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Scientist

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Everything posted by Scientist

  1. had a suggestion, scansat has all sort of stuff to scan 'down' at planet/moon surfaces, which is all fun however nothing to scan 'up', to see rest of the galaxy now i know theres a couple mods to make hubble type stuff, like cacteye, can even see 'nebulas' but thats all a point and 1 time use, i'm thinking more scansat style, using the skybox as the 'body' to scan gain science for the % of galaxy scanned, just as scansat scans planets gives science
  2. to keep current values valid, perhaps difficulty default be 1.0, and just use as a multiplier, or rather divider stuff set to last a year? cfg set to 1.0? done, 0.5? lasts 2 years, 2? lasts 1/2 year, 3? 4 months, you get a natural curve
  3. dangit github has a few module ideas also entropy realchutes had an error in ksp.log, il try moving / getting errors to post when i get home later - - - Updated - - - [ERR 17:47:10.892] AssemblyLoader: Exception loading 'Entropy_realchutes': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'coffeeman.ModuleRealChutesReliability' from assembly 'Entropy_realchutes, Version=0.3.0.0, Culture=neutral, PublicKeyToken=null'. [ERR 17:47:36.643] MechJeb moduleRegistry creation threw an exception in LoadComputerModules loading Entropy_realchutes, Version=0.3.0.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.LoadComputerModules () [0x00000] in <filename unknown>:0 when including entropy_realchutes.dll looks like i was wrong about not being able to move entropy.dll tho sorry as for more modules motors on wheels steering on wheels (for the kinds that can steer) faulty fuel line? was thinking throttle going over % with an LFO engine that had a 'faulty line' could explode, like a fuel line burst as you throttled up, youd see in inspections the line was just degrading and fix it accual fuel lines, stop fuel flowing through em
  4. could your next update make entropy.dll not depend on specific install folder? moved MM cfg out to a custom one (to make my ksp cleaner) and only the dll left in folder feels weird alone also, possible to make more of a ModuleGenericReliability and we can just list a module name? so its more generic / mod compatible without new code, just list module to break
  5. thx and found an error in my log [EXC 19:08:31.654] NullReferenceException: Object reference not set to an instance of an object ActiveTextureManagement.ActiveTextureManagement.SetupLoaders () ActiveTextureManagement.ActiveTextureManagement.Start ()
  6. [ERR 17:13:27.864] GameDatabase: Texture 'DeadlyReentry/Parts/deadlyReentry_1.25Heatshield/model001' requested as normal map but texture is not a normal map and is not readable how to fix?
  7. sarbian i was lookin for that for a day, love you andddddd im an idiot for not finding it
  8. suggestion, allow numbered-value keys to accept value of other keys, ie @PART { CrewCapacity = 5 MODULE { ResourceAmount = CrewCapacity * 5 <- this } } currently i'm making 40 patches, for 1 2 3 4 ... 40 crew, when the above could simplify it into 1 patch
  9. i got Dangit to work with proc parts tanks if MFT is used in the mix have to say, watching 200k kethane tank have issues...not making me happy, good thing was a test!
  10. what exactly does the blacklist.cfg do? i have other resources i made manually, wanted to decide if they need to be added there
  11. when you remove PP - TankContentSwitcher and use MFT - ModuleFuelTanks instead, part becomes an MFT question not PP question also for the to-do list, something for Connected Living Space would also be nice though a thought, instead of making all these Reliability*Module, what about making a ReliabilityGenericModule inside declare the name of the module you want affected, might be a bit more tricky to code, but futureproof
  12. first page says this does not work with procedural parts tanks, is that due to the module TankContentSwitcher? if i switch to using MFT, and put a module ModuleFuelTanks on my PP tanks (which works) will dangit work for the PP tanks?
  13. could this be changed a bit to make cramped/neutral/etc be dependant on crew capacity filled? like if 2 room, i set for cramped, works fine now, but if i put only 1 kerbal in, i want it to auto adjust to neutral would give reason to not fill labs so much etc, fuller gets more production, but then you get cramped workspace not so full, be neutral, but less production - combine with centrifuge and you have reason to swap crew shifts but if not doing much work, dont care for production just then, lower how many working, not worry about degrading
  14. is there a way to save screens / setup default screen layouts? annoying taking 5 minutes to setup screens each time going to a ship trying to play IVA only
  15. id go with surface samples can make cash, first sample is science, future samples get a cash value, shouldnt be a hard mod to make, check if that science task is complete, if not get science, if done get cash, or some flat cash value regardless, not quite the road of resource mining, but closer to rock gathering to sell to rock collectors
  16. trying to play through full game, IVA only but would be so much easier with monitors showing camera views, howto?
  17. could someone re upload this mod with correct folders? i tried placing things where every comment says, cant get anythin to work, game hangs on load
  18. you can to a point do this, by locking suspension on the gear that needs to be longest, but thats something to doas you get close to ground you can also send down a tiny probe before you de orbit, enough of one that can fly around the nearby landing area to find the best landing spot to aim for next pass
  19. get notepad++ and open your save file, stuff reads just as easy as any other cfg file, scroll down to the right place and toss in crew - if you need example of where, make a ship on launchpad (and name it so easy find), save game, look in file for kerbal names / ship name / etc id suggest backing up first, but as long as no typos etc its easy to change anything
  20. making a tank, holds kethane, everything works, VAB spawns it empty but i can right click it in VAB, and fill the tank, which i dont like so how to lock the tank at empty (so i can only fill it later after launch)
  21. i don't have much time to explore ideas due to holidays, but figure i'd toss it out to the curious people labs such as station science mod lab makes 1 eureka/hr, if 3 crew inside it to run it, 1-2 can only twiddle thumbs then theres keepfit adds a static 'how cramped is it' value to things, such as that same lab is 'cramped' but that lab holds up to 4 kerbals, you'd figure if only 1 inside, its more roomy, 4 would be cramped cases like these 2 mods, would raise flexibility of play if the effects were based on crew inside at the time i had the thoughts that a quick fix might be doable with module manager, such as 1 crew runs lab 20% speed 2 at 50%, 3 at 100%, 4th 110%? by adding 4 scaled modules to the part, but no idea how to get keepfit to work for it anyways just tossing the idea out before i run, be nice if limited to modulemanager code
  22. ok so i've done the usual checking out every mod listed on curse / kerbalstuff / etc i find i like mods that expand playability without ruining career mode like TAC Life Support and keepfit are great i dislike godmode / overpowering mods basicly anything that starts a 'why use this old thing now that i have this mod?' is a nono creating fuels out of thin air is a nono, you get the idea that said, some mods might be great but have 1 tiny bad thing giving free fuel etc science containers is nice, but i had to remember the generators giving free fuel so my mod list so far, anything you can suggest would be nice environment add-ons: chatter connected living deadly re entry first person eva kerbquake TAC Life Support keepfit sciencey toys/parts add-ons: dmagic orbital science habitat pack KAS kerbal dust experiment kethane (you work for the fuel, and it ins't overpowering) rover science scansat science container spaceplane plus (just added, exploring it later) station parts expansion station science goals add-ons: fineprint mission control final frontier seriousbusiness
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