medsouz Posted September 23, 2014 Author Share Posted September 23, 2014 I'll probably add more things first... like palm trees blowing in the wind and seagulls circling overhead. That would be amazing. Link to comment Share on other sites More sharing options...
InfiniteDice Posted September 23, 2014 Share Posted September 23, 2014 That would be amazing. Well the birds and swaying trees could be done... but I was mostly joking! Made a quick video on how the refuelling works (early test). Link to comment Share on other sites More sharing options...
Divico Posted September 23, 2014 Share Posted September 23, 2014 It works! Thank you, thank you! Link to comment Share on other sites More sharing options...
Alshain Posted September 23, 2014 Share Posted September 23, 2014 I just released version 0.3, you can get it from KerbalStuffCHANGELOGv0.3 (9/22/13)Fixed site type and author not doing anything in the editor Added module loading Added AnimateOnClick module, the other KerbTown modules will be done soon. You went back in time and released it a year ago? I consider myself a pretty decent programmer, but that's just amazing. Link to comment Share on other sites More sharing options...
medsouz Posted September 23, 2014 Author Share Posted September 23, 2014 You went back in time and released it a year ago? I consider myself a pretty decent programmer, but that's just amazing. Link to comment Share on other sites More sharing options...
DigitalProeliator Posted September 25, 2014 Share Posted September 25, 2014 Well the birds and swaying trees could be done... but I was mostly joking! Made a quick video on how the refuelling works (early test).Wow! Thats awsome! Now we just need a refuling station at each launch site lol. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 25, 2014 Share Posted September 25, 2014 Hi really enjoying the well behaved nature of this mod, I do however have a slight snag , I do a lot of modding and reloading via altf12 and have noticed that each time I reload I get a new KK icon in the vab or sph, I can usually get away with a couple or three , for short periods but any more than that and it's crash time. Probably wont be an issue for most users, but could you take a quick look at it, as no other plugin is affected or displays the same behaviour. ( using 64bit as i can't even get 32 to start since 0.24)Cheers Link to comment Share on other sites More sharing options...
medsouz Posted September 25, 2014 Author Share Posted September 25, 2014 I'm conflicted, should I make it so x meters around any launch site is a recovery zone with the stock rates (the advantage of this is that there is no configuration). Another option is to let users create an object that acts as a center point to their custom space centers with configurable recovery values. The second method would also make it easier to replace KSC in the space center screen if I get that working in the future. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 25, 2014 Share Posted September 25, 2014 Then 2nd method of course! Link to comment Share on other sites More sharing options...
Justin Kerbice Posted September 25, 2014 Share Posted September 25, 2014 Best to let user's choice (don't like Squad style to use as less configuration options as possible), if not too complicated. So default = stock value, if valid data provided => custom values. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 25, 2014 Share Posted September 25, 2014 (edited) Best to let user's choice (don't like Squad style to use as less configuration options as possible), if not too complicated. So default = stock value, if valid data provided => custom values.Yep, that'd be the best thing to do. Have a default, Squad style, then let base devs have a method to over-ride that. Give the players options to switch them off.A config like this for players would do:UseBaseRecovery = On/OffUseSquadRecoveryRanges = On/OffThen just let developers configure through the instance of an asset.RecoveryRange = Whatever (the maximum range that the asset can recover)RecoveryRate = Whatever (a percentage of the Squad default, can be greater or less than 100%)If two recover zones cross-over, then the best recovery return (actual range modified by Rate) is used. Edited September 25, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Divico Posted September 25, 2014 Share Posted September 25, 2014 (edited) Only Space Centers with infrastructure should get a recovery zone. Otherwise, mods like KerbinSide would make it way too easy. You could land almost everywere.EditDefault should be off, no recovery bonus. A mod should DO something to get the bonus, so it can be balanced carefully. If I add, say Kosmodrome, I'd also like to reduce the KSC radius a bit. Else it's just cheating. Edited September 25, 2014 by Divico Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 25, 2014 Share Posted September 25, 2014 That's why you give the content devs a way to configure the recovery capabilities of individual bases. Link to comment Share on other sites More sharing options...
BigD145 Posted September 25, 2014 Share Posted September 25, 2014 Having bases all over already saves you money in fuel at the very least. Money is pretty easy to get ahold of. Do we really want it being even easier to recover? Link to comment Share on other sites More sharing options...
Divico Posted September 25, 2014 Share Posted September 25, 2014 I see conflict potential if every mod can just add a recovery zone. This will unbalance the career mode.I didn't find much information on the exact mechanics currently in game. IIRC, you always get something back (10%?). Correct? This would mean that the KSC zone covers the whole planet. How large is the non-10% aera? The 100%? Medsouz, could you please tell us what you know? Or does anyone have a link?Maybe a different approach is needed, like moving the zone instead of adding. i.e. select "home" at the start of a game, change it like launch pads etc... Link to comment Share on other sites More sharing options...
medsouz Posted September 25, 2014 Author Share Posted September 25, 2014 I don't have access to a computer right now but if I remember correctly the 100% range is 2.5KM and then it gradually goes down with the maximum distance being 2.5KM + the diamater of the planet sphere. The lowest I remember seeing was like 40% but I could be wrong. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 25, 2014 Share Posted September 25, 2014 ... I'd also like to reduce the KSC radius a bit. Else it's just cheating.With what I sugested, you could just ignore the KSC where more than one recovery zone overlaps. So if it's just the KSC and another recovery zone in range, the latter applies regardless of whether the recovery return ends up less. That's a major nerf and solves BigD145's concern. Although his concern could be met with the configuration options I suggested.Always give options when modding a game. Don't not give an option for fear it will be abused. This isn't competitive multiplayer. Link to comment Share on other sites More sharing options...
Divico Posted September 25, 2014 Share Posted September 25, 2014 (edited) Always give options when modding a game.No argument here Don't not give an option for fear it will be abused. This isn't competitive multiplayer.No, no, no! Missunderstanding! I don't fear someone abusing. This is a single player game, everyone can and should do whatever he/she wants.But, as BigD145 basically said, the stock game is easy enough already (well, once you know how to land on the Mun...). And we have a healthy collection of mods for KSP that aim at making the game harder in an interessting/realistic way. FAR/NEAR/KIDS, Deadly Reentry, TAC life Support etc, etc. These are high-ranked mods for good reasons.What I want, is a recovery system for Kerbal Konstructs that, at a glance, makes it clear, it doesn't make KSP any easier. Without pen-and-paper explainations as to why. Moving the recovery circle could solve this issue. Just my opinion on this.I'm not stubborn I'd be perfectly fine with your suggestion. How about KK reduces the KSC radius by default? Nobody installs it without additional launch sites anyway. Edited September 25, 2014 by Divico Krammarr Link to comment Share on other sites More sharing options...
Gaalidas Posted September 25, 2014 Share Posted September 25, 2014 So, off the current topic a bit here...Something to add to the issues list: if running KSP in the background for an extended amount of time without your save game loaded, upon loading it up after such an extended time frame, you may notice the button in the editor disappearing, followed by all functionality of this mod going away after another extended background time.yeah, I started KSP yesterday and then closed my laptop. Today I opened it and started messing around. Then I discovered the button was gone and then, after closing my save game and reopening an hour later, all extra buildings around the KSC were gone. So yeah... probably not a common issue with most people. I'm just weird that way. Link to comment Share on other sites More sharing options...
Riverey Posted September 25, 2014 Share Posted September 25, 2014 I have the same thing...Actually only button is gone, not buildings Link to comment Share on other sites More sharing options...
BigD145 Posted September 25, 2014 Share Posted September 25, 2014 I'm pretty sure that's normal at the moment. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 25, 2014 Share Posted September 25, 2014 No argument here No, no, no! Missunderstanding! I don't fear someone abusing. This is a single player game, everyone can and should do whatever he/she wants.But, as BigD145 basically said, the stock game is easy enough already (well, once you know how to land on the Mun...). And we have a healthy collection of mods for KSP that aim at making the game harder in an interessting/realistic way. FAR/NEAR/KIDS, Deadly Reentry, TAC life Support etc, etc. These are high-ranked mods for good reasons.What I want, is a recovery system for Kerbal Konstructs that, at a glance, makes it clear, it doesn't make KSP any easier. Without pen-and-paper explainations as to why. Moving the recovery circle could solve this issue. Just my opinion on this.I'm not stubborn I'd be perfectly fine with your suggestion. How about KK reduces the KSC radius by default? Nobody installs it without additional launch sites anyway.I'm kinda back-seat modding medsouz anyway. Sorry chap. And apologies Divico. Your ideas are sound also. Link to comment Share on other sites More sharing options...
medsouz Posted September 25, 2014 Author Share Posted September 25, 2014 I'm kinda back-seat modding medsouz anyway. Sorry chap. And apologies Divico. Your ideas are sound also.Haha I appreciate the feedback. Link to comment Share on other sites More sharing options...
medsouz Posted September 26, 2014 Author Share Posted September 26, 2014 I got bored and added this:Launch sites will now show up in the tracking station. I still need a decent icon for that though so if anyone wants to make 16px icons for VAB sites, SPH site, and "Any" sites I would greatly appreciate it. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 26, 2014 Share Posted September 26, 2014 I still need a decent icon for that though so if anyone wants to make 16px icons for VAB sites, SPH site, and "Any" sites I would greatly appreciate it.K. On it. Link to comment Share on other sites More sharing options...
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