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Ground Construction Change Log

v2.7.1 / 2022-04-01

  • Compiled for KSP 1.12.3 and latest AT_Utils
  • Added IAnimatedSpace.HasAnimator; only check .Opened when the animator does exist
  • AssemblySpace is Valid only when its SpawnManager is
  • Internal project changes for CI/CD

v2.7.0

  • KSP: 1.11.1
  • Added support of attach nodes in Part Variants for construct docking
  • The construct from Docked Container is wielded to the base ship excluding the docking port
  • When construction is started, the required crew is automatically transferred into the workshop if not present
  • UI
    • Added Get Crew and Dismiss Crew buttons to the Workshop Window
    • Added Warp to Deployed button to the Workshop Window
    • Updating Editor UI on ship naming change
    • Corrected ETA display
  • The deployment of a container does not decrease container size
  • Fixed
    • task synchronization of tasks between workshops in Workshop Manger
    • recycling report on failed resource trasfers
    • kit mass calculation
    • NRE in Docked Kit Container UI
    • AOR exception in Jobs+stage derived methods/properties

v2.6.4.1

  • Fixed Part Printer and Replicator converters in Assembly Lines broken by Squad in KSP-1.10

v2.6.4

  • Fixed ship loading into kits
  • Fixed the same vessel collision if deployed check
  • Using new uGUI dialogs from AT_Utils
  • Adapted to changes in AT_Utils

v2.6.3.1

  • Compiled against KSP-1.10

v2.6.3

  • Added deployment ETA display to container PAW and workshop window
  • When deployment is finished, time warp is stopped automatically
  • Fixed construction of heat-shields and other parts requiring Ablator
  • Moved ConstructionSkill to AT_Utils to also use it in Cargo Accelerators
  • Fixed USI-LS integration (this time for sure) thanks (again) to @Marschig
  • Fixed several bugs in Recycler UI
  • Fixed spot-lights

v2.6.2

  • Fixed game freeze on opening Recycler node with too many subnodes
  • Fixed deployment dimensions for SPH crafts in Ground kit
  • Fixed USI-LS integration thanks to @Marschig
  • Fixed Recycler UI disappearing after scene switch
  • Compiled against AT_Utils 1.9.3

v2.6.1.1

  • Compatible with KSP-1.9
  • Compiled against AT_Utils 1.9.2

v2.6.1

  • Added auto activation/deactivation feature to Magnetic Forklift
  • Compiled against AT_Utils 1.9.1

v2.6.0 -- Magnetic Forklift

  • Added Magnetic Forklift
    • It is a utility part that makes handling of containers and other cargo more easy, compared to using docking ports or the Klaw.
    • It operates like the magnetic damper in Orbital Assembly Space, but it has several controls in PAW that allow to actively manipulate the cargo (see the video).
    • It can also dock with the grabbed cargo (if it has a properly oriented docking port) for long hauls.
    • But beware the energy consumption while using it: moving heavy cargo with electromagnets costs a lot of EC.
  • Recycler: traversing vessel part tree using parent/children instead of Attach Nodes. This handles any vessel structure, including some non-standard attach techniques like that used by Universal Storage.
  • Various fixes and adaptations to AT_Utils API changes.

v2.5.1 -- Better Recycling

  • Recycler UI:
    • Part tree may be filtered by part name
      • Search term is case insensitive and will match any part whose title contains it.
      • Filtering is started in 0.5s after you stopped typing.
      • Filtering is not instant: when the search term is yellow (configurable color) the search is in progress; when it becomes green (configurable color) the search is complete and the filtered part tree is displayed.
      • Parts that do not match the term are not shown in the part tree unless they are ancestors to those that match.
      • Matched parts that has children remain togglable, so that you can access their subtree. Other parts of the filtered tree are not togglable.
      • Recycling in the filtered tree works exactly the same.
    • A part is highlighted when mouse hovers over corresponding part tree node
  • Added spotlights to the Space Crane
  • Added AutoSave option to the Main GC Window
  • Fixed detection of the Orbital Container by workshops (thanks @ChrisF0001 for the report)

v2.5.0.1

  • Fixed Recycler part tree: subtrees no longer overlap
  • Included gc_ui.ksp asset bundle into GC-Core.netkan
  • Changed part filter tooltip to "Global Construction"

v2.5.0 -- Recycling

  • Supports KSP-1.8.1
  • Recycle nearby vessels back into Mat.Kits and Sp.Parts:
    • Recycling is done by the construction workshops.
    • Nearby means no further than 300m from the workshop, like the construction limit for ground workshops.
    • Recycling is done part-by-part in the order in which the vessel was assembled in VAB/SPH, i.e. along the Part Tree.
    • A vessel may be recycled partially, i.e. you may choose to recycle just one branch of the Part Tree, or even a single leaf part.
    • 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.
  • Numerous bugfixes and improvements:
    • Do not allow assembly/construction in the docked container if it is not docked through the construction node.
    • If the effective workforse is zero, the construction is stopped.
    • Deploy hint is disabled when the payload is launched.
    • Added ModuleConstructionKit and DockedKitContainer to ignored PartModules.
    • Improved Docked Kit Container texture.
    • Fixed resizing with KJRn and robotic parts.
    • Fixed NRE in part prefabs of ConstructionWorkshops.
    • Multiple fixes in the assembly/construction framework.
    • Multiple fixes in docked spawning.
    • Several fixes in spawning of empty containers.
    • Fixed infinite loop in WorkshopBase.start_next_item.
    • Corrected some typos.

v2.4.1 -- Making Resources

  • Parts with selected resources are assembled and constructed with these resources
    • By default only two such resources are supported:
      • Ablator is made from MaterialKits during the construction phase
      • Machinery is made from SpecializedParts during the assembly phase
    • Other resources may be added by other mods:
      • Add a resource name into a GC_CONSTRUCT_RESOURCES node in any of .cfg files in your mod to make that resource from MaterialKits in GC
      • Add a resource name into a GC_ASSEMBLE_RESOURCES node in any of .cfg files in your mod to make that resource from SpecializedParts in GC
  • Added patches for Mk3 ISRU from Stockalike Mining Extension made by @ZEROX7
  • For modders: renamed GC_KIT_RESOURCES to GC_KEEP_RESOURCES

v2.4.0 -- Incremental Station Construction

  • Vessels constructed inside Orbital Kit Container can be docked to the main vessel instead of the container when launched.
  • Orientation of deployment/spawning can be changed (in 90 degrees steps around Up axis) from the container's part menu and from the workshop UI.
  • Added in-editor information window that shows assembly/construction requirements for the current ship, and shows bottom-most attach nodes available for docked construction.
  • Deployment hint shows silhouette of the vessel that will be constructed in addition to the size of the deployed container.
  • Deployment hint may be shown/hidden per container.
  • Added part menu button to add a single part to the container in editor.
  • Added warnings that prevent accidental deployment.
  • Corrected Vessel/PartKit requirements calculations. Now resources that are not stripped away when a kit is created do not contribute to complexity and construction resource requirements.
  • A PartKit costs at least dry-part-cost*0.1.
  • Fixed kit resizing on kit creation/deployment in flight.

v2.3.2

  • Made docked deployment compatible with auto struts and Kerbal Joint Reinforcement Next >=4.0.1
  • Added ability to change UI color scheme at runtime
    • To access the Color Scheme dialog, right-click the GC toolbar button

v2.3.1

  • Excluded some pure-technical part modules (like ModuleTestSubject and ModuleOverheatDisplay) from DIY kit complexity calculation, which decreases both SpecializedParts and SKH build costs of many kits. Note for modders: the excluded part modules are listed in the IgnoreModules.cfg and could be added/changed using MM.

v2.3.0 -- Part Construction

  • Compatible with KSP-1.7
  • Added "Add Part" option to create kit from a single part.

v2.2.0 -- In-place Construction

  • Added ability to construct kits inside assembly spaces.
  • 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.
  • Spread parts along the Tech Tree more evenly:
    • Deployable Kit Container to Specialized Construction
    • Ground Assembly Line to Advanced Metalworks
    • Orbital Assembly Line/Space to Meta Materials

v2.1.0 -- Global Construction

  • Empty kit containers can be used as assembly spaces
    • They can be created in Editor as well as inside some assembly spaces.
    • This completely lifts the limitation on the final mass and size of the vessel you construct.
  • New DIY Kits can be created in orbit
    • For that you need the new Orbital Assembly Line,
    • And the separate Orbital Assembly Space.
  • Vessels can be constructed from DIY Kits in orbit
    • For that you have to use a new type of kit container -- the Orbital Kit Container,
    • And the new Orbital Workshop part.
    • 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.

v2.0.1.1

  • Added Machinery to kit resources whitelist

v2.0.1

  • New ISRU patches by Critter79606
  • Several bugfixes

v2.0.0 -- Independence Day

  • !!! BACK UP YOUR SAVES !!!

  • DIY Kits can now be created on other planets.
    • To build a new kit you'll need the Ground Assembly Line (a new part that you'll have to build from a DIY Kit brought from Kerbin) and a supply of Material Kits.
    • The Assembly Line will first (painfully slow) convert Material Kits to Specialized Parts.
    • Then you can select either a vessel from VAB/SPH, or a subassembly, and build a new DIY Kit using Specialized Parts, Electric Charge and kerbal engineers with Construction Skill.
    • 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.
  • REMOVED workshop functionality from generic crewable parts.
    • This means that all non-GC/non-MKS parts will stop work as workshops. 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.

v1.3.0

  • Added on-demand rendering of spawn transform's forward direction
  • Fix for EL 6.0 by @LatiMacciato
  • Added DIY kit size constraints. Code greatly improved by llinard
  • Fixed KitRes display and Remaining Structure Mass calculation.
  • Fixed SpaceCrane RCS effects.

v1.2.1.1

  • Using TextureCache to load icons.

v1.2.1

  • Remove ISRU patch if USI is detected.
  • Fixed PartCost calculation.

v1.2.0

  • Removed OneTimeResourceConverter. No need for it anymore.
  • Added planet tabs that group workshops located on the same celectial 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 calculation of ETA of construction in the case of multiple workshops working concurrently on the same DIY Kit.
  • Fixed kit tremor after long time warp.
  • Changed symbol for Switch to workshop button.

v1.1.2.2

  • Compatible with KSP-1.3
  • Engineers with lvl 0 are now also capable of kit construction.
  • Main GC Window now shows only landed workshops.
  • Hopefully fixed the issue with inability to launch some finished constructs.
  • Moved engineer patch to separate top-level config.
  • Fixed the coroutine bug.

v1.1.2.1

  • Fixed double cost bug.
  • Fixed complexity and kit mass calculation.

v1.1.2

  • Added custom part subcategory for GC workshops.
  • Added separate CKAN package for MKS bundle. Now GC is provided in two packages: GroundConstruction-Core and GroundConstruction (full). MKS only depends on the Core part.
  • Increased the VolumePerKerbal from 3 to 8 m3. This effectively removes workshop capability from small cockpits, leaving it only in parts like Cupola or Science Lab.
  • Fixed the "cannot construct while moving" issue. Fixed zombie kits under construction.
  • Fixed vessel name loss in GC UI after undocking/decoupling.
  • Moved to the new DIY Kit model made by @BobPalmer.

v1.1.1

  • DIY Kit renaming in editor and in flight.
  • Improved User Interface
    • DIY Kits are higlighted when mouse is hovered over their respective infos in Construction Window.
    • Efficiency and available Workforce are displayed at the top of the Construction Window and in the tooltips of the workshop fields in the Workshop List.
    • Workshop List now groups workshops by vessel and sorts them by planet and alphabetically.
    • Planet and Vessel fields in the Workshop List when pressed focus the camera on the corresponding planet/vessel in Map View or Tracking Station.
    • Workshop fileds of the active vessel when pressed toggle respective Construction Windows.
  • Added another 3s delay before fixing Kit to the ground.
  • For modders: added check for non-existing MODULE[NotGroundWorkshop] to blacklist parts to which GroundWorkshop module should not be added by MM.

v1.1.0

  • !!! Converted everything to use MaterialKits instead of Metals !!!
    • Added MM patch to let the truck also work for Extraplanetary Launchpads assembly (made by Kerbas-ad-astra).
  • Added the new ExperienceEffect: ConstructionSkill to use instead of the stock ones.
  • Added OneTimeResourceConverter to switch to new StructureResource.
  • Stop time-warp if the construction is suspended for some reason.
  • Before deployment the kit now checks for movement and ground contact. Then waits additional 3 seconds. This fixes the floating-kit bug. Also, the deployment time is now limited to prevent "explosive" deployment of very small kits.
  • Fixed the bug that caused a Kit to fall through the ground on Time Warp.
  • Made full ConfigurableContainers a dependency, othewrise GC provides no means of storing StructureResource.
  • A DIY Kit now stores another DIY Kit as is, without any mass/cost reduction (no more matryoshka cheating).
  • Fixed SEGFAULT on switching to an unloaded workshop from Flight.
  • Various small bugfixes.

v1.0.0.1

  • Added Kit Res. part menu field that displays the amount of structural resource needed to assemble the Kit.
  • Changed skill required for Ore Smelters in IRSUs to match that of the stock IRSU converters.
  • Small bugfixes.