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[WIP] RackMount - Inventory based Module Management - v0.3.


Pehvbot

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Version 0.01.3 is now available for download.

https://github.com/pehvbot/RackMount/releases/tag/v0.1.3

This updated fixes numerous problems with the CrewCapacity code and adds in the new Mk1 Crew Seat part (found in the 'Cargo' tab).  As of right now it allows you to add seats to the existing default crew seating.  Eventually all the crewed parts will be 'emptied' and you would then add in however many seats you need (and can fit!).  It does not adjust the IVAs so there are a few glitches.  The logs will show an error because of the mismatch between crew and the number of IVA seats and you won't see the full crew complement in the crew roster window in the Flight scene.  You can still access them by clicking on the part's 'door'.

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  • 5 months later...

Version 0.0.2.0 is now available for download

https://github.com/pehvbot/RackMount/releases/tag/v0.2.0

This is a substantial update and basically refactors the entire mod.  It adds two profiles the default basic profile as well as a (highly!) experimental advanced profile.  There are some notes at the top of the thread but basically this adds in most of the parts I was planning on adding for the basic profile.

This now includes command parts, SAS, reaction wheels, Kerbnet Access, and probe control points for crewed parts.  It also includes configurations for adding reaction wheels and resource converters to command parts.

The experimental advanced configuration strips out basically everything form command parts, turning them into empty shells.  You can then add in any parts you want for that specific load out (seats, controls, airlock(!), resources, etc).

 

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32 minutes ago, wallum61 said:

Noticing in the OP you mention it conflicts with Kerbalism; is it a game-breaker confliction when used in conjunction?

In Basic config, no.  It just won't support kerbalism experiments or allow you to include rackmounted kerbalism modules.   I'm hoping to add support in the advanced config, but that's a while away.

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  • 1 year later...

Version 0.3.1 is now available for download

https://github.com/pehvbot/RackMount/releases/tag/v0.3.1

This is a significant rewrite of the mod, it adds support for more mods, makes the advanced config more viable, and improves the UI.  The project has been dormant for over a year, but I figured it was time to dust it off and see what I can do with it.  It's still very much a work in progress, but I'm happy with how it's shaping up.

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1 hour ago, Pehvbot said:

Version 0.3.1 is now available for download

https://github.com/pehvbot/RackMount/releases/tag/v0.3.1

This is a significant rewrite of the mod, it adds support for more mods, makes the advanced config more viable, and improves the UI.  The project has been dormant for over a year, but I figured it was time to dust it off and see what I can do with it.  It's still very much a work in progress, but I'm happy with how it's shaping up.

So kerbalism is compatable? Will it run background processes or access things in the background if stored in the inventory, like food and water, O2 and such?

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22 minutes ago, theJesuit said:

So kerbalism is compatable? Will it run background processes or access things in the background if stored in the inventory, like food and water, O2 and such?

Mostly, but not without doing some... unconventional stuff.  In the advance configs it will literally create a new part type so that the onrails stuff will work.  I'll also need to create a set of configs for each KerbalismConfig out there and I've only just started working on the 'stock' configs.   It's a big task and will take time to make it fully functional.

The processors and science stuff works but the setup stuff (choosing which processors to use when you create a vessel) will never work.  This isn't a huge problem since Kerbalism/Setup does pretty much the same thing as RackMount, dynamically add processors or science.

In practice that means I'll need to create and configure a bunch of parts for rackmounting all the various processors (scrubbers, pressurization, etc).  Since the science parts already exist, those have already been added, although the crew reports/experiments will need parts.

Also, this is still very much a work in progress.  I'm sure there are any number of bugs and incompatibilities to deal with.  I'm not even 100% convinced the advanced feature set will really work.  This is still very experimental.

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