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[1.4.X] OSE Workshop Continued - KIS Addon


Aelfhe1m

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This is a continuation of the mod by @ObiVanDamme - original thread here

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Download from GitHub or SpaceDock

Changelog

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Previous versions by ObiVanDamme

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DISCLAIMER

This mod is not in a final release state yet and everything you see is subject to change. I will do my best to make every update compatible with your savegames from the last version, but cannot guarantee it.

This mod is science mode ready. All parts are placed at there correct node in the tech tree.

This mod is career mode ready. The parts and the printing process itself (cost of MaterialKits plus EC) is scaled so that costs of MaterialKits and other resources match the cost of the printed parts.

What does it do?

The OSE - Workshop is a new Part that is meant to be used together with Kerbal Inventory System (KIS). It allows you to create parts in flight.

Current Features

  • Queueing of items for production
  • All Items require MaterialKits, ElectricCharge and a crew of two Kerbals to be created
  • The amount of MaterialKits needed is depending on the mass of the created item => To create an item with the mass of one ton you need one ton of MaterialKits (not one unit)
  • Recycling of items stored in your vessels inventory
  • Processing of Ore into MaterialParts
  • Cancelation of item production
  • Selection of target inventory
  • Efficiency based on Crew Traits

Planned Features

  • Specialized Workshops for different categories

Known issues and restrictions

  • N / A

Required mods

NOTE: As of version 1.2.2 the above required mods are no longer bundled in the OSE Workshop download and must be downloaded separately.

Recommended Mods

License

OSE Workshop is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which means

  • You are permitted to use, copy and redistribute my work as-is.
  • You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name.
  • You may not use the material for any commercial purposes.
  • You must use the same license as the original work.
  • You must credit the following people when publishing your derivatives in the download and forum posts: ObiVanDamme and Enceos (OSE Workshop), KospY and Winn75 (Kerbal Attachment System), Alshain (category icons).

 

Credits and Thanks

Portions of this codebase include source by taniwha, used under GNU general public license.

KIS is the original Work of KospY, Winn75 and IgorZ - Thank you for creating this awesome mod.

Original coding pre version 1.2.0 by ObiVanDamme and Angel-125

Authors

Aelfhe1m: continuation of mod from version 1.2.0

ObiVanDamme: mod idea and C# programming

Enceos: 3D models and textures

Angel-125: Maintenance during ObiVanDamme's absence

Alshain: category icons

Edited by Aelfhe1m
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Looks like a fun mod. I was wondering if you had time, could you upload some kind of tutorial or instructional video on how to use this mod correctly. My other question is, is this for building individual parts or can I build whole crafts with it (like simple construction mod or ground construction). Thanks 

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  On 7/14/2017 at 3:36 PM, mechanicH said:

Looks like a fun mod. I was wondering if you had time, could you upload some kind of tutorial or instructional video on how to use this mod correctly. My other question is, is this for building individual parts or can I build whole crafts with it (like simple construction mod or ground construction). Thanks 

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It is not like EL.  It only builds individual parts that are placed directly in KIS storage.

And google is your friend.

 

 

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@mechanicH Note that the Kottabos video that @goldenpsp linked is for a much earlier version of the mod.

Custom modelled parts and revised Ui were added quite some time ago (see the image I've added to the OP) and it uses MaterialKits rather than RocketParts by default.

However the basic concepts still hold true.

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Thanks a lot for the update!!!

Is the MaxPartVolume setting functional? I have heard it was previously a part of the mod, and I can see that the MKS patches for this mod use this setting when adding printing capability to its own parts.

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  On 7/17/2017 at 8:17 AM, canisin said:

Thanks a lot for the update!!!

Is the MaxPartVolume setting functional? I have heard it was previously a part of the mod, and I can see that the MKS patches for this mod use this setting when adding printing capability to its own parts.

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That parameter was removed as part of the original mod's 0.14 release:

At the moment printable part size is constrained only by the size of the largest KIS container on the vessel.

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  On 7/17/2017 at 1:20 PM, Aelfhe1m said:

That parameter was removed as part of the original mod's 0.14 release:

At the moment printable part size is constrained only by the size of the largest KIS container on the vessel.

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hmm, sorry to hear that this is gone, it would have been a very good mechanic for balancing. thanks a lot for the information!

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  On 7/17/2017 at 1:21 PM, canisin said:

hmm, sorry to hear that this is gone, it would have been a very good mechanic for balancing. thanks a lot for the information!

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IMO balance tends to work itself out regardless.  There are only so large of KIS containers.  And even when printing something into a huge KIS container you have the challenge of manipulating something that is too heavy for one Kerbal (or maybe more heavy than several Kerbals can lift).

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  On 7/17/2017 at 1:37 PM, goldenpsp said:

IMO balance tends to work itself out regardless.  There are only so large of KIS containers.  And even when printing something into a huge KIS container you have the challenge of manipulating something that is too heavy for one Kerbal (or maybe more heavy than several Kerbals can lift).

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yea, i guess that's true enough. :)

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  On 7/17/2017 at 1:37 PM, goldenpsp said:

IMO balance tends to work itself out regardless.  There are only so large of KIS containers.  And even when printing something into a huge KIS container you have the challenge of manipulating something that is too heavy for one Kerbal (or maybe more heavy than several Kerbals can lift).

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Generally true, although some mods can add much larger KIS containers like USI's 5m Kontainer with a capacity of 128,000 litres (compared to KIS's largest container's 18,000 litres) - this is an extreme example and I'm not aware of any other parts that come close to this volume.

The manipulation challenge can also be mitigated by having certain helper parts (like the forklift and crane from USI Konstruction) nearby that add to the mass a Kerbal can handle (a single forklift adds 22t equivalent to having a whole mob of EVA Kerbals clustered around).

I can see arguments for or against reinstating a printer volume limit as  well as the storage limit. On the one hand there would be a physical limit to how large a part could be printed inside a workshop but on the other hand some KSP parts could be assembled from multiple smaller printed units or maybe printed "outside" the workshop itself (like the "printed" buildings that have been done IRL)

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Volume limitation may be legit if there will be several sizes of workshop- maybe, in different diameters and lenghts, so workshops themthelves can be a storage space for parts, even removing requirement for external KIS storage.

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  On 7/17/2017 at 3:24 PM, Antik said:

Volume limitation may be legit if there will be several sizes of workshop- maybe, in different diameters and lenghts, so workshops themthelves can be a storage space for parts, even removing requirement for external KIS storage.

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For small parts you don't need any extra KIS storage since workshop must be manned (in its default configuration) and each Kerbal has seat inventory.

Unless there's a large demand for it I've no plans to re-instate volume limitations to the workshop module.

Also I'm a coder not a modeller so no plans to add any extra parts to this mod. Various other mods (including those linked in the OP) add workshops of different sizes and profiles.

Edited by Aelfhe1m
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  • 2 weeks later...
  On 7/17/2017 at 1:20 PM, Aelfhe1m said:

At the moment printable part size is constrained only by the size of the largest KIS container on the vessel.

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Is this still true?  I have a workshop sitting on top of a 1000L container and it says I can only print 300L items.

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EDIT: Ok, so turns out it doesn't reinitialize when the workbench itself is constructed with KIS.  After popping to the space center and back again all is well.

Also, for what it's worth, I like being able to print large items for base construction.  The MKS trusses, for example, are needed in good quantity, but their volume is huge (even though their mass is low).  Shipping them is annoying.

Edited by Alshain
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  On 7/25/2017 at 11:47 PM, Alshain said:

Also, for what it's worth, I like being able to print large items for base construction.  The MKS trusses, for example, are needed in good quantity, but their volume is huge (even though their mass is low).  Shipping them is annoying.

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I know what you mean. I wrote a MM patch to reduce the trusses' stored volume (I role-play it as collapsing down to a pair of flexi-tubes and some folded metal struts) for shipping but I still end up making a lot of them on site.

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Edited by Aelfhe1m
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  On 7/26/2017 at 12:15 AM, Aelfhe1m said:

I know what you mean. I wrote a MM patch to reduce the trusses' stored volume (I role-play it as collapsing down to a pair of flexi-tubes and some folded metal struts) for shipping but I still end up making a lot of them on site.

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I was kinda surprised they weren't collapsible in the first place.  It's basically like putting a tent together when you think about it.  There is frame and there is empty space.  But now I can construct them all I want because I just attached a 3.75m KIS container to the base. :)

Edited by Alshain
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  On 7/25/2017 at 11:47 PM, Alshain said:

Ok, so turns out it doesn't reinitialize when the workbench itself is constructed with KIS.  After popping to the space center and back again all is well.

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This seems to be a common issue with KIS attached parts skipping large chunks of their initialisation routines - attaching to USI switchable node connectors is another example where you don't see the alternate geometry until you re-visit.

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  On 7/26/2017 at 12:22 AM, Aelfhe1m said:

This seems to be a common issue with KIS attached parts skipping large chunks of their initialisation routines - attaching to USI switchable node connectors is another example where you don't see the alternate geometry until you re-visit.

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It doesn't fire the onPartAttach or OnVesselWasModified events?

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