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About AccidentalDisassembly

  1. [1.3] - Modular Kolonization System (MKS)

    Not according to the thread title!
  2. [1.3.1] Kopernicus (Release 6) - Feb. 14

    ... I would assume that this might be because there is no Kopernicus version compatible with 1.4.1, but I could be wrong about that.
  3. [1.3] - Modular Kolonization System (MKS)

    I think the fact that the OP thread title still says 1.3 might contribute to people's confusion...
  4. [1.3.1] Stockalike Station Parts Redux (March 2nd, fixes)

    Seems to work. I recompiled the HabUtils dll just in case, and I have no idea if I actually did that correctly (because I don't actually know how that stuff works), but with that simple recompile, stuff moves around and expands in flight and whatnot. But: no extensive testing, to be sure.
  5. [1.3.1] Mark IV Spaceplane System (Dec 15 2017)

    Okie dokie, no prob. That's one thing I can't remember seeing a definitive answer to - can the stock system not switch fuel / modules / anything but meshes, textures, and nodes? If not, you've got to wonder... why the heck not?
  6. [1.3.1] Mark IV Spaceplane System (Dec 15 2017)

    If you want, I can help out by changing all the mesh switching stuff (like for the lift fan engines) over to the stock system. I gave it a try on one engine and it seemed to work. If you give the green light, though, what repository do I do pull requests for? the dev one? have barely started learning how to GitHub... EDIT: I mean, it might be pointless to do since B9PartSwitch will probably eventually get updated, just throwing it out there.
  7. [1.3.1] Near Future Technologies (bugfix updates March 2)

    Just for the sake of my own personal curiosity, I tried switching over the Near Future Spacecraft 3.75m orbital engine to Stock's mesh-switchy thing. I discovered that having two instances of the part switcher module in a part works fine, but I wonder if it's possible to add or remove resources with the Squad system... I searched the forums, and apparently Squad has provided precisely zero examples of the full range of possibilities for the switcher (except what I can glean from the handful of part configs in 1.4.1 and MH). This successfully allowed switching the tanks on/off separately from the mounting hardware: MODULE { name = ModulePartVariants baseVariant = 375mStructure VARIANT { name = 375mStructure displayName = #LOC_NFSpacecraft_orbital-engine_switcher_mount_variant3 primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { ColliderA = true 375mStructure = true ColliderA_Alt = false 25mStructure = false Shroud = false } } VARIANT { name = 25mStructure displayName = #LOC_NFSpacecraft_orbital-engine_switcher_mount_variant2 primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { ColliderA = false 375mStructure = false ColliderA_Alt = true 25mStructure = true Shroud = false } } VARIANT { name = Shroud displayName = #LOC_NFSpacecraft_orbital-engine_switcher_mount_variant4 primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { 375mStructure = false ColliderA_Alt = false 25mStructure = false ColliderA = true Shroud = true } } } MODULE { name = ModulePartVariants baseVariant = noTanks VARIANT { name = noTanks displayName = #LOC_NFSpacecraft_orbital-engine_switcher_tanks_variant1 primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { Tanks = false } } VARIANT { name = yesTanks displayName = #LOC_NFSpacecraft_orbital-engine_switcher_tanks_variant2 primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { Tanks = true } } } Anyway, just throwing it out there in case it's useful.
  8. [1.3.1] EVA Parachutes & Ejection Seats (with sound & multiple parachutes)

    Another mod somewhere (maybe Custom Barn Kit?) presently allows the ability to add parachutes to Kerbals since the beginning of the game, or based on the level of a given building, all with a MM patch. I think. IMO, if you decide you want to continue this, the neat features are: 1. Actually ejecting the Kerbals (one at a time or all very quickly), whether by action group or some other mechanism, as opposed to EVA-ing each one by hand and making them let go of the vessel. Unless there's a way to do this in stock that I haven't found; I haven't really looked carefully. 2. Causing Kerbals' parachutes to open automatically rather than having to switch between every one and right click to open the chute (possibly with configurable conditions, like X time after being flung from capsule). EDIT: 3. Variety in chute types, maybe? That would be kind of neat too, maybe uncontrollable ones at the start, controllable ones later... Assuming that's possible. Just random thinking.
  9. [WIP] Infernal Robotics - Next

    I just saw the new TweakScale will not overwrite mass/whatever values if the exponent is 0, dunno if you were aware. I figured you were probably responsible for it, but just in case
  10. [1.4.1] [(Re^4)visited!] Science Revisited 1.7.0

    FYI - you're missing a closing curly brace } in the science lab balance patch - in the final patch for the MKS stuff.
  11. Uh... what the hell. They've had an entire year to plan for this. How could it possibly take hours just to stick a download link in paid customers' accounts on the store? EDIT: Welp, just appeared for me, at least... huzzah.
  12. [1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)

    I'm not sure what you're seeing, but this is what I'm seeing: This is on a brand new 1.4.1 install with basically no other mods that could interfere (I don't think).
  13. So... uh... I bought the expansion, how long does it actually take to show up in the store under my account? How long did it take others (who have apparently had the same problem)?
  14. [1.4.1] [0.8.0] Hot Spot - Better Thermal Data

    Windows 10, KSP 1.4.0 - expansion now, though, wheee!
  15. [WIP] Infernal Robotics - Next

    Huh, dunno how TS handles the size value... Is there a way to get IR to handle the multiple joints that get created at size 2 nodes? Wonder why on earth that even happens.. also wonder if KSP creates even more joints if the node size is 3, or 4, or 5...