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[MODPACK][WIP] K.A.A.G | Kerbol Air And Gases!! Under Development


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K.A.A.G | Kerbol Air And Gases

DEVELOPMENT HAS STOPPED

Currently 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 0.0.1D

Download from Github: DOWNLOAD

Download from Google Drive: DOWNLOAD

Download from Curseforge: DOWNLOAD

Issues and Bug Reports go here: https://github.com/KAAG-Mod/Releases/issues

Release Thread: http://forum.kerbalspaceprogram.com/threads/90679-MODPACK-K-A-A-G-Kerbal-Air-And-Gases-WIP

Development 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:

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I 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.html

K.A.A.G, KAAG and Kerbal Air And Gases is under Copyright for ToTheMun and respective bodies

This post has been viewed freecounterstat.php?c=0edfd4bbc22a32e6d51b91be7fe991d0 times since 13/08/2014

Edited by ToTheMun
SCREENIES!!!!
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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 by ToTheMun
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RESOURCES!!

Resources coloured in blue are complete and have been tested

Resources coloured in green are complete

Resources coloured in red are incomplete


HYDROGEN

Density = 0.0000000899

Cost = 0.015

OXYGEN

Density = 0.00000141

Cost = 0.000055836

AIR

Density = 0.0000463

Cost = 0.00042

WATER

Density = 0.001

Cost = 0.001

ICE

Density = 0.01

Cost = 0.01

COMPRESSED AIR

Density = 0.00463

Cost = 0.042

HYDROXOL

Density = 0.025

Cost = 5

REFINED HYDROXOL

Density = 0.1

Cost = 15

OILY WATER

Density = 0.06

Cost = 0.8

KENZODRINE

Density = 0.46827

Cost = 21.37

LQDKENZODRINE

Density = 0.2148

Cost = 14.6

ATMKENZODRINE

Density = 0.6489

Cost = 48.26


PARTS!!

Parts coloured in black are complete, tested and textured

Parts coloured in blue are complete without textures and tested

Parts coloured in green are complete without textures

Parts coloured in red are incomplete and/or awaiting the development of a specialised plugin to function


ALL PARTS ARE CURRENTLY 1.25M ONLY!!

TANKS SCANNERS AND DRILLS!

Air Compressor

Air Tank

Air Tank 1-2

Air Tank 1-4

Compressed Air RCS Block

Compressed Air Tank

Compressed Air Tank 1-2

Compressed Air Tank 1-4

Defroster

Electrolytic Separator

Water Filter

Hydrogen/Oxygen Tank

Hydrogen/Oxygen Tank 1-2

Hydrogen/Oxygen Tank 1-4

Hydroxol Tank

Hydroxol Tank 1-2

Hydroxol Tank 1-4

Hydroxol Mixer

Hydroxol Refinery

Ice Scanner

Ice Drill

Ice Tank

Ice Tank 1-2

Ice Tank 1-4

Oily Water Tank

Oily Water Tank 1-2

Refined Hydroxol Tank

Refined Hydroxol Tank 1-2

Refined Hydroxol Tank 1-4

Reverse Electrolytic Separator

Water Cooler

Water Drill

Water Scanner

Water Tank

Water Tank 1-2

Water Tank 1-4

Kenzodrine Tank

Kenzodrine Tank 1-2

Kenzodrine Tank 1-4

Kenzodrine Crusher

Kenzodrine Liquefier

Kenzodrine Atomizer

Atomic Kenzodrine Tank

Atomic Kenzodrine Tank 1-2

Atomic Kenzodrine Tank 1-4

Kenzodrine Engine

Kenzodrine Lander Engine

Atomic Kenzodrine Engine

Atomic Kenzodrine Lander Engine

Liquid Kenzodrine Engine

Liquid Kenzodrine Jet Engine

ENGINES AND "INTAKES"

Hydrogen/Oxygen Engine

Hydrogen/Oxygen Lander Engine

Hydrogen/Oxygen Radial Engine

Hydroxol Engine

Hydroxol Lander Engine

Hydroxol Jet Engine

Hydroxol Radial Engine

Refined Hydroxol Engine

Refined Hydroxol Jet Engine

Hydrogen/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 by ToTheMun
Fancy Re-formatting and COLOURS!!!
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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.

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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 :)

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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.

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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.

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In case you havn't seen it , check out Roverdudes Community Resource Pack.

http://forum.kerbalspaceprogram.com/threads/89568-Community-Resource-Pack-WIP

It 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. :)

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In case you havn't seen it , check out Roverdudes Community Resource Pack.

http://forum.kerbalspaceprogram.com/threads/89568-Community-Resource-Pack-WIP

It 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.
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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 :P

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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 :P

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.

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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?

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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.

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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's

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.

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.

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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.

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if you don't want to show off even a little of the work you've done to date.

-snip-y

you 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 :D

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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 by Mecripp2
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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. :D I'll PM you some details on a project for the plugin soon.

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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.

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