Deimos Rast

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Everything posted by Deimos Rast

  1. @Nertea #LOC_CryoTanks_ModuleCryoTank_Action_DisableAction - Disable Cooling
  2. So I'm having an issue where Janitor Closet loses the mouse-over Mod-label in the part list (in the editor). The only possible cause I can come up with is alt-tabbing. Strange bug report I know...
  3. @Nertea Is the PTD-C 'Porthole' Observation Window supposed to have a ModuleCommand? It's in the Utility category. Also, any chance on being able to switch the 'top' mount on it (by the windows) - you can change the color of the bottom mount but the window frame area stays the same color. (same with the airlocks maybe)?
  4. @steedcrugeon Should be Pico_000 not SHED_000 ??? title = #autoLOC_Pico_003 manufacturer = #autoLOC_SHED_000 description = #autoLOC_Pico_004 #autoLOC_Pico_000 = PicoPort Docking Ports --EDIT-- @linuxgurugamer With regards to Picoport4AllSizes - the TechRequired is too early in the tree, unless intentional? Clamp-O-Tron Docking Port (TechRequired = specializedConstruction) Clamp-O-Tron Docking Port 'Basic' (TechRequired = advConstruction) Clamp-O-Tron Docking Port Sr. (TechRequired = metaMaterials) Clamp-O-Tron Docking Port Sr. 'Basic' (TechRequired = composites)
  5. I just liked the idea of having a more generic module that the user could add via MM to specific parts that might be more tailored to their individual play style or to unique parts (e.g. all drogue chutes, but not all chutes), without having to create a whole new module for each new case. Or I guess that's what actions groups are for lol. This whole thing may have been one of those ideas that sounds better when you're half asleep than not. Keep in mind ModuleAnimateGeneric can also be used for Antenna, Lights, Cargobays. Closing all my cargo bays and turning off all my RemoteTech antenna at the same time sounds like a quick way to end a mission fast Probably better to go for less modules included than more - more people probably need this for the 50+ solar panels than the handful of ISRU/Drills. And keeping it included in non-deployable solar panels is probably a good idea, since they're probably the most readily accessible to click. @5thHorseman @linuxgurugamer --EDIT-- I checked the ScienceLab patch. Results Adding "AYA_Science" to the ScienceLab let me "Perform All" the science experiments. Adding "AYA_ScienceBox" to the ScienceLab allowed me to "Reset All Science" but not "Collect All Science" (it's the whole "canBeTransferredToInVessel" which the ScienceLab's ModuleScienceContainer lacks"). Still, since the ScienceLab has "canResetConnectedModules" & "canResetNearbyModules" the "Reset All Science" is a nice addition.
  6. Oh, I assumed that the Mk1 pod was supposed to be a stock stand in if there wasn't an Mk2 analog. Feel free to ignore it. The MakingHistory pods are (their part names anyway): - kv1Pod (aka KV-1 'Onion' Reentry Module) - kv2Pod (aka KV-2 'Pea' Reentry Module) - kv3Pod(aka KV-3 'Pomegranate' Reentry Module) - Mk2Pod (aka Mk2 Command Pod) - MEMLander (aka Munar Excursion Module (M.E.M.)) Three on the left don't have RX wheels, but have Abalator, an integrated decoupler and seat 1, 2, 3 kerbals respectively. The Mk2 and MEM both seat 2.
  7. @micha Support for Mk2 Pod from StockExpansion? // Mk2 Command Pod @PART[Mk2Pod]:NEEDS[SquadExpansion]:FOR[OrbitalMaterialScience] { MODULE { name = Kemini_Module abbreviation = Kemini Science Experiment minimumCrew = 1 NE_LabEquipmentSlot { type = KEMINI } } MODULE { name = ExperimentStorage identifier = Kemini 1 chanceTexture = false type = KEMINI } MODULE { name = ExperimentStorage identifier = Kemini 2 chanceTexture = false type = KEMINI } } @PART[mk1pod]:HAS[@MODULE[Kemini_Module]]:NEEDS[SquadExpansion]:AFTER[OrbitalMaterialScience] { !MODULE[Kemini_Module] {} !MODULE[ExperimentStorage],* {} } // ------------------------------- // ------------------------------- // Mk1 Command Pod @PART[mk1pod]:NEEDS[!SquadExpansion]:FOR[OrbitalMaterialScience] { MODULE { name = Kemini_Module abbreviation = Kemini Science Experiment minimumCrew = 1 NE_LabEquipmentSlot { type = KEMINI } } MODULE { name = ExperimentStorage identifier = Kemini 1 chanceTexture = false type = KEMINI } MODULE { name = ExperimentStorage identifier = Kemini 2 chanceTexture = false type = KEMINI } }
  8. It works, thanks. I submitted a PR with a few suggestions, patches, mod support, etc. Stuff here RCS? DockingPorts? ISRU Multiple AYA modules per part? Deployable radiators have both ModuleDeployableRadiator and ModuleActiveRadiator Cargobay? ModuleAnimateGeneric vs ModuleCargoBay vs ModuleProceduralFairing RemoteTech uses ModuleAnimateGeneric instead of ModuleDeployableAntenna Do I make a patch assigning it AYA_CargoBay instead of AYA_Antenna? CommandModules have a ModuleScienceExperiment and a ModuleScienceContainer maybe use !MODULE[ModuleCommand] instead of :HAS[#canBeTransferredToInVessel[True]] Currently doesn't cover the ScienceLab AYA_Generic - a blank module that just deploys whatever it's attatched to ScienceLabs DockingPorts RCS ISRU @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#animationName[*]],!MODULE[AYA_Solar]]:FOR[AllYAll] { MODULE { name = AYA_Solar } } How does the titling work? If I change AYA_SAS to AYA_RW will it say "Activate all RW" instead of "Activate all SAS" or is there more to this module? @PART[*]:HAS[@MODULE[ModuleAnimateGeneric],!MODULE[AYA_*]]:FOR[zzzAllYAll] { MODULE { name = AYA_Generic } } @PART[*]:HAS[@MODULE[*]:HAS[#actionGUIName[*]],!MODULE[AYA_*]]:FOR[zzzAllYAll] { MODULE { name = AYA_Generic } }
  9. oooh. Didn't know that. Sorry. Guess I'll just keep taking contracts from you in the mean time boss...
  10. @JoE Smash The CKAN listing is just the Agency: "Eskandare Heavy Industries" - it's just a config it hand out contracts. There aren't any parts included in it. The last version on Spacedock (here) was for 1.1.2 - I tried the Firewhirl and it seemed to work fine. Porkworks has an Atomic Turbojet, and I think the Mk2/Mk3 expansions have some as well.
  11. @linuxgurugamer @Apaseall It's a patch from CryoTanks (by Nertea). Found in: Kerbal Space Program\GameData\CryoTanks\Patches\ CryoTanksFuelTankSwitcher.cfg It requires that you have B9PartSwitch, as well as likely the SimpleBoilOff plugin that comes with the CryoTanks install (as does B9PartSwitch).
  12. A few things: 1) I don't think that this mod respects/recognizes "command/control" lock outs (i.e. RemoteTech)... 2) You can hide "unactionable parts" which usually means fuel tanks (I think), but I have TankLock installed, so thus, no long unactionable (as I can set that to an action group). Also, setting FuelFlow priority isn't recognized either (maybe that's an "advanced tweakable" ?) Cheers.
  13. Yeah, I had a dream last night about rescuing Matt Damon from Mars, so I took it as a sign to play some KSP. Bit strange though, since I've never even seen The Martian... Craft
  14. Problemo: So I can shut down all engines, but the "activate all engines in current stage" doesn't seem to work. Activating/deactivating the engine normally works fine. Craft is just a short hopper, only engine is a 909. No errors in log. Also, does this mod respect RemoteTech? I'm in a crewed capsule, but it doesn't have connection at the moment. Otherwise, I'm really liking the mod - its usage with the Science Container is great - I had previously be making action groups to Perform All, Collect All, and Reset All, which was a hassle. Ideas - Parachutes? Decouplers? Not sure if they're the greatest ideas, but it could be useful for a lazy man's "Abort" but I'd understand it if it was a bit far afield. Maybe to be implemented like the engines "activate all x in current stage" - but then I suppose you could just stage them instead... EDIT Also - "Deactivate all SAS" = "Deactivate all RW" ...
  15. check settings > MTBF multiplier (Mean Time Between Failure). Lower it. 2nd question: seeing as LGG maintains both mods, they are probably compatible. But my understanding is they work on different levels. -------------------------- @linuxgurugamer If you do go with TestFlight, you'll be entering the Realm of RO. Thar be dragons! Also, if you have Kerbal Launch Failures, DangIt and TestFlight, people will start calling you the "King of Failures." (I thought that was funny. No? Bah.) But why I'm here: Your blacklist is currently only for resources. Any chance it could be extended to parts and/or modules? I'm using the Surface Experiment Package mod, and it has parts with batteries and such, which DangIt currently targets. But the parts need to run (at least in the background) for months at a time, and I'm thinking that's a guaranteed failure waiting to happen. The mod has unique/proprietary modules (for most parts), so it'd be easy to except the parts by module if you go that route, but being able to do it by part specific means wouldn't be half bad either. Is it also possible to make a MM patch to add things to the blacklist? Cheers.
  16. Bummer. Saves me from making a patch though. I know what you mean about the concave/convex collider issue - run into it a bit here and there with the older mods. Safest to delete the fairing then I guess. Is it the only engine that does that? I opened a github issue about the engine troubles we discussed though. Not much more I can do really. Thanks for mentioning it.
  17. yeah, you're right, looks like it got turned inside out or something. Not the end of the world, but I don't know how to fix it. I could remove the animate with throttle effect though, but meh. Regarding the fairing, there are a few options: delete it or change the ejection force to zero (it'd still have mass/be solid probably, but wouldn't go flying). I can't say this is something I ran into though. I could also add something to the description to the effect of "do not aim at face when staging."
  18. it had serious mesh issues last I checked; let it go p.s. you can still get the broken copy from curse
  19. what's wrong with the turbo jet animation? It worked fine for me (the fins at the back dilate with throttle). Also, and I know this isn't the right thread for it, but what's wrong with NFE/Kerbal Atomics (as far as bugs go)? EDIT: this is what the throttle animation looks like for me.
  20. you must love my updates then I used to always do base configs, but have switched to doing patches, and am sort of switching back to base configs. I actually discussed this with LGG before re-releasing RLA, and his advice (given his experience with KW) was to do base configs.
  21. Using 0.7.6, the latest. It also seems you cannot turn the alarm off completely (volume goes down to 1, not 0).
  22. Possible bug report: Battery short circuited. Expected behavior. Alarm sounded briefly, then stopped. Expected behavior. Every time I switch to the map mode and back to the flight scene, the alarm plays again. Unexpected behavior. I suppose I could just disable the alarms completely (I can do that right?).
  23. here is my AIES LegFix patch. note it will make them animate but that's it. they won't have suspension.