellarFuelSwitch resourceNames = Ore;Metal;RocketParts resourceAmounts = #$../SimpleAm$;$../SimpleAm$;$../DoubleAm$ tankMass = #$../Weight$;$../Weight$;$../Weight$ basePartMass = 0.0 displayCurrentTankCost = true hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } Link to comment Share on other sites More sharing options...
MatterBeam Posted March 4, 2016 Author Share Posted March 4, 2016 Update! v1.2: Added a modular resource switcher. Removed Ramp config, replaced with Construction Port functionality. Removed duplicated Docking Port. Construction Port now serves as docking port, launchpad and recycler. Be careful! Many thanks to the contributors. Mentioned in the opening post, right under the download button Link to comment Share on other sites More sharing options...
PB666 Posted March 4, 2016 Share Posted March 4, 2016 Been tinkering with the parts, what I have found. Seriously the fuel drilling time is about 6 times that of metal drilling time. What would be cool is a ore drilling apparatus that extracts the metal and oxidizer and fuel at the same time. On earth at least oxygen in the surface it tied to metals (those red deposits you see in iron rich areas). Metal Ore is just about everywhere including most areas that have fuel bearing ore, so it makes sense that on auger can get ore for everything. Of course what will happen is that you will max out metal storage, the ISRU/smelter could give you the ability to make metal poop piles that can be later harvested by kerbals (though most will be wasted) On non-oxygenated planets they would be tied with carbonates and other complex reduced oxygen state compounds. For metal ore supply line (such as in space). Just add a small amount of metal capacity to your tank or part and/or carry a smelter, Ore goes to the smelter then to the small tank, it is then processed by the workshop into parts. Create a good area for part storage, therefore modify the cfg for Rocket Part storage and add a tiny amount of metal storage. So given I made my own stand alone space-factory that comes complete with everything except the launch pad, its huge, about 1/8th the volume of the VAB in its largest form and I have storage for parts, ore and metal, as well as a engineering lab and fuel storage. As the factory grows I add RP containers on size3 (mod) docking ports, and I can breed the factory. So I supply from kerbin basically with metal ore and this is fed into the smelter and comes out basically as rocket parts because the factory works faster than the smelter. The smelter itself has metal storage capacity so, metal addon is not really needed with a smelter anyway. For Roving resources the story is different, since these probably wont (shouldn't) have an engineering shop, basically the metal storage is the end product of the vessel, in this case have a ____load of batteries so that your smelter processes ore as fast as it comes onboard, which means small ore tank, big metal tank (lots of solar panels, batteries and some thought into radiators). The big problem with off-world resource supply (granted that minmus is easy pickings), is not metal (use the smallest auger and smallest smelter and about 1/5th metal storage relative to fuel) is that fuel from ore is disproproportionally slower than metal from metal ore. It requires more power, more converter capacity, a longer operation time of the ISRU. Therefore its wise (unless you intend to cheat) to keep the two processes separate. In otherwords unless you want to spends months to years mining ore, you need to double down (I have 8 on my rover) on your ore drills and the smallest possible metal ore bit. For most of the time the metal ore bit is idle as with the smelter, and ISRU is mostly idle and everything is waiting for supply or (so you dont need large storage tanks). Definitely convert the ore on site, because ore is heavy and contains little fuel, since this is the case just take a small ore tank, or simply add ore storage to the ISRU and keep it running. This means scaling the ISRU to the supply capacity (which means lower operating capacity, less battery usage and less need for heating) and requires some modification of the cfg file. Have the rover port in low orbit to a transporter and promptly return. One other thing, metal builds up very quick on inspace faciltiies so best to have a dirty laundry list of SC to build or the transfer ships will be overwhelmed with unused metal. Bottom line. Space Stations - Lots and lots of part storage if you make big things, metal ore can be stored on transports, metal can be stored on transports, the metal ore capacity of the smelter is sufficient. Rovers - lots of ore making capacity, little ore making, smelting and storage capacity, but decent metal storage capacity. Little more ore storage and ISRU capacity, and lots and lots of fuel storage. Transporters - Make consolidated tanks (for example instead of bunches of tank craft short fat tanks - e.g. rcs - because stability and transfer facility is a beach. Don't put workshops on transporters, it only waste fuel since you have to transport the shop and double the metal storage space (space for metal and for equal amount of metal parts). Bases, the point is why have a launch base on a planet when you can have one in space, just refuel the drilling ship and reciprocate. It may be true you don't have to take the rover, but the problem is the rovers weight is minor compared to the mass of metal (metal is very heavy) and fuel, and a rover does not need to be manned (except for an engineer occasionally). Since bases basically only need to feed themselves, they really don't need much fuel and metal ore is basically for construction. What is needed here is a 'seed' part that can be planted and basically allows one to grow one part at a spot or expand a part off another part. Link to comment Share on other sites More sharing options...
MatterBeam Posted March 5, 2016 Author Share Posted March 5, 2016 1 hour ago, PB666 said: Been tinkering with the parts, what I have found. Seriously the fuel drilling time is about 6 times that of metal drilling time. What would be cool is a ore drilling apparatus that extracts the metal and oxidizer and fuel at the same time. On earth at least oxygen in the surface it tied to metals (those red deposits you see in iron rich areas). Metal Ore is just about everywhere including most areas that have fuel bearing ore, so it makes sense that on auger can get ore for everything. Of course what will happen is that you will max out metal storage, the ISRU/smelter could give you the ability to make metal poop piles that can be later harvested by kerbals (though most will be wasted) On non-oxygenated planets they would be tied with carbonates and other complex reduced oxygen state compounds. For metal ore supply line (such as in space). Just add a small amount of metal capacity to your tank or part and/or carry a smelter, Ore goes to the smelter then to the small tank, it is then processed by the workshop into parts. Create a good area for part storage, therefore modify the cfg for Rocket Part storage and add a tiny amount of metal storage. So given I made my own stand alone space-factory that comes complete with everything except the launch pad, its huge, about 1/8th the volume of the VAB in its largest form and I have storage for parts, ore and metal, as well as a engineering lab and fuel storage. As the factory grows I add RP containers on size3 (mod) docking ports, and I can breed the factory. So I supply from kerbin basically with metal ore and this is fed into the smelter and comes out basically as rocket parts because the factory works faster than the smelter. The smelter itself has metal storage capacity so, metal addon is not really needed with a smelter anyway. For Roving resources the story is different, since these probably wont (shouldn't) have an engineering shop, basically the metal storage is the end product of the vessel, in this case have a ____load of batteries so that your smelter processes ore as fast as it comes onboard, which means small ore tank, big metal tank (lots of solar panels, batteries and some thought into radiators). The big problem with off-world resource supply (granted that minmus is easy pickings), is not metal (use the smallest auger and smallest smelter and about 1/5th metal storage relative to fuel) is that fuel from ore is disproproportionally slower than metal from metal ore. It requires more power, more converter capacity, a longer operation time of the ISRU. Therefore its wise (unless you intend to cheat) to keep the two processes separate. In otherwords unless you want to spends months to years mining ore, you need to double down (I have 8 on my rover) on your ore drills and the smallest possible metal ore bit. For most of the time the metal ore bit is idle as with the smelter, and ISRU is mostly idle and everything is waiting for supply or (so you dont need large storage tanks). Definitely convert the ore on site, because ore is heavy and contains little fuel, since this is the case just take a small ore tank, or simply add ore storage to the ISRU and keep it running. This means scaling the ISRU to the supply capacity (which means lower operating capacity, less battery usage and less need for heating) and requires some modification of the cfg file. Have the rover port in low orbit to a transporter and promptly return. One other thing, metal builds up very quick on inspace faciltiies so best to have a dirty laundry list of SC to build or the transfer ships will be overwhelmed with unused metal. Bottom line. Space Stations - Lots and lots of part storage if you make big things, metal ore can be stored on transports, metal can be stored on transports, the metal ore capacity of the smelter is sufficient. Rovers - lots of ore making capacity, little ore making, smelting and storage capacity, but decent metal storage capacity. Little more ore storage and ISRU capacity, and lots and lots of fuel storage. Transporters - Make consolidated tanks (for example instead of bunches of tank craft short fat tanks - e.g. rcs - because stability and transfer facility is a beach. Don't put workshops on transporters, it only waste fuel since you have to transport the shop and double the metal storage space (space for metal and for equal amount of metal parts). Bases, the point is why have a launch base on a planet when you can have one in space, just refuel the drilling ship and reciprocate. It may be true you don't have to take the rover, but the problem is the rovers weight is minor compared to the mass of metal (metal is very heavy) and fuel, and a rover does not need to be manned (except for an engineer occasionally). Since bases basically only need to feed themselves, they really don't need much fuel and metal ore is basically for construction. What is needed here is a 'seed' part that can be planted and basically allows one to grow one part at a spot or expand a part off another part. I'm sorry you feel that way, but this is Simpleconstruction. We don't have augers, launchpads or metal ore. Link to comment Share on other sites More sharing options...
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