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Posts posted by Tabris
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@Nertea
Is there a wiki/docs for how to construct patches to integrate other mods? -
Has anyone made a USI patch yet?
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With the new Alarm Clock in stock. is it "by design" that it is missing the close approach alarm that KAC has?
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@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.
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19 hours ago, zer0Kerbal said:
see Module Manager wiki for more, and its forum thread to ask specific questions.
yeah tried that
also Tried KSP Discord, KOS Discord, KSP Reddit
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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
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Hey All,
trying to make a MM patch that will add ModuleScienceContainer to anything with the module KOSProcessorThis 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
SpoilerUrlConfig { 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
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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
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I'm getting a possible false positive with Windows Defender.
i've logged a github issue https://github.com/KSP-CKAN/CKAN/issues/3310 -
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Just now, mcortez said:
Popsicles for the Kraken!!!
more like Ice Cubes for the Kraken's Hydrazine cocktails
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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/Eeloo2. 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)
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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
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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?
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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.
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any idea when the CKAN issue will be fixed? as the new version still isn't showing up.
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is this update backwards compatible to previous KSP version or is it 1.9.1+ ?
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would it be possible to bind the throttle on the rover wheels to a KAL controler or even just the new action groups?
would something need to added via Module manager patch or would it require a custom plugin?
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that might be Kopernicus with the ocean fix from a few versions back.
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question regarding Near Future Construction.
is there a reason why there isn't a 3.75 Truss "Family"?
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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.
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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))
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getting major log spam with latest release
SpoilerInvalidCastException: 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
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
in KSP1 Mod Releases
Posted
I have the same issue too.
I also have ZeroMiniAVC installed.