Project UGCO Mining/Smelting Rig.

V1 nearly done, an hour or two tomorrow after work and I reckon we'll be there. Will probably work on a refinery and smelter first and then come back an do a v2 of the miner.

At the moment I've got a basic virtual cockpit looking at the computer but the output is just text on the hud, I do intend later to have the computer screen clickable to control the miner.

At the moment the miner autospawns a rock cargo every 30seconds and the autospawn can be turned on or off. What do people think, is this too quick an autospawn.

Something I have noticed is that the autospawn works at 10x time but stops at 100x, I think it might be that the sim time counter is skipping at higher accelerations but not entirely sure.
 
30 seconds does seem too fast. orbiter would FAR too quickly fill up with performance choking debris

perhaps things like electrical management could be added? solar panels create batteries while they are pointed at the sun, then that power must be used while the panels are not facing the sun ie. in planets shadow. maybe production can be increased by pumping more power into it while reducing total power to ore efficiency.
 
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Here's my oppinion... I would say no faster than one full load in 10 minutes if it has a storage area where it releases the cargo, so it can pile up.. There is another option. Set it up so that it won't create another load of rocks until somebody has removed the last load of rocks.. Then the resuply rate would really be dependant on transportation to and from the miner/refinery. Remember, we can use the UCGO cars with AI waypoints to define an automatic route with both "Grapple Cargo" and Ungrapple cargo waypoints. So, with the miner creating a full load of rocks at once per 10 minutes. Then the ai waypoint routine could look something like...

Waypoint 1: Drive to Miner #1 and grapple cargo in range.
Waypoint 2: Drive to refinery and ungrapple cargo.
Waypoint 3 : Drive to Miner #2 and Grapple cargo
Waypoint 4: Drive to Refinery and ungrapple cargo

Rinse and repeat.

If the spawn rate on the Miner is too high, then there is no need to manage more than 1 Miner. If it is lower, it motivates one to manage more miners, thus spend more time transporting machinery (flying) and this is a flightsim...

Ashaman, any more thought on making the Miners or other machinery, energy (Battery) dependant?

:)

JB
 
Well the autospawn is switchable so wouldnt necessarily fill the universe with rock cargo but I have managed to make the spawn time settable.

You can set the spawntime in seconds via the scenario file, I could try and get it via config file but as scenario file is working I think I will leave it be. Is that an acceptable approach?

Ric.

P.S. I have got ideas for solar power as we discussed, think I will leave that for v2 though as I'd like to get a release out there for some feedback on what we've got so far.
 
Well the autospawn is switchable so wouldnt necessarily fill the universe with rock cargo but I have managed to make the spawn time settable.

You can set the spawntime in seconds via the scenario file, I could try and get it via config file but as scenario file is working I think I will leave it be. Is that an acceptable approach?

Ric.

P.S. I have got ideas for solar power as we discussed, think I will leave that for v2 though as I'd like to get a release out there for some feedback on what we've got so far.


:thumbup:

Looking foreward to it.

:)

JB
 
How about a bulldozer or caterpillar to scoop ore etc?
Can't wait to see the finished product!:thumbup:

Here's the models...

A small Buldozer.. :)

MoonMining-vi.jpg



JB

---------- Post added at 05:41 PM ---------- Previous post was at 04:36 PM ----------

I also just realised that Mining areas can be defined with the UCGO stations. Basically if the Miner was close enough to a UCGO station defined to have Magnesium, then the user might have the option to collect Magnesium Ore instead of just generic moonrock. The Moon or any other body can have stations defined with particular resources that have a mesh that represents a mining area, or just an invisible mesh that are scattered around the surface at different locations. Then we would have to search for the best places to put our miners to extract the particular Ore that we are looking for.

Just wanted to throw that out there so this thought doesn't just drift away..

JB
 
The Moon or any other body can have stations defined with particular resources that have a mesh that represents a mining area, or just an invisible mesh that are scattered around the surface at different locations. Then we would have to search for the best places to put our miners to extract the particular Ore that we are looking for.
Love this idea!
Wow that picture and little pickup is Totally Awesome!:salute:
 
Well didn't get as much done as I wanted today, had to get my car fixed so was late home from work. Not quite sure it's polished enough for a v1 release - actually the mesh and textures are more than ready, many thanks to buzz313th - it's more the code that's a bit lacking.

What would people prefer, do I wait till I'm happier with the code or shall I release a beta on O-H, that way I can get some feedback before I go fiddling about?
 
Tomorrow is Tuesday isn't it? :lol::yes::yes:

Ha, very true indeed :D

I'm afraid there won't be a beta tonight, on reflection (and discussion with buzz) a couple of changes at the very least are needed.

Have to go food shopping after work tomorrow but will do my best to get something sorted, no promises though :)

---------- Post added 01-26-10 at 09:55 PM ---------- Previous post was 01-25-10 at 11:38 PM ----------

Well I hate to keep saying "not yet, not yet" but I've developed an interesting bug, sometimes my current state save will CTD when I try and load and other times it's fine. Think it's a cockpit problem as CTDs appear to happen if I exit orbiter whilst in internal view (not everytime though).

Also sometimes when I load internal view the hud text is wrapped around the miner mesh rather than simply written across the screen as it should be. All very odd and irksome.

picture.php
 
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