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[0.90][WIP] Kerbal Konstructs v0.6.6 (Dec 16) - Static Objects and Launch Sites!


medsouz

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Kerbal Konstructs

Add static objects and custom launch sites to your game!

The goal of this plugin is to provide a fully compatible alternative to the KerbTown plugin by Razchek and to expand on the concept. :cool:

CURRENT FEATURES

  • Can load current KerbTown asset packs such as KerbinSide or KSC++
  • Object caching to prevent objects that are out of range from being processed (This fixes the timewarp lag issue that KerbTown has, if you want a patch for KerbTown to fix this issue I have provided one here)
  • Create / modify static objects
  • Custom launch sites!
  • Restrict custom launch sites to VAB, SPH or allow it to be used in either
  • Launch site descriptions and logos
  • Recover funds from nearby launch sites
  • Custom modules (and KerbTown's AnimateOnClick)

COMING SOON

  • KerbTown modules (Rigidbodies, AnimateOnCollision, TimeOfDayController) and some of my own modules.

WHAT I WOULD LIKE TO ADD IN THE FUTURE

NOTE: These are things that I plan to work on in the future, some may never become a reality.

Feel free to let me know anything that you guys would like me to add.

  • Spline objects (roads, fences, railroads, pretty much anything that be stretched or tiled from one point to another)
  • Custom space centers?

KNOWN ISSUES

If you know of anything not listed here please don't hesitate to tell me.

  • Launch sites don't always automatically clear before launch
  • The camera controller is terribad
  • The forum post is just bulleted lists
  • The default launch site logo is a placeholder image
  • PQS target needs to be to set to selected object or else terrain will only be shown around the active vessel

Pictures

28qjBdB.png

Launch Site Selector

tYs4QQ9.png

KerbinSide's KSC2

2014-09-14_21-59-09.png

Editor Tools

...And the most important part:

DOWNLOAD

You can download the Alpha (Expect issues!) release from KerbalStuff.

Get notified when a new version is out with KSP-AVC.

The source is on GitHub.

LICENSE

The MIT License (MIT)

Copyright © 2014 Matt "medsouz" Souza

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Edited by medsouz
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(SQUEE OF HAPPINESS!!!!!!!!!!) YAY!!! Does this use less RAM than KerbTown?

It should use about the same amount as KerbTown since they are both only plugins. Its the asset packs like Kerbin City, KerbinSide, and KSC++ that cause KerbTown/Kerbal Konstructs' RAM usage to go higher than a few MB.

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Bah Kerbal Stuff is out again. Looking forward to moving KerbinSide over to this asap. Good work medsouz. You continue to rock.

Yeah... I'm probably going to switch to GitHub releases.

I'll hopefully have some documentation to help you take advantage of the new features soon.

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Holy mother of... okay, I never finished that thought.

it's about time we saw a competitor for that long under-developed modification.

EDIT: Okay, so I installed it and went on to install some of the launch site addons that were originally built for kerbtown. The result was rather irritating. I proceeded to load up my game and was presented not with the space center, but with the SPH. "That's odd..." I said to myself and proceeded to try and exit the building. Notta. Zip. Zilch.

So, I shut down KSP the hard way and proceeded to check my logs for the exact instance it decided it could not load the space center and decided to pick the next option on the list. The following code block contains what I discovered in the "KSP.log" and the "output_log.txt" files respectively.


KSP.log ->
[LOG 09:35:15.692] [PlanetariumCamera]: Focus: Kerbin
[EXC 09:35:15.694] NullReferenceException

output_log.txt ->
[PlanetariumCamera]: Focus: Kerbin

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

NullReferenceException
at (wrapper managed-to-native) UnityEngine.Behaviour:set_enabled (bool)

at FlightCamera.DisableCamera () [0x00000] in <filename unknown>:0

at PSystemSetup.SetEditor () [0x00000] in <filename unknown>:0

at PSystemSetup.OnLevelWasLoaded (Int32 level) [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Edited by Gaalidas
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Great to see. Here's a repost about making structures part of the game progression:

A few thoughts on KerbTown and KSP as a game. At the moment, it's very much a sandbox mod. You can plop structures anywhere you like, and for those with spawn points, launch from them.

With First Contract, we now have finances. Thus, launching from different locations shouldn't cost the same, just as recovery doesn't return the same funds. This could take the form of a tax on the cost of a craft, or the mass.

Taking this a step further, this can be applied to structures. Rather than being part of the scenery, they become objectives. "If I earn enough funds, I can build that facility at X location" (with costs being many times greater for sites on other bodies than Kerbin). This would give launch and recovery sites in other places, and reduce the drudgery of launching and returning to KSC each time. It's a luxury one must earn, though! Different facilities could give different benefits too.

Note: landing close to a site could also reduce recovery costs. Placement of new sites might be similar to the KerbTown editor, but choosing the right location is a skill in its own right. It may necessitate survey missions, perhaps via a contract.

Edited by colmo
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Thanks, medsouz!

I really like the launch side selector with description and picture, good idea. Don't like the Kerbal Stuff 500 error, though... Will test as soon as I can download.

As for additional features: A way to see or snap to coordinates when placing objects. A runway exactly west to east is guess work with KerbTown.

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Another feature request: add runway in VAB (and launchpad in SPH I guess).

The launch menu is great :).

EDIT:

@colmo: good, I have thought also of new contracts style: delivery from one place to another (supplies, misc goods, emergency help, payload, crew(s) ), with something like:

go to this location (coordinates/name)

take this

deliver it to this location (c/n)

[optional: time allowed D days H hours]

get paid for successful delivery (+ more/better contracts) or charged for failure (maybe with optional insurance we can subscribe, we earn less but we don't have to refund customer).

Also, I hope buildings could be like parts and have some modules and resources (to make static fuel storage on airfield/airport for example).

EDIT2: an issue I got:

lSLNwJ7.png?1

editing an assets maybe from some distance (~300-400 kms I think), like Kerbtown (camera issue ?), I've tried once to edit KSC2 thing from more than 600 kms away, kerbtown doesn't like it very much ! Now I always drop a vessel near the place I want to put something :).

Edited by Justin Kerbice
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an issue I got:

http://i.imgur.com/lSLNwJ7.png?1

editing an assets maybe from some distance (~300-400 kms I think), like Kerbtown (camera issue ?), I've tried once to edit KSC2 thing from more than 600 kms away, kerbtown doesn't like it very much ! Now I always drop a vessel near the place I want to put something :).

The terrain doesn't render because the game's PQS (ProceduralQuadSphere, what planets are made out of) controller is targeting the current vessel instead of the camera or selected object. I tried fixing it a few days ago but didn't have much luck.

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What do I add to the .cfg file to get the new features to work?

{
name = sName;
author = sAuthor;
type = sType;
logo = sLogo;
description = sDescription;
}

And where do I place the pictures? An example .cfg would be nice.

tx!

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What do I add to the .cfg file to get the new features to work?

{
name = sName;
author = sAuthor;
type = sType;
logo = sLogo;
description = sDescription;
}

And where do I place the pictures? An example .cfg would be nice.

tx!

The new tags are:

LaunchSiteDescription - Set to description text

LaunchSiteLogo - Set to image name (no file extension). Should be in the same directory as the config

LaunchSiteType - Can be "VAB", "SPH", or "ANY" without quotes

Add them to the Instances node for your launch site.

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Fantastic!

The launch selector is incredibly slick, I could believe it is in the vanilla game.

One question, any potential for career type building in future? Ex. pay 400 Kerbal Dollars to place a static object, I realise this would cause some difficulties across multiple save-games, etc. depending on how persistence is implemented.

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One question, any potential for career type building in future? (Ex. pay 400 Kerbal Dollars to place a static object).

I'd like to let players fly construction worker kerbals to a place and have them construct a static for a price at some point but I probably won't add that until everything else is done.

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I'd like to let players fly construction worker kerbals to a place and have them construct a static for a price at some point but I probably won't add that until everything else is done.

If you could implement something like that it would be just incredible!

I was thinking along the lines of little "buy" menu box, I like your idea better :D

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I just released version 0.2! Grab the update on KerbalStuff :cool:

CHANGELOG

  • New launch site selector icon by AlphaAsh
  • Object saving
  • Fixed launch sites that were made before HoneyFox's fork of KerbTown and didn't use LaunchPadTransform (This fixes the Kerbin City launch sites)
  • Fixed switching back to KSC LaunchPad or Runway
  • Can now create/modify launch sites at runtime

2014-09-14_21-59-09.png

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