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Tabris

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Posts posted by Tabris

  1. @PART[*]:HAS[@MODULE[kOSProcessor],!MODULE[KerbalEVA]]:final
    {
    	%MODULE[ModuleScienceContainer]
    	{
    		//name = ModuleScienceContainer
    		reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data
    		storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments
    		evaOnlyStorage = False // i.e. can nearby regular vessels also do this, or EVA only
    		storageRange = 1.3
    		capacity = 30
    		canBeTransferredToInVessel = True
    		canTransferInVessel = True
    		showStatus = True
    		+description = :^.*$: Adds a Science Container.
    		%capacity = #$../MODULE[kOSProcessor]/diskSpace$
    		@capacity *= .1
    	}
    }
    

    ok, so this works. now to figure out how the translate the Capacity to MITS instead of Experiments.

  2. Hey all,

    I've written a Module Manager patch that adds ModuleScienceContainer (i.e the Science Box) to KOS Processor parts.

    @PART[*]:HAS[@MODULE[kOSProcessor],!MODULE[KerbalEVA]]:final
    {
    	%MODULE[ModuleScienceContainer]
    	{
    		//name = ModuleScienceContainer
    		reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data
    		storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments
    		evaOnlyStorage = False // i.e. can nearby regular vessels also do this, or EVA only
    		capacity = 500
    		storageRange = 1.3
    		canBeTransferredToInVessel = True
    		canTransferInVessel = True
    		showStatus = True
    		+description ^= :^.*$: Adds a Science Container.
    	}
    }
    

    however the line capacity = 500 means that it can hold 500 experiment results. i would like it to hold a percentage of the KOS diskspace (eg. if the KOS diskspace is 5000, the experiment space is 500Mits)

    also how can i make it so this information shows up in the VAB/SPH right click part info panel

  3. Hey All,
    trying to make a MM patch that will add ModuleScienceContainer to anything with the module KOSProcessor

    This is what i have so far

    @PART[*]:HAS[@MODULE[kOSProcessor],!MODULE[KerbalEVA]]
    {
    	%MODULE
    	{
    		Name = ModuleScienceContainer
    		reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data
    		storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments
    		evaOnlyStorage = False // i.e. can nearby regular vessels also do this, or EVA only
    		capacity = 0
    		storageRange = 1.3
    		canBeTransferredToInVessel = True
    		canTransferInVessel = True
    		showStatus = True
    	}
    }

    This is from the ModuleManager.ConfigCache showing that the ModuleScienceContainer gets added to the part

    Spoiler
    
    UrlConfig
    {
    	parentUrl = kOS-EVA/Parts/kOSPad3.cfg
    	PART
    	{
    		name = kOSPad3
    		module = Part
    		author = GER-Space
    		rescaleFactor = 1
    		node_attach = 0, 0, 0, 1, 0, 0, 1
    		TechRequired = start
    		entryCost = 8000
    		cost = 800
    		category = Control
    		subcategory = 0
    		title = kOS Pad Air 3
    		manufacturer = Compotronix
    		description = The latest computer tech in a small package with unlimited runtime. A short range LTE transmitter is included.
    		attachRules = 0,0,0,0,0
    		mass = 0.001
    		dragModelType = default
    		maximum_drag = 0.2
    		minimum_drag = 0.2
    		angularDrag = 2
    		crashTolerance = 8
    		maxTemp = 1200
    		breakingForce = 50
    		breakingTorque = 50
    		bulkheadProfiles = srf
    		MODEL
    		{
    			model = kOS-Pad/Assets/kPad
    			scale = 0.1, 0.1, 0.1
    		}
    		MODULE
    		{
    			name = ModuleKISItem
    			shortcutKeyAction = custom
    			usableFromEva = true
    			usableFromPod = false
    			usableFromEditor = false
    			equipable = true
    			equipMode = part
    			equipSlot = leftHand
    			equipMeshName = body01
    			equipBoneName = bn_l_mid_a01
    			equipPos = (-0.03, 0.01 ,0.05)
    			equipDir = ( 180,75,90)
    			allowPartAttach = 0
    			allowStaticAttach = 0
    			stackable = false
    		}
    		MODULE
    		{
    			name = kOSProcessor
    			diskSpace = 500
    			ECPerBytePerSecond = 0
    			ECPerInstruction = 0
    		}
    		MODULE
    		{
    			name = ModuleDataTransmitter
    			packetInterval = 0.6
    			packetSize = 1
    			packetResourceCost = 0
    			requiredResource = ElectricCharge
    			DeployFxModules = 0
    			JNSQ = True
    		}
    		RESOURCE
    		{
    			name = ElectricCharge
    			amount = 5
    			maxAmount = 5
    		}
    		MODULE
    		{
    			name = USI_ModuleRecycleablePart
    			Menu = Disassemble Part
    			ResourceName = MaterialKits
    			Efficiency = .5
    		}
    		MODULE
    		{
    			name = KOSNameTag
    		}
    		MODULE
    		{
    			Name = ModuleScienceContainer
    			reviewActionName = Review Stored Data
    			storeActionName = Store Experiments
    			evaOnlyStorage = False
    			capacity = 0
    			storageRange = 1.3
    			canBeTransferredToInVessel = True
    			canTransferInVessel = True
    			showStatus = True
    		}
    	}
    }

     

    However when using

    print ship:partstagged("test"):modules.

    it doesn't list the module on the part or the actions on the PAW
    2021-06-03.png?psid=1&width=2939&height=

     

  4. 1 hour ago, Yuubari_ said:

    It would be kinda dumb if I hadn't xd

    Those huge parts with the solar panels attached, they are matkits storage ^^ 

    And also have local logistics enabled 

    You need to check if they have the USI_warehouse (i think) or USI_Recycleable Module. they might be able to store MatKits but are unable to accept the "recycled" Matkits

  5. 1 hour ago, RoverDude said:

    1.  Just the one.  No real need for two, since the only real reason for an orbital biome is the endpoint for your planetary output - either as hoppers or as a leap to the next system.  And if there were two you would have the whole mess of being in the wrong one when you expanded infrastructure.

    2. / 2a. - Not hard at all - pretty similar to other MKS bits.  Bear in mind the hoppers are probably some of the first getting a refresh since right now they are placeholders.

    3.  Nope.  

    4.  Is there a reason you'd prefer the different status?  Once in WOLF it is a one way trip.   Not sure if there are ramifications of a Kerbal being 'assigned' but lacking a vessel to be assigned to.

    1. Though was more along:
          Put Depot in LKO, and be able to access from Mun/Minmus at very little cost or
          Put Depot in Solar Orbit just outside of kerbin SOI and be able to access from Moho/Eeloo

    2. Thought that might be the case. i might TRY to do a quick MM patch

    4. i think in Career Mode there is a REP & Money hit, in sandbox i just don't like seeing my Kerbals Dead (without reason)

  6. 6 minutes ago, Heinoceros said:

    In the code right now there is just one orbit biome per world, and you have to be in a low and un-eccentric orbit for it to be happy. 

    the fuel hopper has different recipes, LH2,LH2+Ox,Mono from the same FUEL resource. Xenon gas from  the Xenon resource. It costs some SP and MK to switch after launch.

    there is a 2 fuel cost hopper (2.5) and a 5 fuel cost  hopper (3.7). It looks like the 5 fuel cost hopper has a mistake in the liquid fuel recipe, it produces it at 400 instead of 1000. Other than that they are linear. 

    the rest will have to be answered by someone who actually knows whats going on :) 

    I agree with you that it seems like hoppers would benefit from some sort of combinability, since at the end of the day they really represent a transport hub, and its not like you would have so many visitors you couldnt double up your fuel deliveries in the same spot as your life support deliveries or whatever. The hoppers are where the WOLF abstraction comes back into the real world, and you could really get the part count and mass down with some combining.  But so far at least in my use of the system, i wouldnt say thats been a significant hardship. the extra tonnage of a few extra hoppers has not really caused any problems for me at least.

     

    The Hoppers only output LF+Ox, Monoprop & Xenon

    for the multi-bays it wasn't about combining Life Support & Fuel into one but more like MaterialKits & Specialised Parts as one Hopper part instead of needing 2 hoppers

     

  7. Enjoying WOLF so far.

    this is a bit of a mind dump of things i'm think about while playing. so i'll be editing and adding instead of cluttering up the thread.

    1. Are the Orbit "biomes" (in space Low, In spcae High) counted as differnet biomes for WOLF or is it just "Orbit?

    2. How hard is it to add outputs to the hoppers? (i.e H2 + Ox)

              2a. Multiple Bays to the hoppers?

    3. Can crew be transfered using the Transport routes?

    4. Can the crew assigned to WOLF be marked as Assigned instead of Lost/Deceased?

  8. @Smurfalot,

    i think the issue is probably parent = 0, which i think means that the docking port is the ROOT part of the craft that you are attaching to the station.

    you can't weld a root part because from memory the welding is more than graphical, it deletes the docking ports and directly attaches the parts on either side of the docking ports.

     

    the way to fix it is the launch a new module where the docking port isn't ROOT or use KAS(Kerbal Attachment System) to detach the part and re-attach it.

  9. 9 hours ago, OhioBob said:

    @Tabris, I don't think your problem has anything to do with TweakChutes.  TweakChutes doesn't change the conditions under which parachutes deploy, it just stops them from deploying when those conditions aren't met.  I just tried it in my game and the ballutes deployed at an altitude of about 68 km.  I think you might have some other mod conflict causing the problem.

    (edit)

    I found the problem.  I used an old version of InlineBallutes (1.2.8) that has minAirPressureToOpen = 0.000001 (a search led me to the old thread).  But starting with version 1.2.9.3 (nearly two years ago), this was changed to minAirPressureToOpen = 0.01.  So the ballutes are doing exactly what they are suppose to do, opening when the air pressure is 0.01 atm (about 13.6 km on Duna).  If you want the ballutes to open at a higher altitude, then the problem is in InlineBallutes itself.  You'll have to change minAirPressureToOpen.
     

    ty @OhioBob

     

    @PART[InlineBallute*]
    {
    	@MODULE[ModuleParachute]
    	{
    		@minAirPressureToOpen = 0.000001
    		@clampMinAirPressure = 0.000001	
    	}
    }

    Would the above MM patch work?

     

    sorry for the thread derail also.

  10. how would i go about removing the TweakChutes module from Inline Ballutes?

    i have tried this:

    @PART[InlineBallute*]:HAS[MODULE[TweakChute]]:FINAL
    {
    	!MODULE[TweakChute]
    }

    but it doesn't seem to be working.

    i want the ballutes to deploy in the upper Atmo

    at the moment they only deploy @ ~ 10km AGL on Duna (atmo presure ~ 1kN/m2 (according to KER))

  11. getting major log spam with latest release

     

    Spoiler

    InvalidCastException: Specified cast is not valid.
      at PartCommanderContinued.ModStyle.GetImage (System.String path, System.Int32 width, System.Int32 height) [0x0003a] in <418ea5f4a12544309cc3f494217b1211>:0
      at PartCommanderContinued.ModStyle.GetToggleButtonStyle (System.String styleName, System.Int32 width, System.Int32 height, System.Boolean hover) [0x00017] in <418ea5f4a12544309cc3f494217b1211>:0
      at PartCommanderContinued.ModStyle..ctor (System.Boolean unity) [0x00270] in <418ea5f4a12544309cc3f494217b1211>:0
      at PartCommanderContinued.PartCommander.OnGUI () [0x0000b] in <418ea5f4a12544309cc3f494217b1211>:0
     
    (Filename: <418ea5f4a12544309cc3f494217b1211> Line: 0)

    KSP 1.8.1 Part Commander 1.1.6

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