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[DEV HALTED][0.90] Kerbal EVA Resource Transfer [v1.3.1, 2015-01-01]


marce

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Dev halted like stated here

Today I got annoyed because transferring resources while on EVA doesn’t work. So I quickly made a mini-plugin to allow me exactly that. And as usual wanted to share it, because why not :wink:

WkgMge3.jpg?1

It’s very lightweight, doing nothing while you are not on EVA and the Kerbal carries the same resources as the target part. And the modules are added/removed on the fly, so not even a MM patch is required.

Oh and run for the TheWorstGUIEver prize (I improved it slightly since I recorded the video, but not much, haven’t worked with GUIs before…), sorry :blush:

I recommend using this together with KAS (and TAC-LS)! Otherwise EVA Propellant is the only resource you can transfer. And yes, this ignores flow mode of resources completely!

Defining a specific maintenance hatch

You can add a ModuleMaintenanceHatch to a part which requires a TransformName property resembling the name of a transform actually present on the part. The second property is TransferDistance defaulting to 1m.

Then the distance is calculated between the transform position and the current vessel/Kerbal instead of raycasting to the center of the targetpart.

This allows for, well, maintenance hatches.

Mod Download, License and Source

Have fun!

Edited by marce
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Does it add weight to kerbals while they're carrying resources?

If the resource has a density > 0 and the amount (volume) is > 0 then yes [+weight of a container]. Kerbals are only vessels after all.

However, that's nothing this mod does but a core gameplay mechanic. I only transfer resources between a Kerbal and a part of another vessel to overcome the problem that the "In" & "Out" buttons in the default transfer "solution" are locked while on EVA.

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Works with kerbX extended thing by Universal storage?

Yes.

One word on "why can't I select to fill the Kerbal or the backpack first": Since there are usually only those two parts it seems not that important and I decided against cluttering the UI.

The following rules are in place if a Kerbal carries the same resource as his backpack:

  • If filling up the Kerbal resources the Kerbal itself gets priority
  • If removing resources from the Kerbal its backpack gets priority

And you can of course pump around stuff on the "Kerbal-vessel" itself as much as you like using the stock system, I didn't change that.

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Fantastic! Now my Beamjacks can work a full 12 hour shift without that pesty airlock recycling. Time to get construction of Mir II back on track. Thanks Marce!

Cool! Sure the process:

  1. attach part
  2. switch to vessel
  3. transfer resources
  4. switch back to Kerbal
  5. grab part

works fine too, but there are a few redundant steps sometimes I think. Good to hear I'm not alone :wink:

I tried to play the video on my phone and it says it is private?

Oops :blush:

I guess I'm not fully YouTube-ready yet... Should be fixed, thanks for the hint Nori!

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Cool. Also, the GUI is just fine. :)

Gotta say you make some of the most interesting mods (from a utility perspective). Thanks for sharing them.

Thanks!

Well, I can't model and I don't have the time/knowledge to make something big, so I try to fix small problems we have due to game limitations.

I know that most of my mods aren't fully realistic, though. I think of them as compensating for the lack of being able to add feature X to a craft because (even with mods) our capabilities to individualize parts to fit a specific mission profile are very low compared to reality. So, I'm kind of fighting unrealistic behavior with unrealistic behavior if that makes any sense :D

As in this case I tell my reality-judge that the mission requires the existence of "packs" the astronauts can exchange or so :wink:

Anyway, glad you like my work!

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Hello!

I wanted to invite you marce to a discussion on a mod list I'm testing. Let me know in that thread if you would be interested in helping test other listed mods with yours, or if you already have.

Inigma's KSP Essentials Mod List

http://forum.kerbalspaceprogram.com/threads/94353-WIP-Inigma-s-KSP-Essentials-Mod-List-%28in-Testing%29

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  • 3 weeks later...

Good news :)

RoverDude made this amazing thingy:

DSOHEsb.png?1

And I modified this mod to work with it. Still needs a bit of polish here and there, but you being able to play with it is on the horizon :)

I'm also overhauling my mod folder structure and will roll out KSP-AVC version files together with a general mod overhaul shortly after 0.25. If there are download errors or something please be patient with me.

(And there's even more in the works but I won't tell you about that now because I'm evil)

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New version released. Recompiled for 0.25 and with features to enable things like the thingy in the post above. Be aware of folder structure changes etc (see OP for details)!

If you see bugs, please report them!

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FYI we now bundle this with both Exploration Pack (where you can find that lovely maintenance pod), as well as MKS (for use in refueling).

Both the PackRat Rover and the ExpPack Maintenance Pod can be used for EVA Transfers - handy for things like SpareParts, EnrichedUranium, and SolidFuel (Repack Separatrons!!)

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FYI we now bundle this with both Exploration Pack (where you can find that lovely maintenance pod), as well as MKS (for use in refueling).

Both the PackRat Rover and the ExpPack Maintenance Pod can be used for EVA Transfers - handy for things like SpareParts, EnrichedUranium, and SolidFuel (Repack Separatrons!!)

Which is super cool!

And it gets even better (for me :cool:) since RoverDude will donate me some parts he made to be bundled with KERT, hurray!

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Since I’m now maintaining 8 mods already it gets a bit tedious to update several links spread over the forum (most updates change at least two mods due to them requiring each other).

Therefore I decided to bundle them on a common download page. You’ll find links to the forum post, source, license and of course the download there.

I also took the liberty to add a donate button since I can really use any cent you might have lying around – but that is, of course, fully optional! I talked with one of our cheerful mods so I shouldn’t be violating any forum rules.

I know it’s a bit less convenient than direct download links in the posts, but on the plus side should hopefully reduce the occurrence of dead links since I only update in one place. If you find any problems there is a direct contact option on the side so that I can react asap.

Thanks for bearing with me and I hope you’ll continue to enjoy my mods in the future!

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  • 2 weeks later...
Is there some way to change the distance? the inflatable OKS modules are too large to get close enough to use it at the default range.
Via config - how is it with the experimental version? I made it 5m but can bump it

True for the maint. pods but not for the Kerbal on its own.

I have plans to allow dedicated maint. hatches/slots to be defined as a transform on a model (distance then calculated from there). If there is no model support I'm biased between allowing to set the maxDist via config (can be bit unrealistic for smaller parts then) or raycasting to get the dist to the surface (collider) which would be better but eats a bit performance.

At the moment I have a truckload of rl-work, though, so it'll take some time, sorry.

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  • 2 weeks later...

Hi marce thanks for this plugin it has saved me a bunch of time implementing a similar system into my mod.

You don't mind if I package this with my download do you. I read your first page and will follow your rules for doing this of course.

Just thought I would give you a heads up.

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