Bilfr3d Posted August 11, 2014 Share Posted August 11, 2014 (edited) K.A.A.G | Kerbol Air And GasesDEVELOPMENT HAS STOPPEDCurrently starting development, K.A.A.G Aims to add a series of resources into KSP that are mainly gas based. It also includes several parts, such as gas engines, gas RCS blocks, etc. All current information of the mod is in the post below (including current parts, plugin development stage, etc.). K.A.A.G currently does not have a logo (but we would like one!!), and development is expected to be slow.DOWNLOADS!! VERSION 0.0.1DDownload from Github: DOWNLOADDownload from Google Drive: DOWNLOADDownload from Curseforge: DOWNLOADIssues and Bug Reports go here: https://github.com/KAAG-Mod/Releases/issuesRelease Thread: http://forum.kerbalspaceprogram.com/threads/90679-MODPACK-K-A-A-G-Kerbal-Air-And-Gases-WIPDevelopment Team:Currently, development is a pair-team ride, with me making the parts and leading the team, and Space_Kraken. Sorry, but I'm not currently accepting any more people either. But we ARE looking for someone to make a LOGO, FLAG and BANNER for KAAG. If you would like to help me out with that, PM me or post in this thread. Cheers in advance.SHOWCASE OF DEVELOPMENT!!!!Part Testing:Javascript is disabled. View full albumI edited one of the 1.25m engines so that it used water as a propellant, just to make sure the definition actually WORKED. And it did. Surprisingly well, actually. I think I need to change the impact tolerance though, because that pod should not have survived. :\Hopefully K.A.A.G can kick off and become a good mod!CHANGELOG AND INSTALLATION:=======================================INSTALLATION!!================================================================To install, simply drag the "GameData" folder into your KSP directory and overwrite any old KAAG files.=======================================KAAG Changelog================================================================Version 0.0.1d:- Initial Release=======================================Licensed under GPL v3: http://www.gnu.org/copyleft/gpl.htmlK.A.A.G, KAAG and Kerbal Air And Gases is under Copyright for ToTheMun and respective bodiesThis post has been viewed times since 13/08/2014 Edited August 22, 2014 by ToTheMun SCREENIES!!!! Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 11, 2014 Author Share Posted August 11, 2014 (edited) KAAG Devnotes:ToTheMun: Finally, the time has come. KAAG Mod version 0.0.1d is released. It may not seem like much and the models have no textures (yet), but this is very much a leap forward in mod development for me and for KAAG. Thank you to all who provided some criticism towards my way to the first release of KAAG Mod. You can download KAAG from the two links at the bottom of this little blog. Now development will be slowing down slightly due to study, but mainly I am going to attempt to sort out the issues with the Hydroxol mixers and the filter as well as redoing all the models with some basic textures for the models. By basic, I mean different colours for each different tank and generator. Anyway, development has been pretty fun so far, and version 0.0.2 is going to be an upload with textures and also (hopefully) the Hydroxol mixers working, as well as some custom modelled engines. Now, the long awaited download links: Github: DOWNLOAD Google Drive: DOWNLOAD Be sure to check out the development and release threads too: Development Thread: http://forum.kerbalspaceprogram.com/...er-Development Release Thread: http://forum.kerbalspaceprogram.com/...-And-Gases-WIP And also leave feedback or comments (nice and cheerful feedback and comments) too. Constructive criticism is the greatest!! Edited August 16, 2014 by ToTheMun Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 11, 2014 Author Share Posted August 11, 2014 (edited) RESOURCES!!Resources coloured in blue are complete and have been testedResources coloured in green are completeResources coloured in red are incompleteHYDROGENDensity = 0.0000000899Cost = 0.015OXYGENDensity = 0.00000141Cost = 0.000055836AIRDensity = 0.0000463Cost = 0.00042WATERDensity = 0.001Cost = 0.001ICEDensity = 0.01Cost = 0.01COMPRESSED AIRDensity = 0.00463Cost = 0.042HYDROXOLDensity = 0.025Cost = 5REFINED HYDROXOLDensity = 0.1Cost = 15OILY WATERDensity = 0.06Cost = 0.8KENZODRINEDensity = 0.46827Cost = 21.37LQDKENZODRINEDensity = 0.2148Cost = 14.6ATMKENZODRINEDensity = 0.6489Cost = 48.26PARTS!!Parts coloured in black are complete, tested and texturedParts coloured in blue are complete without textures and testedParts coloured in green are complete without texturesParts coloured in red are incomplete and/or awaiting the development of a specialised plugin to functionALL PARTS ARE CURRENTLY 1.25M ONLY!!TANKS SCANNERS AND DRILLS!Air CompressorAir TankAir Tank 1-2Air Tank 1-4Compressed Air RCS BlockCompressed Air TankCompressed Air Tank 1-2Compressed Air Tank 1-4DefrosterElectrolytic SeparatorWater FilterHydrogen/Oxygen TankHydrogen/Oxygen Tank 1-2Hydrogen/Oxygen Tank 1-4Hydroxol TankHydroxol Tank 1-2Hydroxol Tank 1-4Hydroxol MixerHydroxol RefineryIce ScannerIce DrillIce TankIce Tank 1-2Ice Tank 1-4Oily Water TankOily Water Tank 1-2Refined Hydroxol TankRefined Hydroxol Tank 1-2Refined Hydroxol Tank 1-4Reverse Electrolytic SeparatorWater CoolerWater DrillWater ScannerWater TankWater Tank 1-2Water Tank 1-4Kenzodrine TankKenzodrine Tank 1-2Kenzodrine Tank 1-4Kenzodrine CrusherKenzodrine LiquefierKenzodrine AtomizerAtomic Kenzodrine TankAtomic Kenzodrine Tank 1-2Atomic Kenzodrine Tank 1-4Kenzodrine EngineKenzodrine Lander EngineAtomic Kenzodrine EngineAtomic Kenzodrine Lander EngineLiquid Kenzodrine EngineLiquid Kenzodrine Jet EngineENGINES AND "INTAKES"Hydrogen/Oxygen EngineHydrogen/Oxygen Lander EngineHydrogen/Oxygen Radial EngineHydroxol EngineHydroxol Lander EngineHydroxol Jet EngineHydroxol Radial EngineRefined Hydroxol EngineRefined Hydroxol Jet EngineHydrogen/Oxygen Air Separator (Separates Hydrogen and Oxygen from IntakeAir, also making a byproduct of regular air)Inline Hydrogen/Oxygen Intake (Combines the air separator and air intake in one unit. I.e. collects hydrogen/oxygen from the atmo) Edited August 19, 2014 by ToTheMun Fancy Re-formatting and COLOURS!!! Link to comment Share on other sites More sharing options...
metalmouth7 Posted August 11, 2014 Share Posted August 11, 2014 Do you have anything to show? Or are you just an "ideas guy." I'm a 3d modeller/texture artist, but if you have nothing to show except ideas, I don't really see why anybody would want to contribute to this project - I'd like to see my work actually get distributed. Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 11, 2014 Author Share Posted August 11, 2014 Do you have anything to show? Or are you just an "ideas guy." I'm a 3d modeller/texture artist, but if you have nothing to show except ideas, I don't really see why anybody would want to contribute to this project - I'd like to see my work actually get distributed.Its all right reserved while in the development stage. I do currently have a few parts made and resources working in KSP, I just need to update everything and get everything uploaded, etc, etc. And this is not an idea. I'm not a BAD 3D modeller, but I wouldn't say I'm good either Link to comment Share on other sites More sharing options...
metalmouth7 Posted August 11, 2014 Share Posted August 11, 2014 Its all right reserved while in the development stage. I do currently have a few parts made and resources working in KSP, I just need to update everything and get everything uploaded, etc, etc. And this is not an idea. I'm not a BAD 3D modeller, but I wouldn't say I'm good either No offense, but other modders aren't going to be interested in jumping on if you don't want to show off even a little of the work you've done to date. I, at least, would rather know I'm getting into something that'll produce real content, not just neat WIP shots of things we'll never release. As well, the way you have yourself listed in the "team" makes it seem as if you'll only be a team lead, something that's, to be bluntly honest, absolutely useless on a mod team. I'm not saying that this mod doesn't look like it's going nowhere, or that you haven't done anything so far, but with the evidence you've provided, what are people who read this to think? At the very least, I'd suggest a bit of a rewrite of your main post, and that you should get some screenshots of your (no matter how poor,) models. Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 11, 2014 Author Share Posted August 11, 2014 No offense, but other modders aren't going to be interested in jumping on if you don't want to show off even a little of the work you've done to date. I, at least, would rather know I'm getting into something that'll produce real content, not just neat WIP shots of things we'll never release. As well, the way you have yourself listed in the "team" makes it seem as if you'll only be a team lead, something that's, to be bluntly honest, absolutely useless on a mod team. I'm not saying that this mod doesn't look like it's going nowhere, or that you haven't done anything so far, but with the evidence you've provided, what are people who read this to think? At the very least, I'd suggest a bit of a rewrite of your main post, and that you should get some screenshots of your (no matter how poor,) models.By uploading, I meant actually UPLOADING the parts. As well as screenshots. I just need to get home to my other computer than actually has the models. And by placing myself in team lead, that's saying I do the main threads, releasing, etc. I will also take part in nearly all aspects of the development (except for texturing. I'm horrible at that). And I take absolutely no offense. Its constructive criticism and that is exactly what I want. As I said, I just need to get everything updated and added into the posts. This is why it doesn't look like much ATM, because I need to get everything added into the posts. I like to be neat, so it is sort of taking a bit of time. And I'm trying to juggle all this in between my classes as well. How do you suggest I re-write the main post? Could you PM me your suggestions of the rewrite? Cheers. Link to comment Share on other sites More sharing options...
rabidninjawombat Posted August 11, 2014 Share Posted August 11, 2014 In case you havn't seen it , check out Roverdudes Community Resource Pack. http://forum.kerbalspaceprogram.com/threads/89568-Community-Resource-Pack-WIPIt has a listing of resource definitions and which mods use them. Alot of these gas's may be defined by other mods (KSPI in particular) So it may be a good idea to keep densities the same so that mods play nice together. Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 11, 2014 Author Share Posted August 11, 2014 In case you havn't seen it , check out Roverdudes Community Resource Pack. http://forum.kerbalspaceprogram.com/threads/89568-Community-Resource-Pack-WIPIt has a listing of resource definitions and which mods use them. Alot of these gas's may be defined by other mods (KSPI in particular) So it may be a good idea to keep densities the same so that mods play nice together. Thanks for that one! I'll update the resource densities to N/A for now, and look at the doc later. Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 12, 2014 Author Share Posted August 12, 2014 I just realised that I'm using .dae's from blender. Whups. That will put back the showing of the models for a little bit while I get unity and the part tools pack. Link to comment Share on other sites More sharing options...
Kommitz Posted August 12, 2014 Share Posted August 12, 2014 Have you considered decreasing the scope of what you want to do? For instance, looking at a particular resource that presents a solid chain from extraction -> refinement -> use. As it is you're trying to cover everything and finding impractical uses for resources that have established utility in other roles. Hydrogen + Oxygen rockets for example would give you a logical resource chain to work on, with the extraction and breaking down of water ice into the component fuel and oxidiser. You could make drill bits, refinery bits and some high Isp Hydrogen/Oxygen engines and have real world examples and trufacts to back it up. Whereas in your current draft you've got monopropellant, nonreactive gas engines which would be useful for sort of wafting things gently at most (if you're going for realistic stats at all). Just an idea in case you want to actally finish something Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 12, 2014 Author Share Posted August 12, 2014 Have you considered decreasing the scope of what you want to do? For instance, looking at a particular resource that presents a solid chain from extraction -> refinement -> use. As it is you're trying to cover everything and finding impractical uses for resources that have established utility in other roles. Hydrogen + Oxygen rockets for example would give you a logical resource chain to work on, with the extraction and breaking down of water ice into the component fuel and oxidiser. You could make drill bits, refinery bits and some high Isp Hydrogen/Oxygen engines and have real world examples and trufacts to back it up. Whereas in your current draft you've got monopropellant, nonreactive gas engines which would be useful for sort of wafting things gently at most (if you're going for realistic stats at all). Just an idea in case you want to actally finish something I'm all up for ideas, and I had thought a bit about focusing more on a particular resource. Which is what I might end up doing now. I'll remove the separate hydrogen and oxygen engines, and combine them to make one. I'll remove the RCS blocks for compressed oxy and hydro, and I'll remove the compressed hydro and oxy all together. That should lower down the scope of things a bit. Thanks for the criticism. Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 12, 2014 Author Share Posted August 12, 2014 So the parts are being annoy. Again. After making some of the tanks up in unity, than creating the cfg's for them, I gave them a spin. The 3 tanks were about the same, with the only difference being height. One was 0.25 (quarter), one was 0.5 (half), one was full size (1). But the problem is, all three tanks display and have a mesh... all the same size. All at full size 1. Any ideas to why this would be? Link to comment Share on other sites More sharing options...
OrbitusII Posted August 12, 2014 Share Posted August 12, 2014 So the parts are being annoy. Again. After making some of the tanks up in unity, than creating the cfg's for them, I gave them a spin. The 3 tanks were about the same, with the only difference being height. One was 0.25 (quarter), one was 0.5 (half), one was full size (1). But the problem is, all three tanks display and have a mesh... all the same size. All at full size 1. Any ideas to why this would be?Are all of the models in the same directory? If they are you'll have to do some trickery with the config files to get them to work from the same directory. I would recommend taking a look at the KSOS configs for examples of how to do that.If your part models are all exported as one .mu file then you can't get different chunks of that model without a plugin like Firespitter and your best bet is to just re-export everything individually after you split them up. Link to comment Share on other sites More sharing options...
Space_Kraken Posted August 12, 2014 Share Posted August 12, 2014 I volunteer to be the plugin developer, although I won't be able to do any testing. I've been thinking about making my own resource mod. I'll create a github repo to save meh work to. Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 12, 2014 Author Share Posted August 12, 2014 Are all of the models in the same directory? If they are you'll have to do some trickery with the config files to get them to work from the same directory. I would recommend taking a look at the KSOS configs for examples of how to do that.If your part models are all exported as one .mu file then you can't get different chunks of that model without a plugin like Firespitter and your best bet is to just re-export everything individually after you split them up.All the .mu's are exported separately, and they are all in their own directories with their own .cfg'sI volunteer to be the plugin developer, although I won't be able to do any testing. I've been thinking about making my own resource mod. I'll create a github repo to save meh work to.That's fine if you won't be able to any testing. But you will need to undergo a small test before I accept you in. And by small, I mean make a small plugin that holds a module that can be added to a part. Then that module takes one resource to make another. Also, PM me the link for the githup repo and just upload your little module their. Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 12, 2014 Author Share Posted August 12, 2014 KAAG is now licensed under the GPL v3 license. Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 12, 2014 Author Share Posted August 12, 2014 Finished updating the resource defs to match the Community Resource Spreadsheet. Anything on my list that is on theirs is matched. Other than that, all resource definitions are now awaiting parts to test them with. Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 13, 2014 Author Share Posted August 13, 2014 if you don't want to show off even a little of the work you've done to date.-snip-yyou should get some screenshots of your (no matter how poor,) models.Guess what? I got some screenies up!! FIRST SCREENSHOTS ARE UP!!! Its really a great moment Link to comment Share on other sites More sharing options...
Mecripp Posted August 13, 2014 Share Posted August 13, 2014 (edited) You say you need a Plugin Required for the convertor's why not use stock ModuleGenerator ?EDIT- MODULE{ name = ModuleGenerator isAlwaysActive = false activateGUIName = Electrolytic on shutdownGUIName = Electrolytic off requiresAllinputs = true INPUT_RESOURCE { name = ElectricCharge rate = 0.5 //<----What ever you want to set them at } INPUT_RESOURCE { name = Water rate = 0.1 //<----What ever you want to set them at } OUTPUT_RESOURCE { name = HydrogenOxygen rate = 0.02 //<----What ever you want to set them at }} Edited August 13, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 13, 2014 Author Share Posted August 13, 2014 You say you need a Plugin Required for the convertor's why not use stock ModuleGenerator ?EDIT-I completely forgot about that, lol. XD Thanks for pointing that out.SpaceKraken, forget about doing the module. I don't really care about that anymore. You are in. I'll PM you some details on a project for the plugin soon. Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 14, 2014 Author Share Posted August 14, 2014 I volunteer to be the plugin developer, although I won't be able to do any testing. I've been thinking about making my own resource mod. I'll create a github repo to save meh work to.Sorry Space_Kraken, but I have now changed my mind as to working as a team on this project. I do not want to create a team just yet, as I feel it is too early in development. I am going just fine by myself at this point in time. I will no longer be accepting any requests to join a team on this project, unless I state otherwise in the OP. Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 14, 2014 Author Share Posted August 14, 2014 (edited) The first OFFICIAL KAAG Mod Devnotes can be found here: http://forum.kerbalspaceprogram.com/entries/1645-KAAG-Mod-Dev-NotesAnd also on the post below the OP.UPDATE: I just want to say a big THANK YOU to everyone viewing this thread. We have hit over 1000 views!! Edited August 14, 2014 by ToTheMun Link to comment Share on other sites More sharing options...
redmario14 Posted August 14, 2014 Share Posted August 14, 2014 Really awesome idea! Link to comment Share on other sites More sharing options...
Bilfr3d Posted August 14, 2014 Author Share Posted August 14, 2014 Really awesome idea! Thanks redmario14! Link to comment Share on other sites More sharing options...
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