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Gribbleshnibit8

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Everything posted by Gribbleshnibit8

  1. Following on from some previous comments about scaling, I've noticed a few issues with ARP When used without replacing the stock button, the ARP panel can be moved around just fine. However, if replacing the stock button, the ARP gets locked into position The ARP is unaware of the game's UI scale. This causes an issue when the UI scale is anything but 1x and the ARP is replacing the stock resource panel, as it then overlaps the appbar buttons The ARP is unaware of the game's UI scale (as are most mods really) which makes it somewhat difficult to read on monitors with resolutions higher than 1080. I typically like replacing the stock resource app with ARP since the appbar is already starved for space with all the stock apps now. Having it overlap the appbar on scaled UI is mostly awkward. It'd be nice if the position could be offset at least manually as it can be when used as standalone. It'd be doubly nice if the UI could scale with stock, as it gets somewhat difficult to read on high resolutions, but I understand that getting scaling to work in UIs is a HUGE PITA and don't really expect that to be perfectly honest. Just being able to move the ARP while replacing stock would be fine.
  2. For those wanting a slightly easier way to add their own flags/decals, I made up a little MM config that will update all 4 models at once. I also added my own tweak to the positioning to get the decals a bit closer to the parts (it's a bit too close in a few very specific angles but fiddling the cursor a bit before placing fixes it) as well as to make double sized of the A and B types to get larger logos on rockets. The double sized ones only step the size point down one (1=2, 2=3) and really only work for size 1 and 2, barely, but it satisfied my needs.
  3. I'm trying to add a recycler to a part from Station Parts Expansion. The part already has a habitation module on it, added by that mod's own patch. My own additional patch is adding a new bay and the additional recycler module. However, when adding the part in game, both bays always start with only the habitation module, despite being set for different indices. I've read the wiki, and it says they're added in order discovered, so I'm wondering if the fact that one is being added, and then another is what's throwing it off. The end result as seen by MM looks like this, while all of the examples and the "official" files have all of the bays, then all of the modules: MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 209 CrewCapacity = 18 BaseHabMultiplier = 2 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12.45 } } MODULE { name = USI_SwappableBay bayName = Bay 2 moduleIndex = 1 } { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support CrewCapacity = 18 RecyclePercent = 0.5 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 4.5 } } I'm trying to avoid having to delete the existing modules and add them myself for future compatibility and my own updating, but if that's what it takes then that's what it takes.
  4. It's unable to hide any. But they still show up in the JC list when I click the button. I can provide some screenshots tonight, I should have the other day.
  5. I've found a repeatable issue with this mod and Crew R&R. Having Crew R&R installed causes Janitor's Closet to be unable to hide icons. It will still generate the its own versions, but will not remove them from the app launcher. Installed mods: BetterTimeWarpContinued Crew R&R MechJeb Janitor's Closet Transfer Window Planner Tested by first installing everything but Crew R&R. Hid everything with JC and then relaunched the game to confirm that they remained hidden. Installed Crew R&R and launched game, app launcher buttons no longer hidden, but exist in both places now. Log
  6. I've looked and didn't see it, but might have missed whether or not there is an option to enable full probe control with limited connectivity. I sort of get the reason, but I played with Antenna Range specifically because it allowed me to fully control my probes and only use antenna for science. This needs to be an option please
  7. Yep. I took a while to clean it up a little more, but I think I've finally got it to a releasable point. I just get kind of nervous about releases because as soon as it's out there will be bugs found I've gotta fix
  8. As there's no good way to detect what textures/models are shared between parts, yes, it just moves the .cfg files into another directory, so the textures and meshes would still load I suppose. I think there might be some mods that unload unused assets after launch, but I'm not sure. I've worked on and I think fixed up a CKAN plugin version of part pruner. Uses the same files in the same locations, just provides a GUI to work with them directly in CKAN, with an easy one click run all button, as well as the ability to make new ones and easily modify old ones in a drag and drop text interface. I need to stop being lazy and upload that.
  9. Well add it as an extra option I guess. MM config to add it if CRP exists. I am also not at home or I'd have tested it already.
  10. Would it not be possible to use the standard resource converter module and make one of the inputs be Intake Atmosphere. That way it'll work on any planet with atmo. Then you just need an intake either built in or attached to the ship to get the resource, no mining required. It wouldn't be limited to any single planet though.
  11. Yeah, I figured that when I saw it. I looked and looked for a number that made pretry in-gsme values but the config value was awful! I'll just learn to use the window.
  12. Yeah,I've experimented with various numbers. One problem of course is that changing it too much requires a change on all the other recylcers and producers and I'm lazy and that's a lot of math. Also I'm not sure how small a value ksp will accept without rounding, because you can get very precise amounts if you go out enough decimal places.
  13. OK thanks. The crp thing is what I was missing in that thought process. I'm still a fan of simpler numbers (it's why I was a fan of Snacks), because it makes doing head math quicker. We do have the LS window that helps a lot, so it's not a huge issue, I just like round numbers and 16.2 annoys me
  14. Personally I'd prefer to see a reworking of the resource density instead of resources used, in order to keep resource units used perday at 1. It makes eyeballing the amounts needed easier IMO. Unless I'm missing something.
  15. Yay a mod that supports both toolbars and exists only in the correct scene on the app launcher! Also, this looks awesome. I'm in the design/testing phase of a nuke powered interplanetary ship that has lousy TWR and the super long 25 min burns suck when you get so far away from optimal burn times and you can just feel the dv being wasted. Totally a part of my mod installs now.
  16. No offense to your excellently modeled Martian wheels, which look fantastic, but I think it actually looks better with the stock wheels. I also agree with whoever said to wait for 1.1, since HarvestR has said that wheels got completely redone. Will most likely break all existing mod wheels anyway. Edit to add that this is by far the best looking rover I've seen made for KSP, I would definitely use this on all my bases.
  17. Yes, I've read that wiki, it seems to assume that I'm using MKS and doesn't cover whatever the new changes have been made to non-MKS parts, hence the question. I think the biggest help would be a quick update to the OP for some of the new stuff. If I were coming in as a new user, (even now I've got several of these) I think these would be some of the most helpful questions to have answered: How much life support do I need per day? (wiki, 16.2 units per Kerbal per day. Why not a more round number that's easier to eyeball guess?) What is habitation? How does habitation affect my vessel? (Is it the default, what makes it turn on, how do I turn it on myself) How do I know how much I need, or how much a part has? (I believe this is visible in the LS window, but maybe make the module visible in the module list with the value?) What happens if I don't have enough? (I assume this is the 'homesick' value in the config, and by default nothing happens) How do recyclers work? What parts recycle? (Science lab is the only stock part set up for this iirc) How does recycling affect my mission longevity? (is having a recycler on board reflected in the LS window in the editor?) What is wear? (is it on by default, or only with MKS? Can it be turned on without MKS?) How quickly do things wear out? What happens when parts wear out? Is it possible to resupply repair parts? (Resource says non-tweakable and non-visible so I guess that's a no?) On a side note, I noticed the other day that putting a Nom-o-matic on my vessel and stocking up on loads and loads of fertilizer still showed the time to Supplies run out as if I wasn't making more. Is this intended or can that window calculate the new rate? If it cannot, what's the easiest conversion of fertilizer per Kerbal to extended mission days? Also, I read somewhere that MKS comes with its own version of the config, and that USILS takes the most pessimistic settings. If I want to override that, would it be enough to make a single MM config that modifies the settings for my own changes to take effect?
  18. I was wondering about the consumption change, and resorted to using google to find the relevant information in the thread. Can we please get some updates on how things work in the main post at least? Better if there was a wiki or something for the LS parts, now that they're more complex.
  19. Tested just by attaching a FL tank to the side of another with an engine on the bottom. Maybe KER isn't reporting it correctly? Which, after just checking, is indeed the case. So I guess I'll keep using this until KER is aware of stock crossfeed. Sorry to waste time. :|
  20. I've actually done that to all my engines, and didn't even think that that might work for stack flow. Obviously it would. Hmm. Still curious about the stack_PriUsesSurf setting though.
  21. I've been using this to get crossfeed from all surface attached tanks, not just the ones that are surface attach only (I hate fuel lines). Can stack_PriUsesSurf be used to achieve the same effect, and if so how? I set it to true and add crossfeed to all tanks, but see no difference in surface attached stack tanks. @PHYSICSGLOBALS { @stack_PriUsesSurf = True } @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer]] { %fuelCrossFeed = True }
  22. I made a plugin that does this for myself. I forget to use it most of the time, but it does work just like it should, I guess I could release it, I'm just lazy and making forum posts and coming up with licenses and stuff is a lot of work. Also I usually just stick them in the staging for my upper stage, since deploying fairings while thrusting is usually a really bad idea.
  23. Was playing today and right clicked on my crew module and noticed that there's a 'wear' value. A brief search showed me it's coming from this mod. Is there an updated readme/guide on what things USI-LS does now, since this mechanic is not covered in the first post? If not can this information be added to the first post (it should be anyway though)? Is there a way to turn this off?
  24. OK, went ahead and cleaned up and pushed a release of the plugin as I have it now. I can consider adding a few new things in the future like an editor and stuff, though that's probably beyond the scope of this plugin and into the realm of another plugin. Unofficial Download: PartManager 1.3 @Prezombie A part editor would be neat, especially if it respected the part tree, was module aware, and you could batch edit multiple parts at a time between mods, etc. I might look into that for another plugin, because that would save time and be pretty useful. Plus I love the idea of CKAN being a one-stop shop for all my KSP editing needs.
  25. Guys you can stop asking about CKAN. If you'd bother to follow the link to KerbalStuff you'd see it's been flagged to be indexed, just give it time to be accepted. Won't kill you to manually download something.
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