Ksp orbital construction mod download
License: Source: GitHub. This mod contains taniwha 's Launchpad. All bundled mods are distributed under their own licenses All art assets textures, models, animations are distributed under their own licenses.
Finalize build! Download Separated the Interstellar Fuel Switch mod files to another folder. Please install both in GameData. Updated to 1. Added suggestions by Badsector. These include modifications that improve compatibility with other mods. Added a modular resource switcher. Removed Ramp config, replaced with Construction Port functionality. Removed duplicated Docking Port. Construction Port now serves as docking port, launchpad and recycler.
Be careful! Added resource switch capacity to the Radial ore tanks. Added ExRecycler module to the Mk3 Ramp, but was unable to recycle. Reduced productivity multipliers: MPL from x7 to x5, Crewed parts from x4 to x3. This was to reduce the much too short construction times that came from chaining together several MPLs in playtesting.
Export Downloads. This version has backwards compatibility with previous OC releases: all parts were copied wholesale from OrbitalConstruction Redux. Specific resources fuel, monopropellant, etc are now required at the spacedock in order to build your vessel in orbit. Tanks can be built dry or partially filled, if enough resources are not available. In prior releases, only direct-attached RocketPart storage was available for use. With the addition of resource-specific construction, this penalty has been removed.
Vessel dry mass is constructed from an equivalent tonnage of RocketParts. The small warehouse and small spare parts module require Heavier Rocketry, the large warehouse and medium spare parts module require Very Heavy Rocketry, and the Spacebuilt identifier, SpaceDock, and 3D Printer all require Meta Materials. If you fail to do this, the update will not work.
Make sure you include a docking port for re-supply missions. If you need launch clamps to keep your creation stable on the pad, add those as well. If this happens, send up more RocketParts. Select your target space dock and adjust the amount of each resource to include in the vessel when building in orbit. License: this work is licensed under GPL v3. That's for the next version, Orbital Manufacturing.
All I was really shooting for with this update was to bring OC back from the brink and make it usable for my own needs. I liked the EL interface, but didn't want to spend a whole lot of effort fixing the OC problems I'd identified. Orbital Manufacturing [WIP] will be much more solidly constructed, and won't use spacedock identifiers. It'll operate much like EL, and build vessels directly at the dock.
The docks will be modular--add more dock extenders and you can build bigger vessels. Thanks for the rebirth of this mod. Happy trails to you on your plans.
I'm liking what you've done thus far. I know VAB construction ignores time EDIT: OK, time passes during design, just doesn't take any time once you hit 'launch' , but could there ever be a switch so if someone wanted realistic construction that took time to complete it could be done? IE hit 'build', then the spacedock is tied up for a while while ship is 'under construction'.
Much later when 'built' you can click 'launch ship' to get the finished product. This I want! Having to build a bigger dock to build bigger ships? I'd really enjoy if orbital construction took time.
Like you design a ship and hit build as normal, then you get a time quote based on the mass and cost of the ship and that dock is marked as 'in use'. I love the changes! But has anyone else noticed some extreme lag issues using the spacedock part? It seems to make large ships exponentially laggier for me. When I remove the module the problem goes away. The SpaceDock part didn't need a module at all--that was left over from legacy OC days. I've removed the offending class from the assembly and the reference from the config file, as well as cleaned up the GUI launch logic a bit.
Let me know if you experience any more issues. The new version is live on SpacePort. Recycling in the filtered tree works exactly the same. Kits and Sp. Parts : Recycling is done by the construction workshops.
Nearby means no further than m from the workshop , like the construction limit for ground workshops. A vessel may be recycled partially , i. The obtained resources MK, SP and anything that was inside of a recycled part are moved into the recycling vessel and distributed within available storage.
If there's no room left for a resource, the part is not recycled, but skipped, and the Recycler moves on and tries to recycle other available parts. If there's crew inside of a part, it is skipped. Orbital Workshop also recycles remotely. The vessel to which the workshop belongs can also be recycled, with the exception of the workshop itself. Creation of an empty kit container consumes resources that would be required to actually assemble and construct it.
Added the Final Assembly - last phase of the construction : It represents some work that needs to be done after construction is complete. Does not require any resources but the time. If the effective workforce is zero, the construction is stopped. Deploy hint is disabled when the payload is launched. Improved Docked Kit Container texture. Fixed resizing with KJRn and robotic parts. Multiple fixes in docked spawning. Several fixes in spawning of empty containers. Fixed infinite loop in WorkshopBase.
Corrected some typos. Deployment hint shows silhouette of the vessel that will be constructed in addition to the size of the deployed container. Added part menu button to add a single part to the container in editor. Added warnings that prevent accidental deployment. Now resources that are not stripped away when a kit is created do not contribute to complexity and construction resource requirements. Named docking ports in Dockable Kit Container. Only works with the newly created containers.
Old ones will still have stock docking ports. Added display of additional resources required for the vessel in a kit. Available in the interface of any workshop and via part menu of containers. Deployment Hint may be activated in Editor and in flight via part menu of a container. Deployment speed is inverse-proportional to the kit mass, so as not to brake everything with a too heavy deploing kit. This completely lifts the limitation on the final mass and size of the vessel you construct.
Orbital Kit Container is limited in that it cannot store kits with launch clamps for obvious reasons. In an assembly line interface you can chose what type of the kit container to spawn or use for the kit you assemble. Deploy hint is drawn as a 3D box rather than 2D "shadow" to accomodate orbital construction. DIY Kits can now be created on other planets.
The new kit is then spawned inside the Assembly Line and pushed out. At the top it has a place marked by a small metal plate at the center where any stock docking port can couple, so you can use it to grab the kit and transport it elsewhere. Unlike kits produced on Kerbin in Editor , off-world kits have NO recourses included.
None at all. So, for example, if you build a nuclear reactor kit, on Kerbit it will include the radioactive fuel; but anywhere else you will have to find and transfer the fuel yourself. If a base relies on them, you need to build the Mobile Workshop there before installing GC2. Or you can copy MM patch from GC1 after the installation. On the bright side, there's a new Inline Ground Workshop part that has better efficiency than most of the generic workshops. Fixed the deployment of a kit in a time warp ; the kit doesn't jump into the air afterwards anymore.
Fixed the issue with determining the proper size of the stock RadialDrill. Version 1. Fixed PartCost calculation. No need for it anymore. Added planet tabs that group workshops located on the same celestial body to unclutter the workshop list. Added ability to synchronize construction target among workshops belonging to the same vessel.
Added Warp to end of construction button. Added velocity dumping on vessel launch to prevent bouncing and explosions of bulky ships and base segments. Added separate checks and messages for vessel spawning to avoid confusion. Scenario window is now shown after 3s after a level is loaded. Fixed kit tremor after long time warp. Changed symbol for Switch to workshop button. Main GC Window now shows only landed workshops.
0コメント