Jump to content

Grokit

Members
  • Posts

    12
  • Joined

  • Last visited

Reputation

3 Neutral

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi @micha, I just put in a pull request with a proper patch instead of putting it here. Covers the 4 parts that have ReStock model replacements.
  2. Hi @micha, maybe hold off on that a bit. The "NEEDS" should be for ReStock and not ReStockPlus. I'll also go through the rest of the crew parts to see if any other changes are needed and post the whole lot today or tomorrow.
  3. Hi, Just been having a hair pulling moment trying to get Kerbals to transfer between a MK2 Command Pod and another space. Finally went looking though the configs and found "impassablenodes = bottom" in GameData\ConnectedLivingSpace\Configs\CLSStock.cfg. It looks like the ReStock has replaced the textures for the Mk2Pod with one that has a hatch on the bottom or, in the case of the MK1 Lander Can, on the top and bottom. I'd be happy to go through the parts and find which have had these texture replacements. If it can be done and someone can help me out with how to add a new definition that overrides CLSStock.cfg for those parts only when ReStock is installed then I can submit a pull request as well. Thanks! [Update] So I added the snippet below to CLSReStockPlus.cfg and it seems to work, but I suspect I may just have gotten lucky with the order that the config files are being read in? @PART[Mk2Pod]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ReStockPlus,SquadExpansion] { MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = top } } @PART[landerCabinSmall]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ReStockPlus] { MODULE { name = ModuleConnectedLivingSpace passable = true } }
  4. Ah. Didn't connect the dots. Still assumed there was some decision making about this by Nertea. Don't really know much about mods other than using them so had a look through the patches, learned something new! Thanks!
  5. I've just started playing with this mod and noticed something with the USI Life Support on some of them, just wanted to check whether it was intentional or a bit of missed config. So nearly all the parts I've unlocked so far add to the "hab" stat except for the PMA-T1, PMA-T2 and PMA-T3. Their descriptions mention "It doesn't contain any fixtures though.", so they're literally just structure and don't provide any comfort for the Kerbal, hence no addition to hab? Thanks! PS. Verifying this led me to actually have a proper look at more of the parts, can finally make proper space stations!! Looks great!
  6. Ah. Life is hard sometimes. Thanks for the info. Wasn't a serious gripe anyway. And MJ is still perfectly readable on my humble little 1080p monitor.
  7. Hey guys, So I had a brief moment of irritation arranging my Mechjeb windows a moment ago and got to wondering about edge snapping. Some quick googling doesn't find any mention of the idea. So does anyone know if this is something that can be enabled within KSP? Or would it have to be added to each mod individually? Would that even be technically possible with Unity? If it's possible and would need to be done per mod, does this seem like a worthwhile feature request for Mechjeb? Figure it's not worth asking for it if no one else likes the idea. Thanks G
  8. Thanks Starwaster! Didn't realise it kept all that detail in there.
  9. Hi sarbian, Does the hidden items list get logged somewhere? I'm curious which parts are being hidden and what their dependencies are. Thanks
  10. Hey Papa_Joe, I've had debug logs popping up when I take a Kerbal EVA. That's in a brand new "Science" game on 0.24.2. I'm running ShipManifest-24.0.3.3.1_07172014, CLS-1.0.7.0, Toolbar-1.7.6 and ModuleManager-2.2.0. Debug log is at: http://hastebin.com/obihulolup.avrasm Apart from the debug log I didn't notice any particular issues with behaviour. I am also running a large number of other mods, so I don't know whether that may be impacting things in some odd way. I may just disable to the autopopup of the debug log for the moment, but if there's anything I can do to help with more info, just give me a shout. Thanks for the good work by the way. This has replaced CrewManifest and Tac Fuel Balancer for me. Just a little easier than running two separate mods.
  11. Kaa253: I've already got Speedy's, but the other two I hadn't come across before! Having a look at those now. The Cargo Transport looks very promising. Thanks! NathanKell and swamp_ig: I still like the idea of procedural girders, so would you guys take this as a feature request for consideration in future versions of the mod? And thanks for the mod work you guys do. I tried looking at the code for procfairings to get some idea of how the procedural stuff works and realised that I haven't the first clue, so the time put into these things is much appreciated.
  12. I've only just started dabbling with this mod (been using procfairings and procwings for a while now), but I'm dying to make frameworks around cargo and suchlike with girders, but girders seem to be a much unloved part (at least as far as mods go). Is there any possibility of procedural girders in this pack at some stage? Tweakscale works fine for adjusting the diameter of current girders, but not the length. And that would be the thing that might make girders much more convenient to work with. Failing that, has anyone has come across a girder pack with various length girders? The old RogerCorp pack still works, but it's limited in how it can be used.
×
×
  • Create New...