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Pretender6

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Everything posted by Pretender6

  1. While i get that Buffalo2 is more approach NASA's MMSEV, and i believe with its more curves its fits more closely to kerbal's asthetics, i still believe that Buffalo 1 is still a valid aesthetic choice, with more its straight line approach, so do revisit it from time to time, if you can.
  2. Anyway to have a 'preloaded' background screen for Scansat, before having filled out? I mean, having a antique map based on age-of-sailing times, with lower 'detail' for other planets? perhaps a toggle/slider for opacity?
  3. Is it possible to, instead of having a all grayed out map, how about having a old cartographer style of map? or option to switch out the default grey map and tweakable translucent?
  4. 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?
  5. You should also add the viewing port camera positions from stock 1.0.5
  6. 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 } }
  7. Really like it, also like the whole reverse, meaning starting with a HighTech ALCOR to old style FDAI/DSKY/Gauges
  8. 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
  9. I have gotten this message before, but didn report, because i tend to throw many mods to a wall and hope it sticks
  10. 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?
  11. 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?
  12. 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?
  13. Any way to add in extra controls like Drills and Resource generators/converters?
  14. 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 } }
  15. 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
  16. 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
  17. 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
  18. Anyway to configure the ASET cameras to acts as ALCOR Pod cameras? the Docking Camera is configured by references but what about the Landing Screen? EDIT: Nevermind the Landing camera, found out clicking next camera, while Landing Mode, switch to it. But still. Also anyway to display the TAC lifesupport timer as a countdown timer for the remaining until lifesupport is out of resources?
  19. At the lifesupport screen, is it possible to instead a Mission Active Time? to display the amount of time remaining with current lifesupport resources?
  20. There is a mod called Hangar, different from the VAB/SPB size mod Hanger?, which allows prebuilt mod part to contain a physical interior, and within a certain limits of the interior they got the capacity to "store" a vehicle, mostly about lowering part count to increase performance elsewhere, which maybe usefull with this mod as it maybe allows preloading a specific POD. The way i see it, and yes i am a noob when comes to actual modding, make a inline part of "thunderbird2" cargo bay, but without a POD, configure it into a hangar mod part and use the POD as a vessel to be stored? btw i already msg the author about this, but i am terrible at conveying stuff to others IRL so maybe somebody can rephrased it or can add a new hanger like i just mentioned EDIT: The mod is called Hangar, and its at v.2.3.2 Beta for ksp 1.0.2 and made by allista
  21. Thank you for updating, ever since those clips with the improved ALCOR rpm configs i want to try those out
  22. Kerbal has to Engineer and use Electric Wrench?
  23. I believe, if you mean the KAS containers, they are relocated into the KIS mod, same author, which the KAS containers will be phased out, at the next update
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