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[0.23.5] Orbital Construction Re-Redux v1.1.1 no longer being maintained


attosecond

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I AM NO LONGER MAINTAINING THIS MOD. I have placed a copy on Mediafire: Download here. It includes the source. Anyone who wants to take it over, go ahead.

Re-compiled against 0.23.5. No other changes since v1.1. A major re-work of the venerable OrbitalConstruction mod: now with Extraplanetary Launchpads – style resource allocation, faster orbital dock detection, 0.22 career mode compatibility, and no RocketParts construction penalty!

i1ZpMuo.png

Overview

This is a major update to Zorkinian’s OrbitalConstruction mod, which was later released in redux form by Interfect. This version has backwards compatibility with previous OC releases: all parts were copied wholesale from OrbitalConstruction Redux.

List of changes:

1) Major GUI and logic update, largely swiped from Extraplanetary Launchpads by Skykooler. Specific resources (fuel, monopropellant, etc) are now required at the spacedock in order to build your vessel in orbit. Tanks can be built dry or partially filled, if enough resources are not available. No more building fuel/monopropellant/xenon from RocketParts!

2) Detection of spacedocks for users with a large number of vessels/parts in the game is markedly faster. Spacedock detection is automated – no more button click – and only spacedocks with enough RocketParts to build the dry mass (hull) of the vessel are displayed.

3) RocketParts and other resources can be used from any container attached (either directly or via a docking port) to the spacedock. In prior releases, only direct-attached RocketPart storage was available for use.

4) Kerbals are automatically removed from a vessel before constructing it at the spacedock. It didn’t make sense to have Kerbals constructed in orbit with the ship–Kerbals will need to make their own way off of Kerbin.

5) No more 25% RocketParts penalty for constructing in orbit! With the addition of resource-specific construction, this penalty has been removed. Vessel dry mass is constructed from an equivalent tonnage of RocketParts.

6) Career mode compatible. The small warehouse and small spare parts module require Heavier Rocketry, the large warehouse and medium spare parts module require Very Heavy Rocketry, and the Spacebuilt identifier, SpaceDock, and 3D Printer all require Meta Materials.

7) Textures updated to .tga format (and reduced slightly); assembly re-named from KerbalTestOne.dll to OrbitalConstruction.dll.

Installation:

1) Extract the archive into your KSP root folder and merge/replace files and folders when prompted.

2) Important: If you have previous OrbitalConstruction installations, run the CleanOC.bat script in your KSP root folder to remove the old plugin and any old textures. If you fail to do this, the update will not work.

Use:

1) All parts are located in “Controlâ€Â

2) Build and launch a vessel with a “SpaceDock Identifier†and either a “Small Orbital Warehouse†or “Large Orbital Warehouse†into your choice of orbit (or land it on some other body). Make sure you include a docking port for re-supply missions. It’s also a good idea to include plenty of fuel, monopropellant, etc storage on this vessel, but you can always supplement later by docking other supply ships/stations to this space dock.

3) You’ll also probably want to send up a shipment or two of RocketParts using the SpareParts “Small†Module or SpareParts “Medium†Module. The warehouses don’t launch with much in them.

3) Design your space-built vessel (the one you plan on building in orbit) in the VAB or SPH, and make sure to add a “Space Built Identifier†to the craft. If you need launch clamps to keep your creation stable on the pad, add those as well.

4) Put the craft on the launch pad or runway, and follow the GUI instructions. NOTE: if your space dock does not have enough RocketParts to build the craft, it WILL NOT show up in the list. If this happens, send up more RocketParts. Select your target space dock and adjust the amount of each resource to include in the vessel when building in orbit.

5) If using launch clamps, make sure to check the “stage before building†radio button, and place all launch clamps in a separate stage group which will fire first.

6) Click “build†and enjoy!

License: this work is licensed under GPL v3.

Credits for the original work:

OrbitalConstruction and OrbitalConstruction Redux:

Zorkinian, evilC, NovaSilisko, Interfect

Extraplanetary Launchpads:

Skykooler, Taniwha

Edited by attosecond
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I don't suppose you've managed to get the ships to build *at* the spacedock, the way that EL ships will build on the launchpad?

That's for the next version, Orbital Manufacturing. All I was really shooting for with this update was to bring OC back from the brink and make it usable for my own needs. I liked the EL interface, but didn't want to spend a whole lot of effort fixing the OC problems I'd identified. Orbital Manufacturing [WIP] will be much more solidly constructed, and won't use spacedock identifiers. It'll operate much like EL, and build vessels directly at the dock. The docks will be modular--add more dock extenders and you can build bigger vessels.

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That's for the next version, Orbital Manufacturing. All I was really shooting for with this update was to bring OC back from the brink and make it usable for my own needs. I liked the EL interface, but didn't want to spend a whole lot of effort fixing the OC problems I'd identified. Orbital Manufacturing [WIP] will be much more solidly constructed, and won't use spacedock identifiers. It'll operate much like EL, and build vessels directly at the dock. The docks will be modular--add more dock extenders and you can build bigger vessels.
I love everything that you just said. :kiss:
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I know VAB construction ignores time (EDIT: OK, time passes during design, just doesn't take any time once you hit 'launch'), but could there ever be a switch so if someone wanted realistic construction that took time to complete it could be done? IE hit 'build', then the spacedock is tied up for a while while ship is 'under construction'. Much later when 'built' you can click 'launch ship' to get the finished product.

Edited by Patupi
clarification
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this is great but one thing though because can you please remove the rocket part containers because they were the only thing that i disliked about orbit-con besides the lag time and such but even though i can just delete them but at least re-texture them please

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I love the changes! But has anyone else noticed some extreme lag issues using the spacedock part? It seems to make large ships exponentially laggier for me. When I remove the module the problem goes away.

The SpaceDock part didn't need a module at all--that was left over from legacy OC days. I've removed the offending class from the assembly and the reference from the config file, as well as cleaned up the GUI launch logic a bit. Let me know if you experience any more issues. The new version is live on SpacePort.

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this is great but one thing though because can you please remove the rocket part containers because they were the only thing that i disliked about orbit-con besides the lag time and such but even though i can just delete them but at least re-texture them please
I would love it if someone would re-texture these parts, but it won't be me. I can't model to save my life, and have no plans on learning. Grad school + postdoc + real life = no more learning. I can code, and I can imagine, but I can't do what you're asking without more effort than I'm willing to spend on this. The mod is public-domain, so anyone with an itch to make it better is welcome to do so--just make sure you follow the CC BY-NC-SA 3.0 rules and keep whatever you create public, free, and non-commercial. Everything I've done is on Github: https://github.com/attosecond/OrbitalConstruction
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this is great but one thing though because can you please remove the rocket part containers because they were the only thing that i disliked about orbit-con
I would love it if someone would re-texture these parts, but it won't be me.

The current public release of my FusTek Station Parts Expansion (R0.03.5a) contains a Karmony Parts Warehouse Module pre-configured for use with OrbitalConstruction.

However, as part of the upcoming R0.04a update, I'll soon be transforming said module into a generic payload bay that will hold KASPAR racks; this would allow smaller "packages" of OC RocketParts to be shipped to a space station and resupplied via EVA.

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I would love it if someone would re-texture these parts, but it won't be me. I can't model to save my life, and have no plans on learning. Grad school + postdoc + real life = no more learning. I can code, and I can imagine, but I can't do what you're asking without more effort than I'm willing to spend on this. The mod is public-domain, so anyone with an itch to make it better is welcome to do so--just make sure you follow the CC BY-NC-SA 3.0 rules and keep whatever you create public, free, and non-commercial. Everything I've done is on Github: https://github.com/attosecond/OrbitalConstruction

it is not that hard to model because you can just download sketch up but just change it up a bit because at least change the textures to a different color or something i don't know. You can even hire another guy to do it maybe.

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So if it's so easy, Helix, why don't you make some new parts?

Liking the new features, keep it up Attosecond!

hmmm (strokes imaginary beard as thought comes in)

Edit: challenge accepted although i am only just starting out and i don't know how to texture any way

Edited by Helix935
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I too hated the generic tanks for rocket parts in OCR, so I made my own by abusing the MODEL feature:

PART
{
name = goodspeedWarehouse
module = Part
author = NovaSilisko

MODEL
{
model=Squad/Parts/Utility/roverBody/model
position = 0.0, 0.0, 0.0
scale = 3.51, 8.0, 4.0
rotation = 180, 0, 0
}
rescaleFactor = 1

node_stack_top = 0.0, 1.79314, 0.0, 0.0, 1.0, 0.0, 2
node_stack_bottom = 0.0, -1.79314, 0.0, 0.0, -1.0, 0.0, 2

node_attach = 0.0, -1.79314, 0.0, 0.0, -1.0, 0.0, 2

TechRequired = nanolathing
entryCost = 0
cost = 50000
category = Control
subcategory = 0
title = Rocket Parts Warehouse
manufacturer = Goodspeed Aerospace
description = This large, squarish warehouse module is designed for holding rocket parts to be used in orbital construction. Contains no parts. If you want to try to launch it full, attach containers full of parts to the launch stabilizers and transfer the parts into the warehouse before liftoff. Good luck with that...

attachRules = 1,1,1,1,1

mass = 4
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.15
angularDrag = 1.5
crashTolerance = 6
breakingForce = 200
breakingTorque = 200
maxTemp = 2900

explosionPotential = 0

RESOURCE
{
name = RocketParts
amount = 0
maxAmount = 40000
}

}

Just drop that in a config file and you'll get a boxy-looking parts warehouse that doesn't look like a fuel tank.

lZ7oPYTl.png

It's the grey boxes on the sides of this station.

Edited by Gaius
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That's for the next version, Orbital Manufacturing. All I was really shooting for with this update was to bring OC back from the brink and make it usable for my own needs. I liked the EL interface, but didn't want to spend a whole lot of effort fixing the OC problems I'd identified. Orbital Manufacturing [WIP] will be much more solidly constructed, and won't use spacedock identifiers. It'll operate much like EL, and build vessels directly at the dock. The docks will be modular--add more dock extenders and you can build bigger vessels.

Along with bobert, I too love every part of that, to the point that i'm inspired to possible make the models for the dock extenders. I'm decent at modeling it self i might need help with the configuring however & textures. I can't imagine its to insanely difficult,

assuming i pass the troubles of that, what kind of piece would it be, are we thinking like a flat piece kinda like the helipad structures on top of buildings with pieces that extend from there, maybe via super strong docking port type thing. that way we could expand it as we wish or tear it down or whatever.

when i get free type i'll draw something up, and get some input from you guys.

if anyone else has ideas i would love to hear them.

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Along with bobert, I too love every part of that, to the point that i'm inspired to possible make the models for the dock extenders. I'm decent at modeling it self i might need help with the configuring however & textures. I can't imagine its to insanely difficult,

assuming i pass the troubles of that, what kind of piece would it be, are we thinking like a flat piece kinda like the helipad structures on top of buildings with pieces that extend from there, maybe via super strong docking port type thing. that way we could expand it as we wish or tear it down or whatever.

when i get free type i'll draw something up, and get some input from you guys.

if anyone else has ideas i would love to hear them.

I've had a couple of offers for modelling aid, which is most appreciated (I know very little about modelling and am much better suited for back-end coding). Here's how I think we should proceed: I'll start a new thread in the Add-on Development forum to act as a sounding board for ideas (call it a place to post your wish-list and find it if/when I can get it done). I'll lay out a framework for the back end and post the part model requirements this framework mandates, and then anyone with modelling know-how can go to town with their own realizations for manufactories and accessory parts. One example for this type of arrangement is the Spherical Launchpads mod that rides on top of the Extraplanetary Launchpads plugin.

*EDIT* OK here's the new thread: http://forum.kerbalspaceprogram.com/threads/56842-WIP-Orbital-Manufacturing

Edited by attosecond
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