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LitaAlto

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Everything posted by LitaAlto

  1. I was referring to the Universal Storage Snacks config.
  2. I didn't see anyone answer this--but I made one. Paste this into a .cfg file and put it somewhere in your GameData folder--I keep it with GameData\ConnectedLivingSpaces\Plugins with the rest. @PART[orbitalorb]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[inflatoFlat]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[inflato2]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[inflato1]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[centrifuge1]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } }
  3. I'm not commenting on the others since they don't apply to me. [TEST002] -- When using these, the main stack's fuel tank feeds the engines attached to these mounts. I'm not sure how to change this, but frankly I'd love it if you could choose directionality (for the sake of asparagus staging) or turn off the fuel crossfeed entirley. [POLL001] -- I like the decouplers as-is so I'd vote for option 1. But being able to choose whether to enable or disable the decouplers would be nice too.
  4. That did the trick, thanks! Now to fix my vehicle so all the fans are blowing the same direction....
  5. I am also seeing this issue. My resources show no atmosphere and the motors instantly flameout on activation. Kinda wish I knew more about CRP so I could better troubleshoot. I'm not sure where or how atmospheres are defined in its context....
  6. Thanks! I recognize Porkjet's Habitat Pack, first off. I thought your hubs were FusTek but on second thought maybe not. (Maybe older versions of FusTek?) I don't recognize the pod used in your command module, nor do I recognize the blue-green part I presume is part of the Workshop Module. There's also the part with the window in what I guess is the Utilities Module. And then there's the parts with windows in Stage 2.... Also, since I've posted this long in the thread without a space station screencap: Mods used: ASET Stack Inline Lights; Snacks Life Support Parts by Whyren; Stockalike Station Parts Expansion; Porkjet's (Inflatable) Habitat Pack. The rest is stock.
  7. Buzzou, thanks for the links! I've seen some of these before but was waiting on updates--maybe I shouldn't bother though. I track version info after all.... Does anyone know where I can see a full set of photos of LLL's stuff?
  8. I really want to build something big with these parts, and then use EVA Follower (and KerbCam once they have IVA support) to make a cinematic of Kerbals walking through it, set to the . Played on electric kazoo. Because I'm perverse that way.
  9. Sorry, I didn't recognize the parts you used and presumed you created them.
  10. Very nice space station construction--and parts! Will you be releasing these at some point?
  11. I'm OK with it taking time to cut off, and yes, module injection on the fly sounds like a great plan!
  12. LOL! No guarantees! But I was on the Kickstarter for that so if I get that far I'll have something to work with.
  13. Would this make more sense on a dedicated website, or maybe a spreadsheet on Google Drive? I'm thinking about the long-term viability of this resource.
  14. (If this is in the wrong thread or not suitable for the forums in general, please let me know. Thanks.) Having toyed with Squad's Kerbalizer, it occurred to me that one could use a similar means to select particular texture elements to put onto a custom Kerbal head texture. Being able to select skin tone/texture, hair style/color, and add "decorations" like scars or jewelry, would be nice for those of us who want more than what existing Texture Replacer packs currently provide. If I do this, I'd almost certainly use the Unity Web Viewer, but probably would limit models to a cylinder with rounded edges that approximate a Kerbal head's dimensions, unless the Kerbal models are freely available. Thing is, it's been a couple decades since I've done any serious coding. Does anyone have pointers? I mean, aside from, "Just use Photoshop and modify Sylith/scart's textures"? I'm already doing that and trying to think of ways to make it easier on others.
  15. I don't know why I thought this only worked on one pod at a time, but I need to install this so my Kerbals can run around SkyPad 3, taking care of tasks. Or taking extended coffee and snack breaks.
  16. I'm not sure which exact logs you want, but I found this in my KSP_Data/output_log.txt: Failed to load assembly C:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\ChopIt\Plugins\ChopIt.dll:System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 Corrupted download/extract, maybe?
  17. I'm guessing the docking indicators are lights you can match up manually to ensure you're docking in the preferred orientation? I'm looking forward to trying this out!
  18. Sorry if this is explained elsewhere--but does anyone know how to solve overflow/underflow conditions for the fuel cell and electrolyzer? I can't seem to figure it out so far....
  19. Will try that out in a bit--I'm curious to see how it might be integrated into SkyPad 3. That was me making the request--thank you, Paul! This is awesome! My only feedback is I noticed the Snacks amount is set to 100, but when I compare it to Whyren's Snacks containers, the size suggests a lower number like 25. (Then again, I can pretend these are dehydrated, and use the Universal Storage fuel cell to create water for rehydrating.) As Whyren only made parts for Snacks, I'm going to contact tgruetzm, who created the Snacks resource, and let him know about this.
  20. Hey, did anyone make a CLS file for the DockBRIGHT welds? If not, I just did: @PART[dockBRIGHT]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[dockBRIGHTjr]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[dockBRIGHTsr]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } You can grab the file from here. Just drop it anywhere in your GameData folder--I tend to keep it in GameData/ConnectedLivingSpaces/Plugins/ with the others but that's your choice. After that, your DockBRIGHTs will work just like stock ports in CLS.
  21. It's adjustable, but not as a single value. Each of the red, green, and blue sliders control brightness for those colors. For my space stations I usually set all three colors to about 0.2, and that's pretty good for ambient lighting--just enough so I can see during EVAs, but not so much that it's glaringly bright.
  22. The transparent pods do make the game... funnier, somehow.
  23. Maybe you could also configure this to work with Snacks? I think it only needs something like this in the part cfg: RESOURCE { name = Snacks amount = 25 maxAmount = 25 }
  24. Thanks, will add these later--hopefully today, but I'm having video card issues so we'll see how quickly I can add these....
  25. Do you have to manually add ChopIt! to ships already in flight? I added ChopIt! after launching my space station core and I can't seem to remove any of the parts I wanted to--whether in EVA or not, there's no option for detaching.
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