Pretender6

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About Pretender6

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  1. Does anybody with the 1.1.2.2.1 patch got 2 seperate screens, 1 with a 'true vision' thats sets against the left botttom corner which cant be interacted with and 1 with the OLDD/DPAI and filters that can be resized/tweaked?
  2. You should also add the viewing port camera positions from stock 1.0.5
  3. otherwise make a map inside the Gamedata called Spodershibe for example. Make a text file test.cfg and copy paste this code, its should give the workshop extremely good efficiency on the material kits, but technicly not unlimited, unless you recycle again Am away from my game computer, so i cant verify for myself, but it would work, if it doesn't just remove test.cfg @PART[OSE_Workshop] { @MODULE[OseModuleWorkshop] { @ConversionRate = 0.0001 } }
  4. Really like it, also like the whole reverse, meaning starting with a HighTech ALCOR to old style FDAI/DSKY/Gauges
  5. You switch the co-pilots seats with the pilots seat, meaning the first autofill kerbal should be the pilot and be seated with the MJ/ASS/SAS controls
  6. I have gotten this message before, but didn report, because i tend to throw many mods to a wall and hope it sticks
  7. Just noticed, should WBI_Chassis2u maxStorage be 200 not 100 and the WBI_ChassisEndu be 75? Also i know this pack is more surface exploring, its but just an idea, a (inflatable) bi-adapter which connects 2 inflatable half sphere's into 1 seeming looking sphere?
  8. For me the WildblueIndustry Buffalo's Wagon Cab and the Pathfinder's Chuckwagon on Storage, each got bigger inventory space when inflated, around 12600 and 31400 respectivly. Some extra info, The chuckwagon cant be inflated VAB and other then Storage Template it starts with initial inventory size of 2000, and the Wagon CAb cant be accessed IVA ) I already have another fix for my purposes, but instead of setting MaxPartsized from biggest inventory at the start, but run from selecting favourate inventory?
  9. I know that if you set the MaxPartVolume to a higher volume like 99999, the workshop sets the maximum amount the KIS storage amount its apart off. But it does not seems to be effected by inflatable storage space, both deflated as inflated. Is this a bug or feature?
  10. Any way to add in extra controls like Drills and Resource generators/converters?
  11. I have this code to patch in what i think is a Connected Living Space Fix for KIS containers, OBI Workshop ThunderAeroSpace LifeSupport, but thx for the mk3cargobay headsup, dont use it myself that often @PART[probeStackLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[batteryBankLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[KIS_Container2]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[KIS_Container3]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[OSE_Workshop]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[ose6000]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[ose3000]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacLifeSupportMFTContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacFoodContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacLifeSupportContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacOxygenContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacWasteContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacWaterContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } }
  12. Anyway To Tie The TacGenericConverter ConversionRate to the Ship max capacity? @theMoment I have several PART sections tied to numbered crew, 1 part for 1 crew, 1 PART for 2 crew 1 part for 3 crew etc, with each seperate vessel name in the PART[vessel1with1crew|vessel1with1crew] etc
  13. Could you rename the behind-the-scenes-name of the part "BigCapsule" or "CapsuleB" etc instead of "2.5m Capsule", because it could cause problems down the line, like future patches etc EDIT1: This is just a suggestion as I renamed the code for myself, but you might want to think about it. EDIT2: Also think about incorporating WildBlue Industries multi purpose Containers, which allows the KIS container to be swapped out, in-flight, to be able contain another resources, and the unused KIS storage capacity is set to 0 EDIT2: I already "fixed" this and otherthings in for myself, but for you as publisher of another mod, perhaps requires consent from Angel-125 of the Pathfinder mod EDIT3: Also consider incorporating a ModuleScienceContainer for returning experiments
  14. Is there anyway to combine CLS with Ubi Welding mod, in order to Weld/Merge IN-flight parts together using the colour selection CLS got? If it works, it would lower the part count for stations in orbit, and when docking a new module onto the station, CLS select them open gates etc, and the station "model" is updated. And same goes in reverse, first close gates / CLS deselect, and then its 2 vanilla docked parts and then undock? Just spitting ideas, on the of chance nobody thought about it