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DanBMan

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Everything posted by DanBMan

  1. Is there a way to get the IVAs to use RPM / MoarDV? Maybe I am getting confused with a different one, but I remember this mod used to be compatible with it?
  2. This IVA is amazing! For RP reasons, I always like to have the earlier cockpits be a bit "cruder" in their IVAs. This will be my new go to for the MK1!
  3. This mod is still working in 2023 V 12.5. Using 64-bit version and the countdown is accurate! The delay bug seems to have fixed itself? From what I remember it is missing some functionality, I remember years ago this or a similar mod let you set different stages to activate at different points in countdown. Now I can only get it to work at the end of countdown, but at least it is sort of working!
  4. Really cool mod, love the wind turbines! Silly question, but are the screens inside the IVA supposed to be functional with RPM / MoarDV? I can see that some of them change image every few seconds, and there is text by the buttons such as NAV and HOM but I cannot get them to function when I click them. If they are not meant to be functional, is it a patch that is needed or actually editing the IVA in unity? Been trying to learn some basic KSP modding so I can stich my load order together a bit better lol
  5. I can confirm that I had this exact issue as well. Fixed by deleting TUFX. It seems that the current version is bugged, tried deleting many other visual mods and the issue still persisted.
  6. Oh, just gave it a try and it seems to be working, must have done something wrong before / tried on an earlier version. Thanks! Big fan of your mod btw, love the aspect of having to give them space to live in. Kerbal Health+Snacks! is what I'm currently using and they go pretty well together, I just hope they don't conflict if the kerbals run out of snacks! I might play around with the values to make these parts a bit more effective for Kerbal Health, my modding skill extends to being able to slightly modify existing .cfg files, not write entirely new ones lol (I haven't played in awhile so maybe I had it wrong on my previous install, I remember KH not even recognizing the parts and I could not for the life of me write a module file to fix it). Thanks again! Edit: I think I found what it is, the parts for this mod seem to not have the same health bonuses as some other hab parts like, notably the thing that seems to restore health. Maybe that is why the amount of time they can spend in it seems to be less than some other hab parts (notably the parts from Station Part Expansion). I think I should be able to make them have these though!
  7. Hey, love this mod! Would it be possible to make it compatible with Kerbal Health to have the base parts count as living spaces?
  8. Disregard post, figured it out. Great mod! Huge fan of your other work too btw!
  9. It definitely did not like the beta antenna (texture was all weird and blue, maybe I should have deleted the old base texture though), I will try and reinstall the normal antenna and see if that does anything, along with a few other things and if I can get it to work / figure out what caused it I'll let you know. If not I might just take it out then thanks for trying though! (of course if you can get it working that would be awesome as well, I'm not sure what you meant by my config, although if you need more just ask) Again great mod, I love the probes as well, FOBOS for exploring and the Pollux will be my go to resupply drone for my stations! Also if you haven't tried it I recommend using the Libra Structural Fuel Tank with the A.L.C.O.R. Pod (different mod) I swear they were made to be used together (exact same colour and the meshes align perfectly)!
  10. Good to hear! Thanks for the quick response as well, I have been tweaking the values on many of the antennas to give a wider range of options, so I guess most of my changes have been to the remote tech module. Here is what I did to the Tantares antenna part, like I said I wanted to make it a dish instead of omni, maybe that somehow broke the animation?: @PART[Tantares_Antenna_A]:NEEDS[RemoteTech] { !MODULE[ModuleDataTransmitter] { } @MODULE[ModuleAnimateGeneric] { allowManualControl = false } TechRequired = flightControl MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 25000000 EnergyCost = 0.40 DishAngle = 25.0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } I will also give that beta one a quick try, I noticed that the other files in the antenna folder are quite small (26kb for the .mu and 49kb for the .mbm) in comparison to the beta files, will post results soon! Edit: How come there is now a Tantares_Crew_A_psd.mbm for the antenna instead of a Tantares_Antenna_A_Base_auv.mbm? IT also seems to be the same size as the one located in the Crew folder (looking at my current Soyouz folder it just has the Antenna and the Port, I will also try adding the crew module back in and see what happens.
  11. ...can you release this? I kind of want to use as the figurehead for a ship http://en.wikipedia.org/wiki/Figurehead_(object) :P
  12. Hey, love this mod (Vega crew B is so good for early stations, fits nicely with some of my other mods as well) however I seem to have broken one of the parts I think. Currently I have trimmed down many of my mods so KSP is actually playable with the benefit of some extra parts. The part in question is the antenna under the Soyouz folder (the little dish on the folding arm) the dish itself still works however whenever I click enable or disable or activate / deactivate the dish arm itself does not move. I have not made many changes to the antenna itself other than changing it from omnidirectional to dish with a 25MM range (might nerf it some more but I wanted a smaller dish than the 45MM range one so I could use it for rovers in atmosphere). Looking into the .cfg I think this is the part responsible for the moving animation: MODULE { name = ModuleAnimateGeneric animationName = Tantares_Antenna_A_Deploy isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } My guess is I must have deleted the folder containing the animation, however I have looked in the original .zip file and could not find a file by this name, any suggestions? I should mention that I have also modified the Voda backup antenna to a 3.5MM range and gave the stock remote tech research antenna a 10MM range, yet the Voda antenna still does it's animation fine, so I am wondering why the Soyouz antenna no longer animates? Any help would be great!! P.S. I do not mean to be rude by saying that I have deleted parts that you have clearly put so much work into, it was a long and painful process in selecting the ones to keep and was the only way I can get a modded KSP to run, one day when I have a better computer I plan to make a glorious KSSR Program using this mod! Also I completely understand if this is not solvable, asking for support on a modified mod may be a bit much but I figured I would try anyways
  13. So I am currently playing career mode, and have tried swapping around when some of the parts are discovered. I seem to have had success with changing when modded parts are unlocked, however I cannot seem to change the level at which the stock Mk-1 Lander is unlocked. I wish to have it unlocked with Landing, here is the .cfg that I tried changing to do this: // --- editor parameters --- TechRequired = landing entryCost = 6800 cost = 1500 category = Pods subcategory = 0 title = Mk1 Lander Can manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = This capsule was designed for lightweight non-atmospheric landers, and seats a single occupant. Features a novel full-body crumple-zone technology. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 Edit: Got it to work. Turns out the KSPI tree was forcing a different tech level. I enabled it and changed the .cfg and now it works! Mods feel free to delete this tread
  14. It oddly seems to be working now. I think the only issue before was I had saved and loaded after the experiment was done. I will let you know if I can somehow reproduce the error, thanks for the help though!
  15. Thanks, I seem to have gotten it working. Although may I suggest also modifying the strategies for increased science? Even with the multiplier set very low I can still get +8 science points on Kerbin contract if I select Unpaid Interns. Already a few days into my career with this and I like the pace of advancement much better, I actually get to use mid range tech!
  16. Hmm, it does yes. When you say store the science though, are you referring to the actual experimental data? I did not see an option to store the data itself in the PC, just the option to store the experiment holder and micrometer experiment, but I will have another look in case I missed it (after all I did miss the collect data in the first place ). I have a quicksave in orbit with a completed experiment so I have an easy testing opportunity. Reading through the thread I noticed that somebody had issues using the Tantares, so maybe using non-stock cockpits is an issue? I have been storing the science in the Radish cockpit from HGR (which also has KAS storage, but I do not store the experimental modules there) and the experiment holder from TAL, both of which are not stock so maybe that is the problem? I am also going to try landing, and then having Bob go on EVA and take the experiment data with him, and then recover him and see if that works at all. If that doesn't work then I will try sending up a modified Mimir Orbiter using a stock cockpit. If I still can't get it working I will just launch my communications network in the meantime, if you could take a look at it when you have time that would be great, but don't rush though, that conference actually sounds awesome! I imagine it would cover stuff about how if/when we first find life it is likely going to be frozen bacteria as opposed to advanced alien civilizations? Or what gasses to look for in an atmosphere, as it's not like we can easily send anything there (yet). It's cool to know that people in the industry also play KSP!
  17. Disregard the last part about not getting any science, I didn't realise that you have to collect the science on EVA and store it in the cockpit. However the contract I have was not completed. It said that I successfully ran the experiment in orbit, but after I stored it and recovered the vessel it did not check off the second parameter. Do I have to fully complete the science to finish the contract? Here is what my science archive looks like now, I reckon I will have to do about 2 runs before I get maximum value, the second shot is how the contract looked after I landed (sorry for clogging up your thread with all these images! ) Also do the experiments continue to gain exposure if the craft is not the active vessel? If so I would plan to launch my com satellites while my orbiter is running the experiment, on the basis that it would help the satellites keep a connection while they get into orbit (remote tech) Edit: I kept sending up experiments until I had all 24 science value and the contract still would not complete, so I even tried rebuilding the experiments once I had landed on the surface, still no good. Any suggestions? Also for fun here is my research orbiter that I made for conducting these experiments, the O3CMk.I-Mimir-! Great mod by the way, I like how it fills in the gap between little experiments and bigger science stations:cool:.
  18. Just updated remote tech and removed the extended contract window which seems to help, also did a reinstall of CC + the packs for good measure. Now the beginner contracts are showing up. I have not seen that particular bug again but I will keep an eye out for it if it does reoccur I will let you know, after all 2 million advance on day 1 is kind of cheap haha Although if it helps I was using version 0.5.1 before I updated and that is when I was offered the weird contract. Was likely due to me fudging something on the install though or not having the latest version of remote tech (released yesterday) installed.
  19. Should I be putting the contract packs in the contract configurator folder? Or have it separate in game data. They are no longer appearing, made a new carreer to test with enough science buff so I could unlock scanning and communication parts. Tried doing the first few stock contracts to see if they would appear but no luck. The previous version I used they all showed up, albiet somewhat oddly (gave me the option for a cover the entire solar system contract on day 1, 2 million advance). Did I do something wrong?
  20. Is these a way to get the wings to reflect cost based off of their size? I think procedural fairings does something like this, although I looked in the .cfg file and could not find anything to suggest such. I was thinking someting like cost = mass (tonnes) * 1000. So a 2T wing would be 2000, whereas a .1 ton wing would be 100. Currently I just have a flat price of 2500 which I think is fair for wings but if anybody could figure out how to implement a scaled cost like it does for mass? (at least I am assuming mass scales with size). Great mod though, I just deleted most of the B9 wings (except the winglets with built in flaps, I love how they look!) and SPP wings as well, kept a few stock wings for nostalgia purposes though.
  21. Cool mod, just wondering what the point of the "src" folder is? It has two subfolders of "properties" and "other", which seem to have a duplicate of the .cfg file and license, should I go ahead and delete it?
  22. Same here! Just the kind of thing I have been looking for, loving the idea of being able to write the names of ships on them. How memory intensive is this though? I am close to my RAM limit right now but would really like to include this! Edit: Does not seem to impact much on performance, which is good. Although I think I found a glitch it seems with the plaque, if I set its size too high then it gets all weird looking. Would it be possible as well to have some curved ones? That way I could throw them on the sides of tanks with custom textures. Great mod though! Edit edit: Found another mod for flag decals, will now use both in conjunction
  23. No problem, thanks for the quick fix, it seems to be working as well! As long as you do not go above 450M/S while you are still in low atmosphere haha. The isShield: True appears now like is does in fairing and cargo bays and the pod also seems to be adept at surviving re-entry (because of course I forgot to throw a heat shield on during testing) However I have one more question...well 2 actually: The first. in true Kerbal nature, am I pointing it in the right direction? Drop pod on the bottom, adapter on the top, decoupler to main rocket on bottom? The second regards how collision is handled on the bottom of the dropped once the doors are open. For the test I essentially tried making this thing a skycrane, so I put a fuel tank on top and some radial engines to give it enough lift. However once I landed safely (this time not flying up like Jeb after drinking a can of Redbull) and tried deploying my cargo, the skycrane was not able to take off (fully throttled with a 3.50TWR). In fact it seemed to be stuck on the dropped cargo even with the doors open and there being enough clearance. The cargo kept wobbling around like it was trying to be lifted by something it was not attached to, kind of like when you decouple an engine that is still active and it keeps pushing you. My guess would be it maybe does not recognize that the space underneath it is now open? Here is a picture of the situation: I have not tested it with something that can drive away, maybe I will give that a go when I am on next. I will also see if I can get it to just hover above the ground and see what happens when I release its cargo. For scientific purposes obviously, we have tied up Gene Kerman in the storeroom so he can't object to such destruction!
  24. Glad you liked it, I would be honoured if you wanted to include it:D, huge fan of your work! It seems to be working as well: I'll keep jotting down descriptions as I go about my current mod tweaking, from this pack I plan on keeping quite a few parts that I particularly like (the N-1, finally have a good Russian launch alternative, looks great with KW aerodynamic fuel tanks, and many of the probes as well; the Hex with the truss fits perfectly with the Fobos Grunt from the Tantares pack for a relay / lander probe combo, and FINALLY a round probe without a base). I'll try and do as many as I can though, this will be kind of fun! However I'm not extremely knowledgeable on modding, in fact up until a few days ago I didn't even know module manager was something that could be manually used. My guess is I would have all of the descriptions in a single text file like this?: @PART[LprobeFoil] { @manufacturer = Probodobodyne Inc @description = Studies conducted by Probodobodyne Inc have found that today's youth consider mono-propellent engines to be quote totally main-stream, uncool, and Grandpa Bill always talks about how Mono-propellent engines saved his butt in the first Mun landing, ugh what is with all of these questions?!. Upon being bribed for more information, the participants revealed that Xenon powered Ion engines were the current trending item. So in an effort to reach out to the youth and more importantly increase sales, the JKSS has had a tank of xenon crammed inside of it. Solar panels and ion engine sold separately. } I have come across .cfg fies like this before, with a bunch of @part { } in them. I take it these are for patching things, as an alternative to actually modifying the native .cfg file? (so adding functions from other mods like RT, FAR, or KAS?)
  25. Drop pod is amazing but parts inside of it read as isShield: False, even when it is closed. Is there a way to make it so it shields what is inside like other cargo bays? I took a look inside the .cfg files of stock and B9 cargo bays but could not see anything that would suggest doing this. Also I never thought of even trying to mount scanners to a rover, brilliant!
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