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ExavierMacbeth

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Everything posted by ExavierMacbeth

  1. Found a bug for you. Its possible to over fill a container in the VAB. If you use the option to place it in the scene (so you can tweak it) and then drag it into the container, the container does not throw the the "over limit (+X)" message that it normally would if you where just dragging the part from the parts menu. Even if you don't modify the part.
  2. Two questions: - Can you post your patch? - Are you also using Nertea's Cryo Engines The reason for the 2nd question is that he has a global script that adds a switchable tank to all tanks that contain both Liquid Fuel & Oxy (Stock, Mod, etc). If your using it and your patch doesn't account for it it can cause two fuel switch modules to get added to the part.
  3. Lmao, Who's version of KSPInterstellar? Factuals, Wavefunctions, Boris's, or Freethinkers? You may want to post in that person's threads to have them check their CTT configs. This thread only posts the Tech Tree & the community created patches people make for existing mods (who's devs don't include one). If the parts are missing chances are the mod author either hasn't accounted for the node changes, or still have the Techmanager filter on their CTT configs (Since Tech Manager is no longer needed its not part of the install anymore).
  4. Liquid Fuel = Liquid Hydrogen - This isn't necessarily the case, or wasn't when Nertea originally released the first Near Future Propulsion. Back then I think the term "Liquid Fuel" was described as a burnable fuel-like substance. I don't think it was until Scott Manley drew alot of peoples attention to KSPI (Fractual's Interstellar Mod) that people started associating the two on a regular basis since KSPI originally renamed the resource & used it as "Hydrogen" for its thermal engines. Nertea & Rover's USI still treat them as separate resources, and personally I like the variety without having to go the full Real Fuels overkill @Nertea: Absolutely love these engines... Now I just need to figure out a good way to patch your patch so I can add other resources I like to store in stock tanks to the fuel switch list lol
  5. Could i make a request? Could you tie the Part highlighting to the (or a new) thermal threshold option? I like that is displays the part thats the hottest but since I also use the Force On option to keep the bar displayed it constantly jumps between parts when idle (usually my solar panels). Would be nice to only have it start highlighting when the hottest part hits 60-70% of its max temp so I don't have to keep turning the feature on and off
  6. Shrug. I guess I could have saved 8 lines of code by leaving the top node alone lol. For the bottom nodes I just did it that way because it seemed logical to me to make the center node be bottom01 while the actual bottom node be bottom02. By the time I posted it for Gfurst I was already working on fixing a different set of my personal MM configs and hadn't seen a need to revisit the brute force method. EDIT: That and I pull the patch out of a much larger config since I also converted all the tanks to using Interstellar Fuel Switch with a larger selection of resources and such. Since I really like using these things for my life support storage and a few other mod resources. They make great center pieces to strut everything to for stability
  7. LMAO. Wonder if i could convince her to go EVA to heat them up. Apparently the new heat system doesn't work on rails so my nervs have been overheating for weeks. I think it would make the perfect microwave for her snacks
  8. Rover, What did you do?!? I just got an alert message that Val raided the snacks and lost some out the airlock... And 3 years worth of NOMS are now missing from my container... 120 day asteroid capture mission stalled on day 88 due to crew strike I find it funny as heck but just a little bit excessive EDIT: Hu... apparently the NOMS dump occurs after they have been without power too long. I had forgotten to re-deploy my solar panels after almost blowing them up with overheating (Thought they where suppose to be good radiators but the solar flux was triggering a heat warnings)
  9. Well I'll be. This is what I get for skipping a few game releases, the mods I play with get all kinds of new goodies. Didn't realize that clicking and holding the icon (as oposed to the name) would let you drag it. Works Wonderfully
  10. If then ode is blank that generally means there are no parts to unlock within in. If you add a mod that uses it then that mods parts will appear within that node.
  11. Could I make a small request? Could you split the menu that lets you reorder the resources into an assigned & unassigned list. With things like Community Resource Pack getting as large as it has I am starting to find it easier to edit the settings cfg file to reorder things I am using than spend 40+ minutes repededly hitting the up or down arrows in the GUI Maybe make it so there is a user assigned list that i can add the resources I am using to before I start moving them up or down the list. Anything not assigned a specific spot (and left in unassigned) just gets tacked on to the end in whatever order they happen to default sort to since most of those are auto-hid anyway unless you have a mod using it.
  12. Those are used by mods that haven't been updated yet. I believe the one specifically shown in the screenshot is for the Gridded Ion thrusters from Near Future Propulsion which Nertea is still updating for 1.0... or rather rewriting due to the number of changes. Its expected to come out at the same time as Near Future Electrical which will fill even more of the empty nodes And several of the larger parts packs still haven't been updated yet either. Give it time EDIT: Rover also needs to fix his CTT files in FTT, Karbonite, KarbonitePLus, & Warpdrive (Dono about exploration or Survivability, Waiting on 2 remaining new future to see if I have memory left for those)... They all still have the TechManager requirement attached to them so they arn't loading. Looks like Only LifeSupport & MKS have working CTT patches atm. EDIT2: And yes rover I am too lazy to go make a Git post for each of your several great mods just to remind you of that
  13. So USI-LS updated. The DLL name is now "USILifeSupport" instead of just LifeSupport
  14. May want to update your thread title then. As of posting this it still says v0.1.0. Looks like they missed your last update as well because they didn't see a new date/version
  15. Quick Question... Is the folder structure of the zip correct? It looks like it dumps everything directly into GameData rather than a mod specific named folder.
  16. KAS Still exists, just not updated to 1.0+ yet. He decided to split the mod. KIS is the revamped Inventory, grab, and placement system. KAS is currently being restructured to only provide the construction stuff such as piped, wenches, etc.
  17. You can use the download provided by taniwa in post #1042 above will load into the game. He fixed most of the nodes throughout the mod though the Toridial Hubs still have some minor issues. Throw this code into a MM cfg file somewhere in gamedata will apply my fix to the Toridial Hub nodes so they work a bit better. @PART[TAL_Toroidal_Tank_Hub_Small]:FINAL { !node_stack_center !node_stack_top !node_stack_bottom node_stack_top = 0.00, 0.10, 0.00, 0.0, 1.0, 0.0, 1 node_stack_bottom01 = 0.00, 0.00, 0.00, 0.0, -1.0, 0.0, 1 node_stack_bottom02 = 0.00, -0.125, 0.00, 0.0, -1.0, 0.0, 1 } @PART[TAL_Toroidal_Tank_Hub_Medium]:FINAL { !node_stack_center !node_stack_top !node_stack_bottom node_stack_top = 0.00, 0.10, 0.00, 0.0, 1.0, 0.0, 1 node_stack_bottom01 = 0.00, 0.00, 0.00, 0.0, -1.0, 0.0, 1 node_stack_bottom02 = 0.00, -0.125, 0.00, 0.0, -1.0, 0.0, 1 } @PART[TAL_Toroidal_Tank_Hub_Large]:FINAL { !node_stack_center !node_stack_top !node_stack_bottom node_stack_top = 0.00, 0.10, 0.00, 0.0, 1.0, 0.0, 2 node_stack_bottom01 = 0.00, 0.00, 0.00, 0.0, -1.0, 0.0, 2 node_stack_bottom02 = 0.00, -0.125, 0.00, 0.0, -1.0, 0.0, 2 } @PART[TAL_Toroidal_Tank_Hub_XLarge]:FINAL { !node_stack_center !node_stack_top !node_stack_bottom node_stack_top = 0.00, 0.10, 0.00, 0.0, 1.0, 0.0, 3 node_stack_bottom01 = 0.00, 0.00, 0.00, 0.0, -1.0, 0.0, 3 node_stack_bottom02 = 0.00, -0.125, 0.00, 0.0, -1.0, 0.0, 3 } Those two combined do work with KSP 1.0.2.
  18. @badner: CKAN has the USI-LS mod and it works from there. But your going to have to install MKS manually when I checked last night. Firesplitter is still not updated (though it works for what USI Mods use it for) so CKAN has all the mods that rely on it temporarily disabled because everyone was complaining to them about it. As to your issue. What other mods do you have installed and are any of them other life support mods (ECLSS, TAC LS, etc)? You might want to try just installing a few of the mods starting with USI and seeing which one is causing the break.
  19. You would have to ask the mod creator not me Though they don't really need to be. Just create a blank .cfg file in your GameData folder (Or create a folder, I keep all mine in their own folder) and copy the code I posted for the ones you want into it. As long as you have the current ModuleManager installed (Pretty much mandatory for this mod) they will work
  20. Rover, Thats a cute little greenhouse
  21. I am not sure I understand what you would break in stock with MKS & USI-LS. The Stock ISRU converts Ore > Fuel. MKS uses the stock system but converts Water+Subtrate minables to USI-LS stuff. Water to fuels, and another couple of minables to Spare Parts & Machinery needed to keep the base running. Besides using the stock resource handling & sharing similar outputs (for the Fuel Refinery at least) they use a completely different set of resources through a different supply chain. There really arn't any non-hab parts to dump. Since removing the non-converter modules (like bases, tubes, etc) will just make it even harder to assemble your base
  22. It would be rather pointless to try and pull it apart to be honest. Mostly for two reasons: 1) You would need to backtrack the assets to remove with the part cfgs (All the assets share a folder instead of being in the folder with the part cfg) 2) The reason for above is that Rover uses alot of shared assets. In a way the mod has already been cut down to the bare minimum when it comes to system resource usage. Delete the wrong asset and you may break multiple parts. If your specifically after removing parts so they don't show up ingame as options, well thats more a case of trial and error really. With the exception of the 2 "MKS_EL_" modules everything else (including the module that actually makes the EL Rocketparts) has a specific MKS functionality. Deleting any of them will cause a gap in your supply chain overall. Rover has put alot of work in condensing this mode down from the previous versions. I still remember my 0.25 version where a base needed something like 12 core modules just to have all the basic supply chain... Its currently down to what 4? (Hub, Kerbitat, Aeroponics, Fabricator). Thats of course just the converters not the rest of the base building tools & fuel refineries. EDIT: You might be able to drop the drills as I have noticed (at least with Karbonite & Karb+) that the new stock drill seems to collect anything using the stock resource system. But i haven't had a chance to see if its also affecting MKS resources. But its probobly not worth the effort tracking them down for removal, and they give you a more compact option over the stock drill.
  23. I also vote for #3. As to the question of paying for empty nodes... To be honest most of them are much later in the tech tree so its not that big an issue. Didn't squad add proper biomes to all the other planets in 0.90? There should be plenty of obtainable science at that point. And thats not counting any mods that add more science generating components. If you worried about the lore of an empty node... Well no all science projects net a usable product
  24. Just figured I would post these in case anyone wanted a few universal patchs for the pump. Every Part with a Resource except for ElectricCharge & Solid Fuel. Use: If you play with mods that make use of things like the Community Resource Pack and don't want to write a config for every single individual resource @PART [*]:HAS[!RESOURCE[ElectricCharge],!RESOURCE[SolidFuel],@RESOURCE [*],!MODULE[GPOSpeedPump]]:NEEDS[GPOSpeedFuelPump] { MODULE { name = GPOSpeedPump } } Every part configured with the Interstellar Fuel Switch Mod Use: These parts often have no Resources defined directly so get ignored by the previous config. - Also if you use Nertea's Cryo Engines mod it has a MM patch that converts every tank that has LFO mix (Stock or Mod) to use the plugin so you can switch between multiple different fuel mixes. This makes sure they get tagged for the Fuel Pump since his patch runs early in loading & can cause the tanks to no longer qualify for the default patches. @PART [*]:HAS[MODULE[InterstellarFuelSwitch],!MODULE[GPOSpeedPump]]:NEEDS[GPOSpeedFuelPump] { MODULE { name = GPOSpeedPump } } Every part configured using the old Firespitter Fuel Switch system Use: Same as the Interstellar just for the older fuel switch mod. @PART [*]:HAS[MODULE[FSfuelSwitch],!MODULE[GPOSpeedPump]]:NEEDS[GPOSpeedFuelPump] { MODULE { name = GPOSpeedPump } } Every part configured using Modular Fuel Tanks mod Use: As the previous ones just affects tanks that have been configured for multiple fuel types using the Modular Fuel Tanks Mod. @PART [*]:HAS[MODULE[ModuleFuelTanks],!MODULE[GPOSpeedPump]]:NEEDS[GPOSpeedFuelPump] { MODULE { name = GPOSpeedPump } } EDIT: You can add the following to have it run after the configs in a mod folder if you are having overwrite issues. Add this to the end of the line with NEEDS in it. :AFTER[modfolder] Modfolder can be whatever mod folder name in gamedata you want it to run after.
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