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[1.9-1.10] Global Construction


allista

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29 minutes ago, Ker Ball One said:

Now I'm looking for the best way to store Metal and MetallicOre.

Simplest way might be to add a MM patch to update Configurable Containers to include them in its Soil tank type:

@TANKTYPE[Soil]:NEEDS[GroundConstruction]:AFTER[ConfigurableContainers] 
{
	@PossibleResources ^= :$: MetallicOre 0.7; Metal 0.7;:
}

Not sure if the density numbers are properly balanced for the weight of these resources.

29 minutes ago, Ker Ball One said:

It really does seem like Global Construction isn't really for in situ production of the materials needed, rather assume that supplies will be delivered to the construction site.  Makes sense for orbital, but ground construction should have a path from mineral extraction to shipbuilding.  But I guess that was left to other mods like MKS.

I think the assumption is that some very specialised components need a high tech base to produce which may be beyond the scope of an off world colony and need supply from the home world (or some corporation might have a monopoly on their manufacture:mad:)

 

Edited by Aelfhe1m
patch disappeared on posting for some reason
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I decided to just copy the MKS part cfg files into GameData, without the add-on DLL files for MKS. 

I can get all the great supply chain resource goodies of MKS without the Kolony logistics features.  It's the parts I like best about MKS anyway.  I prefer the Life Support of Kerbalism over USI-LS, and Global Construction can be installed standalone without MKS for the off world construction aspect. 

Global Construction with Rational Resources and MKS parts-only, does not conflict with Kerbalism and offers everything I want. 

I did also modify the "category" in the MKS part cfg files from 'none' to appropriate categories because in the VAB/SPH they were unsearchable.  They did show up in filters by manufacturer and other types, but I like to use the search function.

For Global Construction, the only thing I did, was tone down the color saturation on the Ground parts that were ugly mustard yellow, to make them more standard stock gray.

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About six years ago now I asked for help, and the mod maker gave me a patch that let most of the crewed modules have ground workshop support. Any chance we can get another patch that does the same for orbital workshop functionality? Making it so crewed modules can function both as ground workshops and orbital workshops. 

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42 minutes ago, Taco Salad said:

About six years ago now I asked for help, and the mod maker gave me a patch that let most of the crewed modules have ground workshop support. Any chance we can get another patch that does the same for orbital workshop functionality? Making it so crewed modules can function both as ground workshops and orbital workshops. 

I'm playing RP-1 at the moment, so can't test this, but I think what you want is:

@PART[*]:HAS[#CrewCapacity[>0],!MODULE[SingleVesselConstructionWorkshop]:HAS[#workshopType[ORBITAL]]:AFTER[GroundConstruction]
{
    MODULE
    {
        name = SingleVesselConstructionWorkshop
        workshopType = ORBITAL
    }
}

If I've got that right it should add an orbital construction workshop to every part with crew capacity that does not already have one.

It does not add any capacity for material kits storage, however, unlike the actual Orbital Workshop part, but you should have plenty of parts that can be added to supply that already.

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10 hours ago, Aelfhe1m said:
@PART[*]:HAS[#CrewCapacity[>0],!MODULE[SingleVesselConstructionWorkshop]:HAS[#workshopType[ORBITAL]]:AFTER[GroundConstruction]
{
    MODULE
    {
        name = SingleVesselConstructionWorkshop
        workshopType = ORBITAL
    }
}

Unfortunately it causes an error and a crash using it. A shame.

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@Taco Salad Sorry, missed a bracket, but I've just done a test and it works fine for me, using latest version of Global Construction (2.7.1) installed via CKAN.

Fixed patch:

@PART[*]:HAS[#CrewCapacity[>0],!MODULE[SingleVesselConstructionWorkshop]:HAS[#workshopType[ORBITAL]]]:AFTER[GroundConstruction]
{
    MODULE
    {
        name = SingleVesselConstructionWorkshop
        workshopType = ORBITAL
    }
}

 

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I placed a kit with a prefab base module, deployed it successfully, and pressed launch.  When the kitted base module deployed, the engineer I used to do so got thrown 1000 feet away, and the new base component was destroyed.

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