Jump to content

vosechu

Members
  • Posts

    160
  • Joined

  • Last visited

Reputation

40 Excellent

Profile Information

  • About me
    Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. In this case I would accept nadir bringing us a sample of someone in the office attempting the challenge. But I agree, this is an existing thing and should at least try to comply with the challenge subforum rules or the reddit challenge rules. Proof that it's possible is a really important part; there are faaaar too many challenges that just aren't possible and with sticky permissions your challenges better be top notch. Highlighting challenges from the challenges subforum would also be a good way to go (and much easier!). No need to take away from their efforts to make your own thing.
  2. @DualDesertEagle have you considered a two wheel variant like the U-2? Might save a little weight! https://en.m.wikipedia.org/wiki/Lockheed_U-2
  3. My concern is not the OP, it's the two full pages of arguments that keep me from reading about awesome attempts. Anyways, I'm unsubscribing from this thread regardless.
  4. Do you mind reposting this challenge with the new rules in place? There aren't many entries, so maybe a rewind now that the rules are discovered might be helpful.
  5. Oh, Jesus, I'm not sure how that quote even got used. I was trying to quote the thing about MM being delisted from ckan. Sorry, your confusion totally makes sense now. I wonder if I can still edit that old post? I'll try that. What I was trying to say was that since MM has been delisted (according to GitHub at least), I wanted to see if all of my mods broke because they couldn't find their dep. That's what I meant by trying it before worrying. I was able to edit my old post, so hopefully that will prevent future confusion. Really sorry about that!
  6. @sarbian I would like to know why you would like to delist in ckan as well. This might break all of my mods. I don't want to go back to the days when every mod had a different copy of MM in it. I don't know the history of the request and it's not listed in the PR, so maybe there's another way? If you have an install that just contains this mod (which it seems like every modern has a tuned copy of ksp with only QuickStart and a couple other mods), the cache shouldn't be too rough to split up. It will still be arranged by PART, but you will lose commentary. But as far as I know, no, there's no cli version of MM that would do this (but if there is I _really_ want to know!)
  7. If your goal for he game is to learn new things, perhaps you've learned this lesson and it's time to move on to other contracts. I'd say you earned the money. If you hit alt+f12, you'll find a dialog that has lots of debug info. Somewhere in there is a contracts tab, go ahead and mark the contract completed. You deserve it for nailing that orbit so dead on (even if it was going the wrong way). Enjoy the game! Welcome!
  8. I'm by no means an authority on this, but I have not seen any ability to do this as stated. MechJeb does something like this, but the patch it uses seems to change some internal variables at the different unlock levels and perhaps internally is hiding the extra parts that it adds at the different unlock levels? It might also be interesting to look at how the various tech tree mods do this like CTT. Sorry I'm not able to give better assistance! It's an intriguing problem and I hope you find a way to do it! I would love to know how to as well.
  9. Just spitballing here, is there anything that could be done with load order? Like, could I force Squad parts to load first, then apply my patch to all parts in an `:AFTER[Squad]`, then load the rest of the mods?
  10. Shoot, I realize that one thing I didn't mention is that KSP actually refuses to let me launch if I have one of these parts hidden in my craft. It's still loadable because I didn't delete the models, but it's not visible in the editor and if I try to launch KSP will tell me that I have an unresearched part. I found that I was often missing a stray communotron32 or AR202 hidden somewhere in some science bay tucked out of the way. Also, this tells me from the loading dialog whether there are parts that I need to fix to make my crafts stock compatible. Very nice during upgrade season.
  11. Yeah, that's pretty much what I did. One nice thing about having the mod installed but not showing it is that it won't deorbit my craft that I haven't been able to update; I just won't send up new craft with that particular problem. In the end I did this, but VSR isn't the only one I want to do this to, I'd like to find a way to make it generic: // Disable the new Vens Stock Revamp parts. @PART[1x3SPanels|1x3WPanels|45DegreeRCS|Angledpanel|basicCanard|CryoXBig|CryoXendButt|CryoXmed|CryoXnoseCone|CryoXsmall|fuelTank1-5|HeatShield0|HeavyRcs|InflatableHAB|InlineRCS|KerbCan|largeFixedAntenna|LargeInflatableHAB|LargeOMS|largeTrussMount|LGLadderUtility|LongDeployableAntenna|LongLadder|LVT15|mediumFixedAntenna|MedLadder|MedLadderUtility|MicroEngineB|microIbeam|MicroInflatableHAB|MK1Cargobay|MK1LFOFuselage|MK2VApod|OCTOs0Adapter|OCTOServiceBay|OCTOTank|OscarAtank|OscarDtank|OscarEtank|parachuteRadial_Drogue|parachuteSingle_drogue|ParaDockingPort|PoodleM|RadialavionicsHub|RadialLF|RadialLFLong|RadialLFO|RadialLFOLong|RadialMonoMini|RadialReactionWheel|rtgMini|ShieldCapLarge|shortDecoupler1-2|size0PulseJet|size2nuclearEngine|size3ReactionWheel|SmallFixedAntenna|SmallInflatableHAB|smallISRU|SmallPointLight|smallRadialDecoupler|SmallSpotLight|SmallStripLight|SMLadderUtility|SnubOtron|softTankMK1|softTankMK2|softTankMK3|softTankMK4|softTankMK5|strutCube3way|strutCube90|strutCubeLarge|strutCubeMedium|strutCubeMountingPlate|strutCubeOCTOAdapter|strutCubeS0Adapter|strutCubeSmall]:NEEDS[VenStockRevamp]:AFTER[VenStockRevamp] { @TechRequired = Unresearcheable @category = none }
  12. I've been hunting around for about 2 hours and not making much headway, maybe this is impossible, but any advice would be recommended. I've been trying to make a patch that would warn me if I'm using any non-stock parts (or just hide them in the editor). Ven's wonderful VensStockRevamp makes my stock parts way more beautiful, but it adds a lot of parts and in this last upgrade it bit me until Ven's was back up and running on 1.1. So I created a dumb patch that hides all the VSR created parts. But then I started thinking about other mods that do this, MechJeb, KER, etc. It got me thinking about whether I could hide anything which doesn't have the assembly name of Squad. Alternatively, I would love to add a bit in the description about which assembly a part came from. I thought about using Author, but Porkjet is one example of a Stock author who also mods (and there are others). I've been hunting for a while, but there's nothing special about the squad PartConfig files, and I can't find anything in the KSPAPI that would allow me to do something like: @PART[*]:HAS[#assemblyName[Squad]]:AFTER[Squad] {} or maybe @PART[#assemblyName[Squad]]:AFTER[Squad] {} Any advice or other ideas would be greatly appreciated!
  13. That's what I was doing before, but it's hard to figure out which mod the parts come from. I'm super psyched that KerbalX lists out the mods as well as which parts are from which mod. I have some very odd ones that KerbalX has figured out but I could not.
×
×
  • Create New...