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[0.23.5] Procedural mod resource storage parts


Eggman360

Would you like this sort of thing to be implimented into the original mods?  

2 members have voted

  1. 1. Would you like this sort of thing to be implimented into the original mods?

    • All mod containers should really be procedural
      52
    • Should be developed alongside other mods
      26
    • This is overpowered
      2
    • This is just a waste of time
      2
    • I would use this when i play KSP
      36
    • I would NOT use this when i play KSP
      5


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if the core worked for you before then yes :)

It might just be a few teething problems as Swamp-ig is working on integrating these add-ons to the core mod, but for now i'll support them as separate entities until the merge is official and final :)

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Just a Note to everyone this might be getting rolled into the core of the Procedural parts mod, so if this thread looks like it dies its likely that its been integrated, I'll post a headline on the first post if it becomes official :)

Sounds wonderful! Good luck!

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This mod isn't dead ;) lol

This add-on set will be updated to work this the new way procedural parts works, then after that, I'll move on to expanding the mod base to cover a wider range of mods, the next on in my crosshairs is the Kerbal Kolonisation mod, gives me something weighty to tackle ;) lol

Edited by Eggman360
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I just want to point-out that my comments about MKS were based on the prior 0.13 models, which barely had any variation at all. 0.14 ripped-out a lot of almost duplicate parts (same model, different paint job, making lots of clutter and on top of that being very confusing). In that situation, this mod would be a godsend. But if you think it'd still be useful, more power to you. Maybe you can find a way to further reduce its part count.

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I just want to point-out that my comments about MKS were based on the prior 0.13 models, which barely had any variation at all. 0.14 ripped-out a lot of almost duplicate parts (same model, different paint job, making lots of clutter and on top of that being very confusing). In that situation, this mod would be a godsend. But if you think it'd still be useful, more power to you. Maybe you can find a way to further reduce its part count.

I was just using that as an example to show variation between tanks from different mods, so the procedural TAC and procedural Kethane tanks look different in the parts catalogue :)

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Is there a way to combine the mod to one download/module? It would autodetect all the resource storage parts and make them procedural (I know this is a pipe dream), but I'm wondering if it's possible at all.

Yes its in the works for the next update :) Swamp_ig does the proper coding I just duplicate parts and do the math to make sure volumes are right :) with the next update the plan is to have one single download with several parts inside it and if you have the Kethane mod for example, it enables the procedural Kethane tank, if you don't, it just ignores that part and doesn't show it in the parts catalogue :)

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So I'm the guy implementing these into the core mod, for Swamp_Ig, and so far Kethane and TAC Life Support are ready, and will most likely be in the next release of Procedural Parts. You can grab a prerelease here: https://github.com/Swamp-Ig/ProceduralParts/tree/master/Source/CalcsAndModels/%5BIN%20DEVELOPMENT%5D%20Tanks%20for%20Mods

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So I'm the guy implementing these into the core mod, for Swamp_Ig, and so far Kethane and TAC Life Support are ready, and will most likely be in the next release of Procedural Parts. You can grab a prerelease here: https://github.com/Swamp-Ig/ProceduralParts/tree/master/Source/CalcsAndModels/%5BIN%20DEVELOPMENT%5D%20Tanks%20for%20Mods

Cool. I'm also watching Procedural Parts very closely. Just waiting for it to exit [WIP] status.

If I understand correctly, everything from here on will finally be in Procedural Parts?

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Cool. I'm also watching Procedural Parts very closely. Just waiting for it to exit [WIP] status.

If I understand correctly, everything from here on will finally be in Procedural Parts?

That's the plan for the mod compatability tanks :) but I might work on a few side projects to work as optional bolt-ons such as the procedural service module, a procedural engine, right now I'm actually working on a procedural KAS storage bay and even looking into a procedural power source, all very experimental stuff :)

Edited by Eggman360
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That's the plan for the mod compatability tanks :) but I might work on a few side projects to work as optional bolt-ons such as the procedural service module, a procedural engine, right now I'm actually working on a procedural KAS storage bay and even looking into a procedural power source, all very experimental stuff :)

Cool. :)

Will be watching the forums for your presence (as well as all the other contributors that make all this possible). Keep up the good work!

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Ok they don't change size when I adjust the value. I have your required mod installed and the parts from it don't work either. Am I doing something wrong. Are there any known conflicts if so can someone please list them so I can check (my mod list is extensive)

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Ok they don't change size when I adjust the value. I have your required mod installed and the parts from it don't work either. Am I doing something wrong. Are there any known conflicts if so can someone please list them so I can check (my mod list is extensive)

Some people have mentioned that the procedural parts mod doesn't play well with Interstellar at the moment, causing this issue.

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Some people have mentioned that the procedural parts mod doesn't play well with Interstellar at the moment, causing this issue.

Hmm, I can't see that as the issue, because I test the mod with my add-ons with nothing but Vanilla KSP and the one target mod installed (saves time on the initial load) but when I tested these ( and the core mod of course) they worked fine....I have a sneaking suspicion it might be based on the tech tree, because I tested it in sandbox and instead of making a new career save I just copied my file across...

I must test this theory! :D

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Cool. :)

Will be watching the forums for your presence (as well as all the other contributors that make all this possible). Keep up the good work!

Thanks, so it's not overly obvious that this is my first time modding any game at all? :P lol

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Thanks, so it's not overly obvious that this is my first time modding any game at all? :P lol

No, I didn't realize it. But I can clearly see that you're working with a lot of talented people (as well as yourself), and I'll be keeping a tab of your threads from now on :)

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Are there any parts people would like to see me attempt? Procedural engines, trusses or radial decouplers?

Just post here and send an IM to alert me :)

Even if you think the part sounds silly, OP or pointless to someone else, I'm willing to take requests and see what I can do :)

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No problem. The whole life support thing has been annoying me for ages. Thanks for offering a good, easy solution!

Always Happy to help :)

The vision I have is that one day most mods and maybe even stock will use procedural parts with changeable models too, but that's a while off yet P

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