Jump to content

[KSP 1.3.1] SimpleConstruction (new thread) - Stock rocket building (Version 3.4.6 - 2017-10-15)


RealGecko

Recommended Posts

Recently @MatterBeam asked me to take care of his great Simple Construction mod. With my pleasure I accepted torch from his hands, so that his glorious work wouldn't be lost in time.

Description:

y01A9en.png

Hi.

 This mod aims to provide simple rocket building capability to stock parts. 

Download

SpaceDock

Requires:

Module Manager, Interstellar Fuel Switch Core (both not distributed with the mod)


Special thanks to: @maculator, @taniwha, @Eleusis La Arwall, @Badsector, @cy-one for their contributions.

@MatterBeam for creating this cool mod.

 


How to ROCK!

Spoiler

 

Mining Ore

zqg2qcv.png

Refining Ore to Metal

R6IYn5V.png

Printing Rocketparts from Metal

jhbus6m.png

Building Rockets

6v9gwma.png

Finalize build!

nmq46HA.png

No extra parts

No RAM usage

Added functionality for the Mobile Processing Lab in the late game

Simple, configurable and adds levels of depth to the gameplay without a learning curve


After testing out Extraplanetary Launchpads and Roverdude's MK/OKS, I had the idea of creating a simple, user friendly mod that would allow you to build rockets without taking a 200MB hit to RAM or having to juggle multitudes of resource pathways. If you know how to set up a drill, ISRU and a fuel tank for an Ore to Fuel conversion, then you should know how to build rockets. 

Changelog:

Spoiler

Version 3.4.6:

  • Updated EL to version 5.9.0

Version 3.4.5:

  • Updated EL to version 5.8.2
  • Updated EL experience traits
  • Updated El resource resipes
  • Added plaque.png to EL folder

Version 3.4.4:

  • Stopped MM from adding IFS module when module is not actually available by DefiantZombie
  • Updated EL to version 5.8.0

Version 3.4.3:

  • Updated EL to version 5.7.1
  • Further extension of KPBS support:
    • K&K Metal Ore Drill removed to avoid confusion
    • K&K X1000 Metal Storage becomes K&K X1200 Metal Storage
    • K&K X1000 Rocket Part Storage becomes K&K X2400 Rocket Part Storage
    • K&K X1000 MetalOre Storage becomes K&K X1200 Ore Storage
    • K&K Workshop is capable of producing rocket parts with the same rate as any lab
    • K&K Smelter is capable of converting ore to metal with the same rate as K&K Planetary ISRU
  • EL recycler outputs metal
  • Decreased SpecialistEfficiencyFactor on rocket parts printing, so bonuses from engineers will resemble stock values

Version 3.4.2:

  • Updated EL to version 5.6.0

Version 3.4.1:

  • Updated EL to version 5.5.4

Version 3.4:

  • Fixed duplicate ExWorkshop definition for ModuleScienceLab
  • Rely on CrewCapacity instead of minimumCrew
  • Unified crew pods patch, every mannable pod is now ExWorkshop
  • Reorganized file structure
  • ExtraplanetaryLaunchpads icons are bundled with SimpleConstruction inside ExtraplanetaryLaunchpads folder
  • IFS and MM are not bundled
  • Unified ISRU patch, so metal refining rate corresponds to stock values, Convert-O-Tron 125 is now spendthrift :D
  • Diminished ore input rate and metal output rate twice, so Convert-O-Tron 250 will consume 0.5/sec and output 0.25/sec
  • Clamp-O-Tron Docking Port Jr. is not renamed to Construction Port anymore
  • Clamp-O-Tron Docking Port and Clamp-O-Tron Docking Port Sr. can be used for construction too
  • Only engineers have construction skill
  • Extended KPBS support
  • SME support
  • Added AVC support
  • Changed metal density to 0.0078 (~11.5% higher) to be equal to CRP metals and divisible by EL metal density. Makes integration with KDVA easier

v3.3:
Fixed a possible Launch Clamp bug with the help of @FizzerUK

v3.2:
Implemented some efficiency suggestions by @RealGecko

v3.1:
Updated to v1.2.1 of the game.


Disclaimers:

This mod contains @taniwha's Launchpad.dll and textures from his Extraplanetary Launchpads.

License:

MIT

88x31.png

This work was previously Licensed under a Creative Commons

Attribution-NonCommercial-ShareAlike 4.0 International License.

Edited by RealGecko
Mod update
Link to comment
Share on other sites

Version 3.4 has arrived:

  • Fixed duplicate ExWorkshop definition for ModuleScienceLab
  • Rely on CrewCapacity instead of minimumCrew
  • Unified crew pods patch, every mannable pod is now ExWorkshop
  • Reorganized file structure
  • ExtraplanetaryLaunchpads icons are bundled with SimpleConstruction inside ExtraplanetaryLaunchpads folder
  • IFS and MM are not bundled
  • Unified ISRU patch, so metal refining rate corresponds to stock values, Convert-O-Tron 125 is now spendthrift :D
  • Diminished ore input rate and metal output rate twice, so Convert-O-Tron 250 will consume 0.5/sec and output 0.25/sec
  • Clamp-O-Tron Docking Port Jr. is not renamed to Construction Port anymore
  • Clamp-O-Tron Docking Port and Clamp-O-Tron Docking Port Sr. can be used for construction too
  • Only engineers have construction skill
  • Extended KPBS support
  • SME support
  • Added AVC support
  • Changed metal density to 0.0078 (~11.5% higher) to be equal to CRP metals and divisible by EL metal density. Makes integration with KDVA easier

Warning!!! Delete previous version before installing new one!!!

HBOzufJ.png

Edited by RealGecko
Link to comment
Share on other sites

I love this mod. I'm just now getting to know it. This and Not So Simple are my first exposure to the Extra-planetary Launchpads lifestyle. Maybe everyone else learned it there, but I had to figure out through trial and error that while 90% of this process is Kerbal-free, the Construction port requires a soul on-board (not an external command seat) in order for the construction to take place. I'd be excited if that's a bug to be squashed but understand if it's intentional to keep a challenge.

Thanks for your hard work MatterBeam and RealGecko!

Link to comment
Share on other sites

46 minutes ago, Elix said:

but I had to figure out through trial and error that while 90% of this process is Kerbal-free

Yeah, I spent ~3 hours figuring out entire production chain from mining ore to a new shiny rocket, and after I imagined that I'll have to deliver all that stuff to orbit and land it on Mun I was upset :D

And SC simply converted my Mun and Minmus stations to fully functional rocket building facilities, neat :)

48 minutes ago, Elix said:

(not an external command seat)

By the way EL defines some productivity factor for command seat, completely forgot about that. Will fix in next release.

Link to comment
Share on other sites

1 minute ago, RealGecko said:

deliver all that stuff to orbit and land it on Mun

My thought was to build and land a lightweight, barely functional forward-scout that can slowly (with the help of Simple Logistics :wink: ) build itself a full-power factory on site.

3 minutes ago, RealGecko said:

forgot about that. Will fix in next release.

You're awesome, thanks again!

Link to comment
Share on other sites

I just had a random thought - as the only thing I really want that this doesn't provide is recycling (Stakes are nice and all but I can live without them). Would it be possible to trigger the "recycle this ship" action from a right-click menu? My thoughts are like this:

  1. Be in control of the ship/base that has empty rocketpart tanks.
  2. Right click any part on another vessel that's nearby.
  3. Included in the other options ("target this" for example) is a "recycle this ship" button. Click it. Maybe get a warning as this is a very dangerous action.
  4. The ship then acts exactly like it passed through the recycling trigger on the active vessel.
Link to comment
Share on other sites

3 minutes ago, RealGecko said:

There were intensive attempts to add this feature in SC

Oh I know (the referenced post quotes me), but I don't remember the idea of a right-click menu on other craft being among the options.

Do not get me wrong in the least, NSSC is a great middle ground between this and EPL. I just don't personally want to use the middle ground. I want all stock if at all possible.

Edited by 5thHorseman
Link to comment
Share on other sites

The recycler code relies on a trigger collider on the part, so a stock part would have to be MODEL{} hacked to have such a collider. This would be done by creating a .mu file with just the collider, and an MM patch to put the appropriate MODEL{} magic into the part's cfg (the MODEL node would reference the stock part's .mu and the collider's .mu).

Link to comment
Share on other sites

OK, so stack Engineers for mining/construction speed, a Pilot for survey sticks. Do Scientists serve any unique benefit to this mod or can I leave them to do other things around my universe?

Edited by Elix
Link to comment
Share on other sites

SC "conflicts" and "provides" ExtraplanetaryLaunchpads.

Emmm, sounds unclear I presume :D

SC conflicts with EL so they cannot be co-installed, but SC also "provides" EL, so mods like KDVA may use SC as alternative without defining some extra dependencies on CKAN.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...