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[1.12.x] - Modular Kolonization System (MKS)


RoverDude

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I'm posting this, if someone wants to run with it, NONE OF THIS IS IN A OFFICIAL RELEASE from the mod makers.

Locally I've fixed KAS 1.2 and KPBS to work in 1.7. I've created my own KPBS flexible corridors based on a PR Igorz submitted for KAS 1.2. I don't use MKS, Pathfinder or any other mods with flexible parts or I'd submit patches for them. Hopefully someone can use this to try to figure out a fix here.

You can also use the part .cfg files for the other KAS parts that form links as a guide. For a link you have to define a source, target, renderer and joint behavior. The biggest problem with this patch is it will only work in KAS 1.2+ as it using a new renderer for the tube (KASRenderBezierPipe) 

Spoiler

PART:NEEDS[KAS]
{
    // Kerbal Space Program - Part Config
    // A flexible tube corridor
    MODEL
    {
        model = PlanetaryBaseInc/ModSupport/Parts/KAS/gangway_flexible
    }
	MODEL
	{
		model = PlanetaryBaseInc/ModSupport/Parts/KAS/Connector/connector
	}

    // --- general parameters ---
    name = KKAOSS_KAS_Flexible_Corridor
    module = Part
    author = Nils277

    // --- asset parameters ---
    scale = 1
    rescaleFactor = 1


    // --- node definitions ---
    node_stack_top = 0, 0.113, 0, 0, 1, 0, 1
    node_stack_bottom = 0, -0.07, 0, 0, -1, 0, 1
    node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0

    // --- editor parameters ---
    TechRequired = metaMaterials
    entryCost = 4000
    cost = 1500
    category = Structural
    subcategory = 0
    title = #LOC_KPBS.flexiblecorridor.title
    manufacturer = #LOC_KPBS.agency
    description = #LOC_KPBS.flexiblecorridor.description


    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,1,1,0


    // --- standard part parameters ---
    mass = 0.3
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 15
    breakingForce = 200
    breakingTorque = 200
    maxTemp = 2000 // = 3000
    tags = #LOC_KPBS.flexiblecorridor.tags
    bulkheadProfiles = size1
    
	MODULE
	{
		name = KASLinkSourceInteractive // defines this as the source of a link
		linkType = KPBSCorridor	// Defines name of valid target
		linkTypeDisplayName = #LOC_KPBS.flexiblecorridor.connector
		attachNodeName = top
		allowCoupling = true

		// KASLinkSourceBase
		coupleMode = AlwaysCoupled
		jointName = corridorJoint
		linkRendererName = corridorRenderer
		sndPathDock = KAS/Sounds/plugdocked
		sndPathUndock = KAS/Sounds/unplugdocked

		// KASLinkSourceInteractive
		sndPathPlug = KAS/Sounds/plug
		sndPathUnplug = KAS/Sounds/unplug
		sndPathBroke = KAS/Sounds/broke
		startLinkMenu = Attach corridor
		breakLinkMenu = Detach corridor
	}
	MODULE
	{
		name = KASRendererBezierPipe // defines this is going to be a "curvey" pipe (only valid in KAS 1.2+)

		// AbstractProceduralModel
		materialShininess = 0.2

		// KASRendererPipe
		rendererName = corridorRenderer
		pipeColliderIsPhysical = true
		pipeTextureRescaleMode = Stretch
		pipeDiameter = 1.08
		pipeTexturePath = PlanetaryBaseInc/ModSupport/Parts/KAS/flexible_tube
		pipeTextureSamplesPerMeter = 1

		targetJoint
		{
			model = *Connector*/head
			modelPartAttachAt = 0.0, 0.0, -0.1125,  0, 0, 0
			modelPipeAttachAt = 0.0, 0.0, -0.167,  180, 0, 0
			parkAttachAt = 0.0, 0.0, 0.0,  270, 0, 0
		}

		// KASRendererBezierPipe
		pipeBendResistance = 1.16
		pipeMeshSections = 21
		pipeShapeSmoothness = 16
		reskinTexture = true
		pipeTextureWraps = 2
	}
	MODULE
	{
		name = KASJointRigid	// Create rigid connection
		jointName = corridorJoint
		minLinkLength = 0
		maxLinkLength = 10
		linkBreakForce = 600
		sourceLinkAngleLimit = 100
		targetLinkAngleLimit = 100
		anchorAtSource = 0, 0, 0
		anchorAtTarget = 0, 0, 0
	}
	MODULE
	{
		name = KASLinkTargetBase	// This part functions as a target for a matching source
		linkType = KPBSCorridor		// Must match name of source
		linkTypeDisplayName = #LOC_KPBS.flexiblecorridor.connector
		attachNodeName = top
		allowCoupling = true
	}
}
@PART[KKAOSS_KAS_Flexible_Corridor]:FOR[PlanetarySurfaceStructures]:NEEDS[ConnectedLivingSpace]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
        passableWhenSurfaceAttached = true 
        surfaceAttachmentsPassable = true
    }
}

@PART[KKAOSS_KAS_Flexible_Corridor]:FOR[PlanetarySurfaceStructures]:NEEDS[KIS]
{
    MODULE
    {
        name = ModuleKISItem
        stackable = true
        equipMode = model
        equipSlot = jetpack
        equipRemoveHelmet = false
        equipBoneName = aliasJetpack
        equipPos = (0, 0.349, -0.26)
        equipDir = (100, 0, 0)
        carriable = true
    }
}

 

 

Edited by Tonka Crash
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2 hours ago, Kilo60 said:

Does anyone have an interior IVA for the beautiful Orca Command Pod?

 

Its such a shame this beautiful and useful large command Pod still has no interior at all.  :(

@RoverDude takes pull requests.  And I know IVA's are his least favorite part of modding.

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3 hours ago, Kilo60 said:

Lol

 

Is anybody good at IVAs willing to contribute?

You laugh but I'm being serious.

Many if not all mods came from a player saying "I wish... was in the game" and decided to make it themselves.  Many modders began with little to no experience in various areas of modding (coding, modeling, texturing, IVA).  I'm pretty sure @RoverDude learned IVA's from scratch.

So if you really want to see an IVA for the Orca it will likely take you decided to watch some IVA tutorials and making one.

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8 hours ago, goldenpsp said:

@RoverDude takes pull requests.  And I know IVA's are his least favorite part of modding.

it's not really important for game-play and involve a lot of work in design so I totally understand the missing iva's in parts.

but still,I would really appreciate if someone has a basic iva placeholder for the mks parts that are missing iva view

it gets old seeing a black rectangle instead of a kerbal after a while

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Just now, alien_wind said:

it's not really important for game-play and involve a lot of work in design so I totally understand the missing iva's in parts.

but still,I would really appreciate if someone has a basic iva placeholder for the mks parts that are missing iva view

it gets old seeing a black rectangle instead of a kerbal after a while

you can do that with an MM config to substitute a stock IVA.

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Can someone help me?

I'm trying to scan an asteroid for resources. Everything i've read says the stock surface scanner should do it. But it doesn't.

I saw somewhere that this is an ancient bug in CRP, but i can't seem to find any follow up on the issue.

Any ideas on how to deal with this?

This is on 1.3, btw.

Edited by CaribouGone
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3 hours ago, goldenpsp said:

you can do that with an MM config to substitute a stock IVA.

I searched a bit and I'm still not sure how to:

A. condition mm to add stock iva if iva missing

B.add stock iva with mm

a hint in the right direction would be greatly appreciated 

 

Edited by alien_wind
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4 hours ago, CaribouGone said:

Can someone help me?

I'm trying to scan an asteroid for resources. Everything i've read says the stock surface scanner should do it. But it doesn't.

I saw somewhere that this is an ancient bug in CRP, but i can't seem to find any follow up on the issue.

Any ideas on how to deal with this?

This is on 1.3, btw.

Mks is good to go for 1.5/1.6/1.7

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@RoverDude Some while ago you announced an expansion (or a new mod?) for bigger bases, with completely new resource mechanics, and that it'll happen after the 1.7 launch. Is there any news on this? I'm not trying to push you, I just want to know if I should waid for a couple of weeks or just prepare a good old (but painfully slow) MKS base for my next mission ;) (or if there is a way to boost my FPS near MKS bases... 5-15 is my usual rate near a base, while outside its range I get 45)

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21 hours ago, RoverDude said:

Mks is good to go for 1.5/1.6/1.7

Ok, updated to the newest version of everything. The problem still persists.

Stuck to a 'roid with the standard Klaw. Had a surface scanner on board.

Still no info about the resources it contains.

I am using ART too, so it could be an update issue? idk.

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@PART[FuelCell*]:AFTER[SQUAD]

    @MODULE
    {
        OUTPUT_RESOURCE
        {
            ResourceName = Water
            Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$
            @Ratio += #$../INPUT_RESOURCE:HAS[#ResourceName[Oxidizer]]/Ratio$
            @Ratio *= 0.25
            DumpExcess = true            
        }
    }
}

[LOG 2019-04-18 08:44:52.619] Applying update UmbraSpaceIndustries/MKS/Patches/StockTweaks/@PART[FuelCell*]:AFTER[SQUAD] to Squad/Parts/Resources/FuelCell/FuelCell.cfg/PART
[ERR 2019-04-18 08:44:52.619] Error - Cannot parse variable search when inserting new key Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$
[LOG 2019-04-18 08:44:52.619] Applying update UmbraSpaceIndustries/MKS/Patches/StockTweaks/@PART[FuelCell*]:AFTER[SQUAD] to Squad/Parts/Resources/FuelCell/FuelCellArray.cfg/PART
[ERR 2019-04-18 08:44:52.619] Error - Cannot parse variable search when inserting new key Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$

anybody run into this before?  is it missing an @ or % for the liquid fuel? 

Edited by COL.R.Neville
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8 hours ago, CaribouGone said:

Ok, updated to the newest version of everything. The problem still persists.

Stuck to a 'roid with the standard Klaw. Had a surface scanner on board.

Still no info about the resources it contains.

I think asteroids use the stock drill for harvesting, and if I remember correctly, you do not scan them, you just start harvesting.

I suspect that once you start harvesting you should have an idea of what is in the asteroid.

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7 hours ago, Terwin said:

I think asteroids use the stock drill for harvesting, and if I remember correctly, you do not scan them, you just start harvesting.

I suspect that once you start harvesting you should have an idea of what is in the asteroid.

This is what its supposed to look like:

Spoiler

JMyvd4Z.png

Unless that functionality has since been removed, which I have seen zero indication of.

 

UPDATE: The asteroid tool in the Buffalo rover pack works.

Edited by CaribouGone
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11 hours ago, GraczNet said:

Hi, I have a question. Are RocketParts from ExtraplanetaryLaunchpads completly useless with MKS?

Yes. They are used in EL only as far as i know. MKS use Material and SpelcialKits.

In the past there used to be recepts that would make EL use the material and specialkits from MKS for all construction.

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3 hours ago, mrstoned said:

Yes. They are used in EL only as far as i know. MKS use Material and SpelcialKits.

In the past there used to be recepts that would make EL use the material and specialkits from MKS for all construction.

Thanks. 

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3 hours ago, mrstoned said:

It has some nice structures similar to the Martians Hab

 

Plugging Pathfinder in the MKS thread (or vice-versa) is kind of like plugging Pepsi in a Coca-Cola ad. ;-)

Regarding comments further up, if I ever learn how to do IVAs, I would totally try to make some for MKS - just because I love IVAs.

And since I am in here being semi-snarky anyway, I'd like to say in all seriousness, thanks, RoverDude for continuing to enhance and support such a great mod - looking forward to seeing what other enhancements you come up with more it. Thanks for sharing it with us, and all the hard work.

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