#K-Tech Industrial of Mars
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lol
inb4 the ship dealer hits Kad up and goes "yeah, so uh, we have to ban the sale of the Kisumo.... we can't let Ringas jet around at mach fuck all over the rings, the kinder eggs are becoming weaponized, WHY DID YOU DO THIS TO ENCELADUS PRIME!?!?!?!?"
the screams of angry kinder eggs intensifies
lmao
basically koder making anything new for the game.
https://www.youtube.com/watch?v=27x446o8RMg
#anime #asmr #retroanime
Anime
Title: Metal Skin Panic MADOX-01
Type: OVA
Episodes: 1
Status: Finished Airing
Aired: Dec 15, 1987
Producers: Pony Canyon, Soeishinsha
Licensors: AnimEigo
Studios: AIC, Artmic
Source: Original
Genres: Action, Sci-Fi
Theme: Mecha
Duration: 41 min.
Rating: PG-13 - Teens 13 or older
Music video made and uploaded by...
me making mods for the game
https://youtu.be/JEPZ5oXw2bw
Cheeto the sun conure parrot was fascinated with a set of plastic shot glasses. After taking one out of the packaging with his beak, he tipped his head back and bounced frantically around the table.
Original Video: http://www.dailymail.co.uk/video/video/video-1693416/Video-Parrot-Vibrates-Frantically-Holding-Plastic-Cup.html
Daily Mail Faceboo...
XD
(the fire was my fault)
debugging the pc to put out the fire with code
Adds one single new piece of equipment
All the equipment disappears from the game

lmao
maaan lurkily's comment about some sort of factory hardpoint really got my brain buzzing lmao
so like a hardpoint drone printer, or hardpoint ammo printer?
yeah
i might go.. look through the code for anything related to drone and ammo printing
Well Za'krin's unhinged mind is cooking drones that mine and act like MPUs, so printing.... doesn't seem far fetched for a hardpoint 
oh yeah i saw that
Za'krin out here like "With enough experience and time with dV and Godot, quite literally anything is possible, now hold my beer"

"and also spinning dragons, never without the spinning dragons"
Just so I won't report it later, have you changed only in english description for Kitsune? Because ukrainian would need that change too probably.
the teaser of the testloader really got me excited
correct only the kitsune
no idea what it does imo
from my monke brained untrained eye ass, it looked a bit like a proof of concept for an implementation of the modloader that Godot/dV uses, but with stuff like checking for changes to different files in the game, by different mods
this was the screen shot he shared
ah
you can see the testloader basically scanning the mods for files and whatnot, and then apply those to the game
so I'd assume it'd be better at handling load order stuff automatically, and whatnot
indeed
sorry got distracted lol.
https://www.youtube.com/watch?v=EQx6fyrZDWM
I created Desktop Goose, a virtual friend. He's a jerk. This was an utterly absurd project that was created over the past couple of days. Bless my patrons, bless my discord for helping test.
Download it here! https://samperson.itch.io/desktop-goose
Support my work:
https://twitter.com/samnchiet
https://patreon.com/sammakesvr
Join the discor...
the best computer virus
indeed XD
Can you give me en file? Don't have game unpacked to pick one up and edit out double line breaks.
editing it didnt work. you can ignore the kitsune changes.
the Kitsumo txt i sent you should be the only thing needing updates
Oh ok then.
i misread your question earlier thats my bad
cooking something experimental af
Oooh
oh?
the suspense is real
sometimes i wonder how i manage to survive
zipped mod without modmain
wonders why its not loading

ok back to the drawing board on this one
this will either work. or not work. time for testing
damn
it did not work
back to the drawing board again
so what im trying is to very lazily get the MPU script loaded onto a weapon slot item.
so theoretically it should be making new drones without the MPU being turned on
sadly my hacked up system is not working
for now that will remain a pipe dream
ok im gonna go relax for a bit before i start cooking my next insane idea
you deserve it 
Really wish that factory had worked. Might try it again after researching the IoE cargo aux slot modules
you shouldn't have to override any scenes to change translations, they're handled real-time by the game engine.
that's what I figured, but I wasn't sure cause I haven't messed with ships, or trying to override base-game translations
replacing vanilla translations is exactly the same as adding new ones
I kinda figured it would be, not sure why it wasn't working for Kad then 
For some reason it's just adding the text from my translation into the base games ship text
that's just how variant text is handled, it gets appended to the end of the main vessel's text
you would have to set the ship up as a completely standalone ship to prevent that
ahh nah im good lol
oh god, unexpected visitor
I don't know exactly why, but I think the running theory is that Ganymedeans rig them up with thrusters and throw them at E

ah
i mean. kinda makes sense. they did that once in the expanse sooo
but what does it do to you on screen? or does it just zip by
I mean it's a fuckin moonlet with thrusters moving across the rings.... probably jacks your day right up if you let it hit you

i mean yeah
but ive never seen that event so i didnt know if it just flew by or targeted you or what
it cares not about the player, for it hungers for Enchiladas
G4A should really look at putting some MPR Rcs on that thing >.>
they just randomly show up moving right to left in the general direction of E
that should get it flying
easily yes lol
@sweet siren what is the current thermal consumption on your RCS and Torch?
the MPR or the MTR
oh, I just have the MPRs, no MTR
ok
like are these stats currently accurate to what they're doing?
the torches
okay sick, I just couldn't remember for the life of me if you had given me a version with the updated stats and whatnot 
if its 0.1 there then its accurate
I know one of the versions you gave me didn't have the stats tweaked in the display yet, so I was confusing myself

im about to update the damage threshold and update it on the github
sounds like that was an ollllld version lol
I was just curious what the thermal draw was looking like on this, cause I'm prettttty sure my Reactor is aggressssively overspec'd

I have an SSR12 installed with the 30GW of thermal output, was wondering why I was slowly beating it up far more than I ever have before 
oh no. my RCS and torches are "generating their own heat by magnetically pinching the plasma so tight that it combusts, then ejecting that plasma to produce thrust"
borrowed some lore from the halo mjolnir suits reactor for that one XD
Hell yeha ZAP without fire limit ๐
i just always run the SSR16S lol
that is exactly what my main MPR torch is. but also stupid strong too
I normally run the SSR12 on the Titan with the usual thrusters/torch combos I was running, but with your RCS and Torch, with such little heat draw, I'm actually damaging my reactor more per run than I ever was before 
So I figure downsizing and having one that runs a bit warmer by default will prolong the life on the reactor a bit better
before I could go multiple runs without any damage to reactor provided I didn't hit it, now after a couple dives I have a small percentage of reactor leak happening
the fuck temperature do you normally run the reactor at?
i havent been hurting mine, but i sit it at 3500 maximum lmao
the SSR12 I do around 3200, cause it's operating temp target is normally 3000
but no matter how you slice it those reactors are hella overkill for the RCS and Torch load generated
jokes on you, I don't have them 
those babies pull 4GW thermal.
they aren't in this version of the mod

or rather I haven't grabbed them if they're a separate mod
all of my mods are separate
yeah I remembered you tend to do that as I was typing that first one out 
im out here avoiding making one huge pack like IoE did lol
IoE's problem isn't really that it's one huge pack, it's more the structure they used going about their giant pack 
fair
but I am a personal fan of piece meal mods in general, so you won't catch any complaints from me

but i was also having issues getting the MPDGs to actually work when they were in the same pack
so i just decided to make each mod its own lol
ok @mellow leaf new damage stat Torch and RCS are uploaded.
๐
yeah, I gotta grab the newer versions of most of your stuff 
been dickin around with trying to find better stat values for the my Bootleg PDT-Laser, cause the wear approach seems to not be very worth while for anything other than "I don't like it being red/yellow" money sink

Lol
it says high wear means a weaker beam, but like, in pratice, I cannot tell the difference

lowest tune option on it currently is like 110mw or something like that of draw
but like even at max detune, I cannot tell the difference between 5% wear and 50% wear
Ah. Not sure tbh. Maybe it just stops working at 0?
I think either you're using weird unit measures or I'm just confused, cause standard output no tuning is 220mw average

or did you go in and tweak it to your liking?
uses the advanced targeting system, which has the parameters for things like distance to the ship, time to target, and IFF priority, and then the saftey protocols for ignoring obstructed targets
so like the PDT Railguns
we have PDT railguns?
Yep, you can buy a license to own them from Obonto Habitats
ah..
dunno what talking point leads me to that. so far they only buy stuff from me lol
the "Proper" PDT-Laser mod I have uses the advanced targeting, and I don't like it 
do they still try breaking rocks that chunks are blocking?
once you sell them enough ore, you'll randomly get the prompt for "I hear you guys sell a license for Point Defense Systems" or yadayada, and they'll tell you they do, but only if they trust you enough
ah i see
basically gotta sell obontos ore until they like you enough to sell the license and then you can buy the license and then buy the equipment
depends on how you tune them, but by default, they ignore obstructed targets
interesting, so what im hearing is jack my ships cargo capacity through the roof and fill it up. then find a hab and sell ๐
You actually need to hear about NDPTs before tho
Ah, didn't realize that, I gained access to them a hot minute ago, so I'm fuzzy on the details
i see
From wiki ||To acquire, you need to first become aware of the license's existence. There's a chance a miner asked if they've seen any trade opportunities will reveal this. Alternatively, a miner who you've given money to may give you a hint about the existence of the license as repayment.||
Ya know, I kinnnnndaaaa want you to make a variant of the Arm for the TitanXL that doesn't do the "Feed Me" thing and instead is just "grab thing and hold it" "salvage claim only" style Arms
that way you could hold life pods in the arms, without it trying to constantly shove it into the hips
I ended up stuffing a life pod in my MPU and I regret that choice, but I did it cause the arm kept wigging out on the life pod 
you don't even need a arm variant for that
you can specify the direction it moves in the ship.tscn it's attached to
you can just set it to 0, 0

yeah, it just wouldn't try to feed it to you
^
leme get the frying pan back out lmao
so it wouldn't tuck salvage in like it used to, but that would be a solid tradeoff for better usability with life pods imo
the main ship or the slot itself
i suppose setting it to 0,0 would be just as useful, as it would keep it close to the ship and make manoeuvers easier
yup yup i found it right after asking lmao. workin like a charm now
@mellow leaf no more ship hugs but the arms work without feeding
lol
grabbing life pods is almost unworkable in the current form, so win-win, now you can really do both with it
imo if zakrin makes those MPU arms this would be a way to do it
grabs chunk. doesnt feed it
wandered into this goober's claim beacon, proceeded to leave the area, but the guy really wanted the ore I was already dragging along with me, so he basically followed me a good 7km from his beacon
and I got tried of it, so I strategically whipped myself at them in reverse and then hit the brakes and fired the main torch
absolutely washed them with the MPR torches, sent them flying off screen, into a ringoid, and then they've been on a heading out of the rings since 
lmao
the racing ship just got blasted by 3 of my PDTLs
so
@mellow leaf i might have SLIGHTLY overcooked the racing ship
jesus christ
Did you jsut set off a fucking nuke?
he broke my ship computer to red. so i blasted him point blank in the reactor with the torch
he was also annoying the hell out of me
so nuke
basically
free escape pod tho
well this was a great test for my RCS damage stats
i would say its a good number to keep at
LMAO
i didnt get charged for the ship exploding
free 50K
i wish i had been recording that
nice
My Mechanic and/or Geologist really saved my ass there
ran into a random Vilcy guy, went hunting with them, was harrassing this Ganymedean UIO outta the rings, and then I see a contact pop up like 2000m away, and it looked odd on the radar, so I was like wut
and as I approach I realize that that was probably a bad idea, and then I got options from my Mechanic and Geologist, and I went with my Mechanic who's the singer

saaaaaved my cheeks
XD nice
my mechanic is also a singer. i wonder if thats gonna be something mine does too
lol when i found it first through a similar mean, i just paid my ass outta there. I wanted a surefire way out as i didn't know what it involved by using my crew
nah, like Obontos/Space Bar
ah ok
you dock with arms on their station, get some options for dialogue and whatnot, opportunity to buy minerals and whatnot
ah cool
RIP to my Mechanic being gone for 7 days, but this is why I have 2 others hired 
oh wow, only took smashing into a massive ringoid while trying to kill a target to finally misalign my lasers 
still need to work on that
XD
tiny bit
im sorry WHAT
Yeah, the Tsukuyomi, the frigate that is Big Bad Wolf aka BBW
what part was confusing lmao
digi got it summed up rather well
Imma go out on a limb and say Rena hasn't actually played enough of the game to know what BBW is in the context of dV


yes
I only know what other context that would mean
Ooops, totally forgot to buy back that OCP and definitely skipped enough time to yeet it out of the dealer

I willn't lie to your face via text and tell you I downloaded it, cause I didn't
I hastily grabbed the updated versions of the Titan and RCS and Torches

wider excavtor upgrade when
uhhh

where'd half my RCS and Torches go?

@sweet siren did you intentionally do this? cause I'm pretty sure you goofed something in that latest version if it's not intentional

updated to that version on your github and now I only have 1 torch and 4 RCS placements
sometimes i forget some of the people coming to mod this game have yet to see some of the biggest parts of it, maybe there should be a disclaimer somewhere about modding going to involve some extra heavy spoilers
i will investigate after dinner
mine in game is not showing that tho
You sure your mechanic just didn't forget a few?
I'm using the newest version of my ship. I Always update it when i make changes
ahhhh, figured it out, it's a load order thing. I went through and defaulted all your load values to 0 when I grabbed the new versions
looks like the ship might need to load a specific time before the torch or rcs or something else
because using the older version that I know was working, I swapped from "9" to "0" and it immediately did the same thing with the 1 torch and 4 rcs
Ahh
Good to know. I set my priorities in sequence to when I made them. The OCP is mod 12
Because on my end. Multi drone is 1. Better refining is 0. And the pdlt is 3
generally speaking you should just be leaving them at 0 and letting them figure things out from there
and then from there resolving any load issues by setting priorities
at least that's what I try to do, just to avoid accidentally setting up the modmain in a way that might mess with already established priorities the end user might be doing
like just about all of the mods I'm running are set to 0 except for multi-drones cause that one needs to load before my mods to work, so I force that one to load earlier
yeah, just setting the Titan to 1 instead of 0 like most of my other stuff gets it to load properly with all the stuff
so that one and probably the other ships have a "Load after X things" compatibility to them
and like multi-drones has a "Load before X things" need for compat with some stuff
interesting. not sure why it would need that
either way good to know
ive been sequencing them kinda like stacking books lol.
it worked on my end just fine so i didnt see reason to not
cause it just so happened to work out to a non-conflicting load priority order 
it just so happens that setting all your mods back to 0 priority exposes whatever load conflict causes the 1 torch and 4 RCS thing
not sure exactly why, but hey, you didn't goof anything (afaik anyway)

not necissarily last, just after something
probably after the thruster and rcs then
that's what I assume currently
either way we know now lol
cause setting those to 0 and setting the Titan to 1 worked no problem
ok so yeah it has to load after the rcs and torch mods then XD
and as far as I'm aware nothing else is loading after that, at least not specified by me
did that version on the Github not get the "no tuck" thing changed? or does it still tuck a bit, but not actually try to drop them in the hips?
hmm
it shouldnt be tucking at all
granted i was testing with ore chunks.
i will need to test with an actual ship.. but i set it exactly as zakrin said to
well it's tucking the ships and life pods, but currrrrrently, it doesn't seem like it's trying to throw the pod in the hip pocket like it was before
but I don't know if that's just because I got lucky with where the pod got pulled to
it might be.
have you tried regrabbing them?
like. stop the ship and power cycle them
ah, yup, got it to feed my hip again with the pod
hips
lmao i will look into it
my brain is hurty today, someone remind me what tscn file internal modules go into? though maybe this should be a weapon slot instead... time will tell
lolololololol
oh well. i think i was flying too close to the sun on that one lol
I was trying to make the scoop and the grinder an interchangeable module. just in case someone preferred the grinders over the scoops
you were not going insane @mellow leaf the arms were not the correct version on github.
they should now avoid hip hugs im about to test it
noice
trying to bugfix why my lasers are being strange.
the grey part is turning, but a secondary ghost of the yellow casing is static
diiiid ya forget to load them as placeholder? cause goooofy ahh shit happens when you don't

drone mounts perhaps, as they do look very similar. plus there is a rotated yellow part behind them too
kinda looks like something isn't loaded as placeholder and is doing goobery things all over the ship
i will investigate
I had one of my things turn into drone plants all over the ship when it wasn't loaded as placeholder 
does your current version have that digi?
my what, my Bootleg PDT?
or the ship
i have not changed the bootlegs in days now.
the ship i got from my github cause i needed to refresh what version i have
I haven't been playing, so I haven't updated to that latest version with the no hug
ah ok
well i can confirm the arms dont hug now
just gotta fix the guns doing weird stuff
the github version will have to be reuploaded with the weapons fix once i figure that out. so id say keep your current version till thats done lol
i went all the way back to the initial release version of the K225.
its still got those ghost lasers. AND now it has ghost drone launchers
i have restarted godot.
im about to pull all my active mods out of the mod folder and see whats causing it one file at a time lmao
found the culprit. it was my multi-drone zip.
bruh
yeah i had messed with it a few hours earlier and entirely forgot lol
Planet Ore
My Christ
Loading as Placeholder is a hilariously easy thing to forget that causes shenanigans of the highest degree 
I find it strange cause I never changed anything that would need load as placeholder to be modified
Did you happen to create a new variant of drone within multi-drone for say a like 30x launcher?
is currently unavailable, please leave a message after the beep
Nope. I changed the 10 laumcher to a 30. And lowered the tug power to 150
huh
Yeah no clue
But it's OK. It works now
I will work on some new stuff later after i wake up lol
No worries 
oh, is the Titan on the github from 13 hours ago the "no hug" fix?
I too have not woken up enough yet, so I'm unsure if that's the latest latest or not 
sounds good
it has been uploaded
modmain should have a new comment directly below the "extends" function.
#NO HUG FIX VERSION 1.0
awesome ๐
idk how to add comments on new uploads to github but i had a funny one in the commit changes text field
"V1.0 Salvage arms should no longer hug ships into your kidneys."
"Hello, I'm calling about your ship's extended warranty"
I also learned lastnight. to not grab onto an opponent that wasnt fully dead.
the arms held them nose first into the crack between the reactor housing and the first set of thiccs. and they let off a barrage of kinetic rounds before i could even turn off the arm lol
it was a cothon.
so at that point i said fuck it. and went for the MAD approach. and while he was side on to me i did the normally insane thing i do and just went full hotdog on his ass with the torches.
it was my first ever "game over" screen ๐ cause the torches overheated my reactor lmao
I do this often now with your torches
Just a quick lil flip and burn to swat the flies away when they get up my ass cause I'm gobblin up all the ore in the rings
currently reverse engineering the cargo AUX fabrication modules from IoE to try and get my drone fabs working.
oh?
ye i would like to have an additional module that pulls material from the bay to make drones along side the normal MPU
so far i have it loading up as a purchasable item in game.
i just need to figure out how to make it actually function
Just made over 500k in the TitanXL by selling to an Obonto that was looking for Pd, happened to have Pd rich ringoids near it, so I sat there and scooped a bunch up, filled my processed storage, turned the MPU off, and then filled up a good halfway on more raw Pd, scooted over to the Obonto, docked up, turned the MPU back on after they pulled a decent bit out of my hold
XD nice
the way it docks usually ends up with the nose pointing towards the station with the rear out, so the ore just gets spun into the bottom of the MPU the whole time too
I'm just casually going around to different POIs I want to keep refreshed right now in my TitanXL, mining where I see fit, usually for the Obonto's I'm refreshing anyway 
I really do love that I can do everything in this fucker now
Lmao
it's surprisingly less fuel efficient than I first thought, you can drain that 80,000kg tank prettttty quick if you aren't actively mining and gobbling ore

i heard some time ago that they directly considered against giving the titan a high-stress, and i think that ship is a perfect example of why
Its outside of my skill but I had an idea for a mod. I'm gonna throw it in the mega thread when I'm back at my pc
slapped the 200 k kg tank on tho, so no problem now
Oh yeah, I totally get why it's not a thing with the vanilla game's philosophy of side-grading
you really can't upgrade the Titan or the Break Bulk more than they are without making them actual upgrades
Oh for sure. But with the power of mods. We can just make our own lol

exactly lol
I will figure out how to reverse the Space Bar drink limit once that hits the main branch

Think of the "TitanXL" as an end game, you've spent dozens of hours already and just want it easy, kind of ship
counter suggestion: just make the alcohol content so high that your crew forget that they're on a spaceship
Its probably not gonna fit inside the uranium caves easily. So that's still a downside to it.
easily
It can fit in them, but it's certainly a tight squeeze compared to other smaller ships

this is an alternate way to tackle the drink limit too.... make one drink work like 2-3 did

so much alcohol that a second would push happiness over the integer limit
If I were more ambitious and better skilled, I'd reverse the drink limit and instead implement negative effects once you drink too many drinks
cause 1-3 drinks really isn't insane, not when it's multiple days between dives
but doing like 6 drinks each time you go? yeah now that's overkill and should have some downsides to it

Just watched "Constant Hawk" absolutely send Fat Child running home to mommy
XD
tossed my idea up in the mega thread >.>
idk if its even possible but maybe lol
pretty sure that mechanic has been kicked around in the past as an idea for the vanilla game
(not knocking it or opposing it)
I'm not sure if there's any technical reason why it wouldn't be possible, but it might be one of those things that needs a lot of work, dunno
definitely something that I think is neat and would like to see either as a mod or a base game feature at some point though
has koder ever incorporated a mod into vanilla? like. if we make something good enough, it just gets absorbed?
just curious on that
I think EnceladusPOIs pre-dates the actual in-game POI list for the "Launch Dive" screen
oh nice
actually yeah... I think it straight up does
it do be 2 years old, so I don't know if it does or not, but it seems like it does
das fair
gah this drone fab mod got my brain fucked up lmao
im missing some key part and i dont know what yet
You're gonna wanna test your ship with some other weapons than just my lasers 
Those discs in front are the PDT Railguns for reference
WHAT. and i cannot stress this enough. THE FUCK
also i did. i swapped to MWGs for testing. then railguns
discs did not come included
you might have to stop changing the priority lol
It's loading after everything else
it's this turret, on the Rear Left and Right Hardpoint slots
ah
i will look at fixing that lol
i positioned the hardpoints with the CL600s so they might just not be lined up for other weapons
Yeah, which is why I suggested testing it with all the weapons 
look, i never thought to try other guns lmao. i wasnt expecting it to be this popular
I just happened to want and create my own life pods for a quick test, so I strapped the PDT Rails on so I could really funk stuff up
XD
the lasers are great and all, but they cannot do shit to ships unless they show you their ass for 5 minutes 
what are you referring to?
That's not the same one
the game has a built in PDTL using the PDT turret
no but im saying it has one. lol you just bootlegged a laser that exists already in the game files XD
ahh
ok fair. i just never saw it till now
i think it got buried before i remembered to DL it
ty
i will be uploading another version after i finish fixing some stuff on it
My titan collection grows, my 2 og Titans, Titan BB and TitanXL 
lmao
@old patio short github guide for my mods.
drones eat so much power I nee 5GW
big-block mpdg to save the day
Thanks. I'll mentally process all this tomorrow. Need sleep and it's the need is bleeding through the screen via my broken up typing.
Get you a big block dawg
just downloaded it lol
lmao
the next version of the K225 might include a built in town class mpdg that cannot be removed
but wont take the aux slot away
ooo
speaking of, I might actually need to tweak my big block and give it a liiiittle bit more juice... I occasionally blast through the 2500mw + 500mw I have now 
those thrusters are no joke when the lasers and drones are going too and mpu

lol another reason to use firefox, chromium doesn't have the save linked content option
make another lore company partnership
burh im draining a triple ultracap with 2 modified drone launchers and the thrusters lmao. and thats WITH the built in MPDG
i might lol
lmao
so with 2 decaMPU drones. i can run 2 Deca haul drones. and the cap wont drain unless im using reverse thrust
well I detune my lasers a bit, and I don't have my drone launchers using stock power levels either, cause the mulit-drones definitely shred hard
so I don't need as much power, but when everything is firing off, and then I start doing heavy burns, that's when I really start to straight cook through 3000mw and the triple capacitor
and that's usually in combat

I'm thinking 3000-3500mw on my bigblock should cover me
yeah, I can see that with the stock drone power draw with them being multi-drones
ok i just had a big "could this be done?" mod idea
installable item
when installed, adds two more slots for that slot type
IoE has expansion stuff like that iirc
should help you look into that
my current mod focus is split on two projects. but im having a hell of a time finding the info i need
I mean just about anything is possible with the way modding has full ability to go ape shit, it's just a matter of skill and familiarity 
i suppose something like that shouldn't be too hard to avoid incompatibilities with vanilla. have the vanilla slot take up the duplication tool, and having it installed enables the other two modded slots
exactly what i was thinking
and if the modded slots inherit base game slots, it would mean it's super compatible
yeah
but would that be a simple UI.tscn change?
these are my current projects
-
New Recon drone. micro-seismic scanning functionality, but its for ALL rocks on screen at a time.
-
Zoom slider for pilot LIDAR OMS display
I think IoE did it by basically overriding slots with their own
I'm sure it's possible to do it but add instead of override
i think the UI part would likely be the hard one, as the two slots would have to be hidden until the duplicator was installed, and how do you handle it if the duplicator is removed before the other equipment that need it
inherit the same scene structure as the equip menu maybe?
it already has dropdown functionality
it's probably just a matter of monkeying around in Upgrades.tscn
probably some weaponslot.tscn action
yeah
something else i just thought, would it potentially be a good practice to have some form of mod identifier as part of the slot name in case another mod comes along and ironically uses the same identifier?
but im asking a UI element to add 2 more UI elements lol
I can't imagine it's that hard to have an Item that is a slot once it's equipped
idk i will ponder though
if yall have any ideas on the pilot lidar zoom let me know
i got this far
I'm all but useless when it gets into the scripts of stuff so I won't be of any help with those endeavors 
I gotta start reading godot documentation and trying to understand gibberish
the slider doesnt work yet. but i can SEE that the lidar displays at least out to 8KM
So. The launch ribg dive screen has a slider. And that slider uses a script to let it work with controllers. I'm just using that script on this slider.
I just need the slider to understand what it's sliding lol
it took me 4 hours to re tool an if statement to work properly, I am not your guy for this one

sorry, it was an if not statement, but the point stands

lmao
but i think this is all UI based
maybe not idk
so which repar cost am i updating again digi?
the torch or the rcs
also are the RCS a little to fuel hungry. or are they well balanced for the performance
I think they're sliiightly fuel hungry, like maybe could be tweaked down a hair
and the repair/replace costs for the MPRs in general are a little low for how delicious they are
ok cool.. once i figure out how to do that lmao
ok so bump the price up by what? 5k? 10?
if you can't it's not a big deal tbh, cause they're still pretty solid considering the insanity
uhhh at least +10k to start I think
solid
play the game for a bit 
everything is more than useable as it is now, and if get impatient I'm more than capable of tweaking values myself and then providing some actual values based feedback 
yup
closer.. now i can slide the slider lol.
and the image has changed to the left corner
god i wish i could test this in real time without loading the game lol
i think you might be overcomplicating it
(also yes i saw that ping, you can't hide from me)
drat lmao
leme look at this magical code
jfc. code THAT simple works?
i dont even know what its doing lmao
most of the setup is done on the hslider node itself
is it just changing the size of the texture rect?
all the code does is tell the lidar node what distance to set itself to
sad news digi, downgrading the fuelusage of the MPR RCS is out of my league.
best i can tell is its using a formula to calculate thrust and specific impulse to see what fuel usage it needs to burn.
so reduing the fuel requires nerfing the thruster which i dont want to do lol.
i will up the repair and replace cost tho.
Uh just increase specific impulse? Why that would be a nerf?
I was playing with the specific impulse last night. Maybe I was using numbers well outside the games allowed range for RCS tho. A single Puff of RCS was draining the reactor temp
The boys down at K-T Industrial R&D managed to cook up this "new and improved" TitanXL "feature".
dont worry yourself with pirate attacks ever again
@mellow leaf
my game is in 4fps
its new weapon mounts with dual gungnir lmao.
i was testing different weapons on the new mounts to see whats not working on it yet
ahh
safety blanket version
pff, real titan enthusiasts use their cargo pods as shields
why else did THI put them there?

R&D got that covered

now you want me to make ships now lol
hm?
i mean, if you want to make ships go for it
any of my ships can be used as a template if you like. though with all the modifications to them it might be confusing whats going on.
the OCP is the simplest one to look at and research from. it has 2 new slots for drones. the RCS was angled slightly and the weapon slots got moved and rotated. thats the extent of external changes
that one dont use mine as a template then lol. its so wacky now
oki
you can if you want tbh. but it might get confusing
O.o
the list is confusing lmao

left/right 2 is the added laser slots to make 4 on the nose.
left right 3 are the new drone slots
left right 4 are the arms
sweet lord
LR 5 are my newest addition (not posted) and designed primarily for the impact absorber, cargo pods, and B8 beacons
all slots in yellow are default slots
can i just rename the slots and it not break shit?
well
cause i will do that if i can
compare to default and yours
see if there is any naming thing
kinda like how my drones got the SOUND_DND_X
or whatever
the difference in names is the # tacked onto the end of the slot name
uh lemme see
i think it should be fine cause the slot name in the list isnt controlling what type of slot it is
i can always test it out
i have multiple zip backups of this thing
Oh ye, give it a whirl then
the boys down in R&D might have just fixed the choking hazard too
Wider boi?
bigger boi
Now I can choke down ores faster
i need to make sure the cargo colliders match correctly
then yes
its really silly what i had to do lol
Ah yes
original vs new
and mr original gets to sit waaaaaaaaaaay over here, with visibility turned off
Lol
cause i cant delete a node on an inherited scene. so im making do
huh... so the chonker excavator bay is actually smaller than the one i just put on. which i ripped off the eagle pelican model lol
That's.... are you having a fucking meltdown?
You've heard of cold fusion, Kad presents: Hot Fusion
Crew screaming as the fucking resident raccon swapped their capacitor with a spotty one
Said Dumbledore calmly
Something about the Torch and RCS combo of MPRs is capable of spikes of over 1500MW of power draw 
no wonder I keep tripping my grid
@sweet siren what other values are there
it was not a spike
that temp was with me entering the ring
the ships "capacitor" stat block directly effects reactor temps
Oh lord
the MPR Torch still has the thrust surge, it draws a frak ton of power for a split second each time it starts.
the MPR RCS have a constant draw
Yeah, I know the ZAPs have the power draw to fire them off, but christ on a cracker 1500+MW yours?

I can go from perfectly fine to shut off in a split second if my lasers and drones are firing off, and I have 3500mw of power on hand at most moments

yeah, nah, it's the MPR RCS, easy way to see how insane the power draw is on them is to put it in reverse terry on the Titan
weird i will look at the power draw
without the ZAPs even firing, or even all of the RCSs firing off, they're using a GOOOOOBER amount of power
i had to back my titan version up a bit so i have a little bit of work to re do
not touching the capacitor value ever again
the 4 front RCS at like mid tuning, pull ~2000MW of power from my rough guestimate and quick testing
we have as much power as is possible without patching scripts and shit
hmm
well like I said, I'll investigo looko
so thruster power draw is NOT with a decimal
3500MW should be able to cover everything I'm doing but the RCSs are drawing a ton of power
800
this is what i thought would be 80MW sounds like its pulling 800+
that would roughly check out with 4 of them clapping around 2000mw of draw
so just opening up the version I have now and shaving a 0 off should bring it down to the 80 it was intended to have?
80kW
should
wiki has the values along with mine too from Hev
oh?
1000 units = 1000kW = 1MW
~2000mw
1,000,000 units = 1,000,000kW = 1000 MW = 1 GW
ok 2000
you sure?
800kW then
explain how 4x of that = 2000mw then
its got to be part of the thruster.gd script
no it's around 2000mw
just like how i was having issues with the fuel rate
is that max or standard tuning
less than default
weird
the power draw is cooked, and the unit scale does not make sense here
the script has no references to power consumption. (according to GPT) im gonna have to comb through it and see about that
you kinow what does make sense.... if this unit in this case is actually just straight up mw
800mw x 4 would explain the power draw I'm experiencing
scratch that. i was asking GPT about the lidar script lol
the thruster script DOES have power consumption
Yes, the script involves power consumption. Specifically, these variables and functions address power draw and energy use:
powerDraw = 5000.0: This defines the power draw value, indicating the amount of power the system requires when active.
gimbalPowerDraw = 100.0: Represents additional power drawn when the gimbal is used.
getPower(): This function retrieves the current power level.
fire(p, mx = 1, vector = null): This function handles firing based on the power level, adjusting power usage depending on the minPower and target power.
_on_energy_hit(power, point, delta) and _on_impact(power, point): These methods handle events where power impacts the system.
_physics_process(delta): The primary function where power is consumed based on the target power, gimbal, and other factors like fuel availability.
Power is consumed dynamically during different phases like starting, running, or adjusting the systemโs thrust.
so yes. lowering that 800 should work to reduce the issue
You know what, it might not be the actual power draw that's the issue.....
what it might be is the amount of heat drain the RCS cause, cause if you drain enough heat from the reactor fast enough, you shit on power production pretty hard for a minute, and that might be lowering my output hard enough when getting on the RCSs
Yeah, I think it might be more related to the heat interaction going on
that sadly circles back around to the issue i was having before
I was messing around in the simulation with a value of 80 and the power draw is almost non-existent like you'd kinda expect
but I'm still getting to a point of like 300mw of overhead with the 3500mw Big Block and 500mw mil turbine
i can lower the specific impulse, which will reduce the power draw, but im not sure if that will increase fuel usage or decrease it
so I think the heat dropping hard is killing power enough to cause just enough overlap where you can drain the 1500mj caps super quick
try lowering the specific impulse from 15 to 10
im about to eat dinner so im not at the pc rn
was just about to try that 
was poking through to re-find the value I tweaked before
haven't spent much time in the ThrusterSlot.tscn, so I'm not used to where the variables are yet 
do we know what Thermal Factor is, and what it does?
yeah I know that exists, but then I forget that I typed something in there and take 5 minutes to figure out where the fuck all my variables went

lol
lowering specific impulse to 10 seeeeems to have made a solid difference
seems like it may have nerfed the thrust though a bit, not really sure...
but then drone would be in the gigawatt zone then if we basing it off what you are saying and not the unit converison
which is why I think either A) the unit scale changes depending on the context or B) we're missing something about how Torches/RCS work that explains why they do the thing so weirdly given the value that's there

yeah
cuz milspec iirc is in 225MW range which is equal in the editor 225000 units
thats top end I think
but yeah
just a little bit of of power consumption
I am fairly certain there is a different power conversion for thrusters. At this point it kinda feels like it.
I think it's probably more just there's a lot more calculation going on related to thrusters/rcs and more values interacting than elsewhere
I think it's more theoretical than practical in a sense
cause like you've got power draw, thermal draw, thermal factor, specific impulse, thrust, velocity and all that shit going on in one soup bowl

So if theoretical draw is 25MW then practical would be either less or over
As a example
Ya know what woud solve my problems @sweet siren ? A big Block that Also has a fat capacitor in it

Break the game more, combine the Aux Power and Aux Caps

add an NDAP?
i think i can do that yeah.
maybe not specifically to the MPDG mods... but to the titan itself
increase power production and storage at the same time 
i will see what R&D can cook up
it's more than the max of 1500mj without SMES/NDAPS
also i have an experimental release for the improved Titan.
i forced in a second Big block. and an SMES
correct as in literally working lol
i never use the power storage i always go with generation
ohhhhh you're running an NDAPS and big blocks
Uhhh I don't know exactly what the stats are on that particular one, but I know max without any aux capacitors is 1500mj
the script for an SMES and an MPDG are different, i cant add power storage to an MPDG from what i know
so yeah this was my fix for adding storage lol
a perma installed smes variant
correction
the release will be. the normal aux slot. so you install whatever.
and a forced in smes
yeah, I understood that, I still think it's kinda inelegant, but I get it
for the time being this is what i have lol. my brain hurts too much for making a new slot
i think i have gotten 18 hours of sleep in total since i started modding XD
maybe 26
yeah, don't burn yourself out
I'm sure it's possible to combine the behavior of the two items, it's probably just scripting heavy. I'll take a look tomorrow and see if I can't magically rub a brain cell or two together and make something happen
the experimental upload for the SMES
also includes some VERY experimental changes to the cargo hold that should reduce chunks flying out the front when spinning with the excavator open
the new cargo bay shape.
potential clogging but still needs testing to be sure
will be uploading an additional experimental version. with the larger scoop
larger scoop version. the nanodrone storage is still 300K but subject to change later
im gonna chill and watch some movies then go to bed. if anyone uses this one please let me know of any issues.
i made it in godot and just zipped it, havent even play tested it
I've been chillin watchin a show for the last couple hours, watchin Za'krin cook in #1296705616919789598
so I feel that, bed time is also approaching soon

pain ๐
You're probably gonna want a little more than ~800mw of power generation 
NTCED's drones are fairly power hungry compared to vanilla drones
that and you want to make sure you have enough head room for when you start loading up the MPU with a bunch of ore, cause that'll start pulling a bunch of power too (depending on if you're using Better Refining or not, you can probably just tweak the power draw stats in that to tune it)
you can also disable the automatic rotation when you open the cargo bay.
near the bottom in the autopilot settings.
"disable assist for ships with variable geometry" i think is the name of the setting
talk about a freakin hilarious nickname
Hey Kad, is there any reason for Upgrades.tscn to be in the Titan ship mod?
(I'm just poking through the mods I'm running to double check for any goofy things that might mess with that latest ZKY Beta, and I noticed the version of the Titan I'm using has the Upgrades.tscn in it, it doesn't look like it's being used or touched by your Titan mod, but I figured I'd ask before just ripping it out and breaking everything
)
I can't actually remember. Ibthink that's how I'm handling the extra slots tho
I dug through the scene and it contains zero changes from the default Upgrades.tscn, and nothing else seemingly references it within your mod, ripped it out and nothing seemed to break, so I think that's just an un-used copied file tbh
fair enough
i probably saved it there as a template "just in case i need this file" thing
really is one of my favorite sights
it just looks so wrong, but so right, and so menacing
and it looks much less assuming when you stow the arms too
sometimes I like to pop the arms out in a display of intimidation before I fuck someone up for orbiting my mining site for too long

for some reason im running into an issue with newer models.
i added 2 extra slots for a test, and now that i have removed them they wont go away in the equipment shop
ye
nah, I have 2
the version I have is post "hug fix" but pre any wacky slots changes 
gotcha
the extra sots supported twin gungnir setups on top of the lasers lmao
those things are insane
one of these days I'll put that fucker on a gimbal mount and make war crimes even more fun
from what i can tell it just fries the computer of other ships?
Thermal, Kinetic, and EMP damage, all at the same time
ah
"fuck you, with love"
the Gungir quite literally fucks
Gungir is probably the most destructive and powerful weapon in the game outside of like Nanis and just full on main torch burning a fucker

like it's so insane that it can quite literally conjure up ring storms because of it charging everything around it

scaled down gungir with less angery
tis at the top of the list for whenever I get motivation 
Minigungir will 100% be tested on a completely isolated save, cause I assure you, I will die in the process of making and testing it

XD
So more rapid like autofire or I would need to create hotkey script for that? ๐
i assumed it would be like the kinetic PDT guns tht i have never used
and then instead of just kinetic. its the gungnir
well the gungir has a charge up time thing to it, afaik, so rapid firing of it might not be feasible without script changes
but certainly should be able to reduce that charge up time so it's able to be shot faster
Here's my current copies of the MPRs for ya 
Experimental K225 version that needs testing.
no new slots added.caused major issues.Built in SMEScannot be changed out or upgraded.Internal nanodrone capacity stuffed under crew beds.100K drone storage default subject to changethe pelican excavator was debeaked and bolted in place of the old titan excavator.
Did I just cook? 
define ?
It looks like it's mimicking just one slot though
it shouldnt even be listed!
in fact, that's exactly what it's doing
its supposed to be a non upgradable slot
This isn't the version you just posted
oh
ok
then yeah that makes sense cause one of the old version i think had that capacity
nono
oh did you mod yours?
you misunderstand, this is the version, I have, that's before you changed any slot stuff
I was trying to see if I could add another Aux Slot that just works like another Aux Slot, instead of hard baking in a slot with an upgrade you can't remove
I've gotten the 2 slots, and technically the ability to choose 2 different items in the slots, but they seem to act as the same slot
cause the game sees that slot as "aux.power"
which should only exist once on a ship
to make a custom one you would need "aux.power2" in the slot type.
which would require some custom mpdg work to go with the ship, (because default MPDGs only look for slot type "aux.power") (you would need them looking for "aux.power2")
and a custom show upgradeUI for the new slot type
Idea for a meme propulsion system. Ever hear of an Andy weir book called project hail mary?

