AlphaAsh Posted September 21, 2015 Author Share Posted September 21, 2015 Other things functional buildings could do:- Warehouses + storage silos for resource storage (modders could add non-stock resources such as RocketParts, Karbonite, Uranium, whatever)- resource conversion e.g. refineries, factories, power stations, part recycling plants.Half-done. I still need to do some new models for these types of facilities before finishing up some code. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 21, 2015 Author Share Posted September 21, 2015 Response to a PM better addressed in the thread....what if K Konstructs had the option to deploy a 'field base' in a location?...throw custom locations into existence without having to waffle through the static-placing menu. Not to mention it allows players to 'PLAY' setting up locations rather than mod it.Base 'founding' has been something I've wanted to do for a while but I was never able to find a decent technical solution. Thanks to the work on the custom instance importer, I now have something to adapt to a solution to being able to save and load static instance data per save game.Of course the actual game-mechanics and interfacing with appropriate static models still needs to be coded up, but at least the main obstacle has finally been cleared. Link to comment Share on other sites More sharing options...
Divico Posted September 28, 2015 Share Posted September 28, 2015 I didn't know KK works with RSS now:Project Alexandria (Video)I did a quick test. It seems you place the objects and then manually change CelestialBody = Earth to CelestialBody = Kerbin. Else KK crashes.If this is stable, it could make a few players happy. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 28, 2015 Author Share Posted September 28, 2015 I didn't know KK works with RSS now:Project Alexandria (Video)I did a quick test. It seems you place the objects and then manually change CelestialBody = Earth to CelestialBody = Kerbin. Else KK crashes.If this is stable, it could make a few players happy.That makes sense. I've never actually included anything in KK specifically to support planetary or kerbol system rescales or changes. If it works, then great Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted September 29, 2015 Share Posted September 29, 2015 Response to a PM better addressed in the thread.Base 'founding' has been something I've wanted to do for a while but I was never able to find a decent technical solution. Thanks to the work on the custom instance importer, I now have something to adapt to a solution to being able to save and load static instance data per save game.Of course the actual game-mechanics and interfacing with appropriate static models still needs to be coded up, but at least the main obstacle has finally been cleared.Niftiness.I wonder if that mechanic will work for offworld bases as well. I know the Focus of Kerbin Side is ground bases, and KK was founded to replace kerbtown, but it makes sense that fixed, static meshes that can only be thrown in at start would not be desired since they would instantly open other worlds. But the options this could unlock for building offworld colonies that AREN'T a collection of rocket bits and in-situ clunkers might be worth expanding the scope, from my point of view.The ability to, not only plop down a base, but for a player to direct the overall nature of the facilities just makes my inner RTS tingle. That's something I've wanted in gameplay for a long time... This weird cross-mix between doing everything by hand and designing your vehicles, and the ability to quickly turn that into an automated process.For mechanics overall, though. First and foremost I'd suggest delivery-by-part triggered by a Kerbal as the central 'mechanic'. You want a base in a specific spot, you HAVE to put a Kerbal ON SITE. Since I'll forget half of what I think up if I go to sleep at this point, I'm going to go ahead and imagine a little now rather than wait for a response.Obviously, putting a part a Kerbal can trigger on site is key. Whatever the function of the import feature works, I'd wonder if you can make statics that can act partially like pods. Not mobile, but the ability to house Kerbals and provide life support for those mods that utilize it and act as a 'there are kerbals on site' there. Partially, this calls back to my PM last week. If you can build sites anyway, obviously auto-recover to the space center makes no sense if the Kerbal in question is on DUNA. And if a part is delivered, triggered, and the mesh for the base replaces it, obviously you have to move the vehicle that 'deployed' it in the first place. Or delete it. Kind of a problem though if Kerbals are required on site, or are in a vehicle. Thus, kill vehicle, replace with mesh, house Kerbal.I think about some of the mods I've been looking at now, like Civilian Population and Pathfinder, and then my mind goes full RTS with the potential. If you can found a 'base', why not go the whole nine yards? For the operational cost of setting up a colony and collecting materials 'in situ', you can accumulate the supplies needed to build out base structures. Base structures are 'placed' at say, the expense of rocket parts. (Search all physics loaded sources for parts and take them as needed?)- Base Command Center (Nothing works without a command center, defines the area around it for a few km as the base itself. Anything built in its boundaries belong to that base.) - Base Power (Mining, Manufacturing, and Fabrication of vehicles need a power center.)- Base Housing (Offworld recruiting station.)- Base Mining (Kerbin uses funds, offworld uses resources)- Base Manufacturing (The mid-step for the resources)- Base Comms (Tracking station or remote-tech command center... Would need an interesting flag)- Base Construction (VAB/SPH equivalent)- Launch Pad (Duh?)- Helipad (DUH?)- Runway(s) ((DUUUUH?)I'll stop now. Don't want to get TOO excited since you likely don't even know if/when you'd start on something like that. Though, I can offer my services to flesh out a project plan if you want Alpha. Something that has complex potential, but is in itself simple for players to use. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 29, 2015 Author Share Posted September 29, 2015 No need for a spec/project plan. That's something I always do, a habit of my profession.I always stick to the KISS principle for game-mechanics design. I like a certain amount of 'real' in my KSP but I also prefer a certain amount of abstraction in any game. The core mechanic of any base 'foundation' and 'expansion' will be: Mine for Ore. Refine/convert ore to Processed Ore. Use Processed Ore to construct stuff. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted September 29, 2015 Share Posted September 29, 2015 No need for a spec/project plan. That's something I always do, a habit of my profession.I always stick to the KISS principle for game-mechanics design. I like a certain amount of 'real' in my KSP but I also prefer a certain amount of abstraction in any game. The core mechanic of any base 'foundation' and 'expansion' will be: Mine for Ore. Refine/convert ore to Processed Ore. Use Processed Ore to construct stuff.I like having things to DO myself, but I hate when it starts becoming a chore.I'm a fan of 'start it by hand, then bring in the automation'. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 29, 2015 Author Share Posted September 29, 2015 I like having things to DO myself, but I hate when it starts becoming a chore.I'm a fan of 'start it by hand, then bring in the automation'.The involvement of kerbals in attendance (and I mean actual kerbonauts) is at the top of my requirements. Link to comment Share on other sites More sharing options...
Divico Posted September 29, 2015 Share Posted September 29, 2015 The involvement of kerbals in attendance (and I mean actual kerbonauts) is at the top of my requirements.I hope this will come with Diamond Pickaxes...BTW, on RSS I cannot delete an object. This may or may not have something to do with the CelestrialBody problem. And the fact that KK updates all .cfg's on close, even those unchanged. Otherwise it seems to work perfectly fine.Maybe, if it's just one line of code or something, possibly, could you have look at it? Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 29, 2015 Author Share Posted September 29, 2015 I hope this will come with Diamond Pickaxes...BTW, on RSS I cannot delete an object. This may or may not have something to do with the CelestrialBody problem. And the fact that KK updates all .cfg's on close, even those unchanged. Otherwise it seems to work perfectly fine.Maybe, if it's just one line of code or something, possibly, could you have look at it?I'll take a look sure. For now, shut down KSP and delete the instance out of the config by hand. Link to comment Share on other sites More sharing options...
Divico Posted October 2, 2015 Share Posted October 2, 2015 (edited) How do I place objects at the KSC so they are visible in "Space center" view (like KerbinSide)? I placed some Floodlights next to the Lauchpad and I can only see them "out in the field", when I launch. I remember this used to work fine a year ago... Any tips?Edit: works fine with KK v 0.7.1. Didn't test other versions. Strange thing is, Kerbinside objects are allways visible. Edited October 2, 2015 by Divico Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 2, 2015 Author Share Posted October 2, 2015 How do I place objects at the KSC so they are visible in "Space center" view (like KerbinSide)? I placed some Floodlights next to the Lauchpad and I can only see them "out in the field", when I launch. I remember this used to work fine a year ago... Any tips?Edit: works fine with KK v 0.7.1. Didn't test other versions. Strange thing is, Kerbinside objects are allways visible.Any object you want to appear in the Space Center scene must be placed in a group called KSCUpgrades. Link to comment Share on other sites More sharing options...
Divico Posted October 2, 2015 Share Posted October 2, 2015 (edited) Any object you want to appear in the Space Center scene must be placed in a group called KSCUpgrades.Aaand that's the magic button. How's that "Advanced User's Reference Manual for Base Konstructors" comming along?p.s. It does make the LP look better, I think. They are even clickable. Edited October 2, 2015 by Divico Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 2, 2015 Author Share Posted October 2, 2015 ...It does make the LP look better, I think...So do I. Very nice. Release now kthx Some extra documentation is coming after I've finished up an art-pass on Kampus. So soon. Link to comment Share on other sites More sharing options...
Helios XII Posted October 6, 2015 Share Posted October 6, 2015 Hey huys,Has anyone had this glitch when the part models don't load after you've launched a custom launchsite?I've built a small airstrip and when I launch from there I get the collision boxes right and it seems that everything is in place, but I can't see the models - as if they're transparent.Would much appreciate some advice! Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 6, 2015 Author Share Posted October 6, 2015 Hey huys,Has anyone had this glitch when the part models don't load after you've launched a custom launchsite?I've built a small airstrip and when I launch from there I get the collision boxes right and it seems that everything is in place, but I can't see the models - as if they're transparent.Would much appreciate some advice!It's a KSP bug I still haven't been able to work-around. After setting up a new launchsite, a restart of KSP should fix the issue. Link to comment Share on other sites More sharing options...
Papa Stefano Posted October 12, 2015 Share Posted October 12, 2015 If you also play with RemoteTech, and want a transmitter at each location with a launchpad, add the following segment to RemoteTech_settings.cfg immediately after the Mission Control ground station. This list is up to date as of v0.9.4.1. STATION { Guid = 6a558734-4c7e-4d25-b3c3-4a6319510f02 Name = Central Lakes Space Operations Latitude = -15.263 Longitude = -88.666 Height = 15.9 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = bd71f9d2-1dea-4e27-90e3-4feef8a2c304 Name = Deadkerbal Pit Launch Site Latitude = 14.684 Longitude = 52.304 Height = 1840.7 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 7df29bdf-8a7a-4bad-9f7e-5a61f6af776d Name = Dull Spot Latitude = 63.884 Longitude = 7.552 Height = 426.2 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = fab4d66b-f3aa-4640-ac24-63a7488c4dae Name = Goldpool Latitude = -1.11 Longitude = -162.633 Height = 12.7 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = f9c4489e-4a27-4ecb-b50d-f97eddf6fefc Name = Great Ez Kape Latitude = 20.998 Longitude = -34.13 Height = 11.5 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 8b826094-a883-40ee-993d-e991191dfd85 Name = Green Basin Latitude = -6.439 Longitude = 1.323 Height = 1420.8 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 0a578880-c014-46e3-afa8-6c3c3eb0975a Name = Hanbert Cape Latitude = -22.612 Longitude = 39.745 Height = 3.9 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 923c247a-435d-4f02-9da0-2826e3cff625 Name = Kraken’s Belly Latitude = -26.706 Longitude = -106.981 Height = 2478.1 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 1e81745e-a567-4ac0-ac16-df26ed92a968 Name = KSC 2 Latitude = 20.663 Longitude = 33.579 Height = 424.2 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 1591424a-f543-49e8-944e-97c2643c9a31 Name = Mount Snowey Launch Complex Latitude = 20.431 Longitude = 101.826 Height = 3476.8 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 483c3bb4-57a6-494c-b65f-9515146b926b Name = Round Range Launchpad Latitude = -6.057 Longitude = -80.529 Height = 1212.8 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 1e1a8991-edc0-427c-9dc4-7e3b52094edb Name = Sanctuary Mouth Latitude = 23.681 Longitude = 140.056 Height = 13.1 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = f961ac88-c9e1-422a-b739-bd96e8dedfdc Name = Sea’s End Latitude = -34.117 Longitude = -100.206 Height = 6.6 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 6dee4ea3-337a-45ec-b014-9520acca8f7d Name = Zebedee Polar Launch Facility Latitude = 78.477 Longitude = -35.1 Height = 948.9 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } Link to comment Share on other sites More sharing options...
legoclone09 Posted October 12, 2015 Share Posted October 12, 2015 Does anybody know how to make another launch site the main one? I'd love to make the Kosmodrome the main one. Link to comment Share on other sites More sharing options...
Divico Posted October 13, 2015 Share Posted October 13, 2015 Does anybody know how to make another launch site the main one? I'd love to make the Kosmodrome the main one.You can set a new launch site as default in the VAB and SPH. So you don't have to change it every time. But you cannot change the "Home view" of the KSC. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 29, 2015 Share Posted October 29, 2015 /u/dallabop just shared these screenshots of Round Range Launchpad with KSPRC installed as well, I think it looks amazing, especially with StockVisualEnhancements:Thanks to KK for making this awesomeness possible! Link to comment Share on other sites More sharing options...
Albert VDS Posted November 2, 2015 Share Posted November 2, 2015 Sorry if this has been asked before, but is there a way to disable the recover messages? Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 2, 2015 Author Share Posted November 2, 2015 Sorry if this has been asked before, but is there a way to disable the recover messages?Not at the moment. I can certainly add a settings option for the next version. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted November 2, 2015 Share Posted November 2, 2015 Im playing on lowest graphic settingsMod does now workI build a base and when i go to spawn at it or fly to it from another base the created base is not there. Its physics are but the base itself isn'tAs you can see in the picture. The probe core is physically on the base…but the base is invisible. It was visible when I made it though Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 3, 2015 Author Share Posted November 3, 2015 Im playing on lowest graphic settingsMod does now workI build a base and when i go to spawn at it or fly to it from another base the created base is not there. Its physics are but the base itself isn'thttp://i.imgur.com/kYrBpBr.pngAs you can see in the picture. The probe core is physically on the base…but the base is invisible. It was visible when I made it thoughhttp://forum.kerbalspaceprogram.com/threads/105247-1-0-4-Kerbal-Konstructs-v0-9-4-1-For-Justin?p=2231370&viewfull=1#post2231370 Link to comment Share on other sites More sharing options...
War Eagle 1 Posted November 3, 2015 Share Posted November 3, 2015 http://forum.kerbalspaceprogram.com/threads/105247-1-0-4-Kerbal-Konstructs-v0-9-4-1-For-Justin?p=2231370&viewfull=1#post2231370I ll give that a try later.Thanks for the reply Link to comment Share on other sites More sharing options...
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