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eberkain

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Everything posted by eberkain

  1. The command seat should be an inventory part, not a part with inventory. I looked at the config for it and that is how it is setup in stock. PART { name = seatExternalCmd module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0 TechRequired = fieldScience entryCost = 8100 cost = 200 category = Pods subcategory = 0 title = #autoLOC_500292 //#autoLOC_500292 = EAS-1 External Command Seat manufacturer = #autoLOC_501630 //#autoLOC_501630 = Kerlington Model Rockets and Paper Products Inc description = #autoLOC_500293 //#autoLOC_500293 = The EAS-1 External Command Seat provides all the controls needed to fully operate a spacecraft, just like a command pod, but without such needless frivolities as "pressurized interiors", or "seat belts". It's bare-bones, pedal-to-the-metal efficiency at its finest. attachRules = 0,1,0,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 6 breakingForce = 20 breakingTorque = 20 maxTemp = 1200 // = 2900 vesselType = Rover CrewCapacity = 1 applyKerbalMassModification = false //This part never had a kerbal in the seat by default bulkheadProfiles = srf tags = #autoLOC_500294 //#autoLOC_500294 = chair control kerbal rover MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0.0, 0.1, 0.1 ejectionForceMax = 100.0 ejectionForcePercentage = 0.0 ejectionForceDirection = 0.0, 1.0, 0.0 } MODULE { name = ModuleCargoPart packedVolume = 70 } } Loading into the game I see it as having 2 inventory slots also, so something is chanigning it. My module manager config looks like this. UrlConfig { parentUrl = Squad/Parts/Command/externalCommandSeat/externalCommandSeat.cfg PART { name = seatExternalCmd module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0 TechRequired = fieldScience entryCost = 8100 cost = 200 category = Pods subcategory = 0 title = EAS-1 External Command Seat manufacturer = Kerlington Model Rockets and Paper Products Inc description = The EAS-1 External Command Seat provides all the controls needed to fully operate a spacecraft, just like a command pod, but without such needless frivolities as "pressurized interiors", or "seat belts". It's bare-bones, pedal-to-the-metal efficiency at its finest. attachRules = 0,1,0,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 6 breakingForce = 20 breakingTorque = 20 maxTemp = 1200 vesselType = Rover CrewCapacity = 1 applyKerbalMassModification = false bulkheadProfiles = srf tags = chair control kerbal rover MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0.0, 0.1, 0.1 ejectionForceMax = 100.0 ejectionForcePercentage = 0.0 ejectionForceDirection = 0.0, 1.0, 0.0 } MODULE { name = ModuleCargoPart packedVolume = 70 } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 75 } MODULE { name = USI_ModuleRecycleablePart Menu = Disassemble Part ResourceName = MaterialKits Efficiency = .5 } MODULE { name = HotSpotModule } } }
  2. Year 1 Day 239 Mun Mission Five is a science collection expedition. The KShip will serve as a mothership to a lander that will visit the surface of the planet and deploy experiments and return. After several revisions a simple can design designed to make short hops was chosen for the lander and four were able to fit into the bay. Backup supplies were also added. Four scientist/engineer teams were selected to perform the work (the landers are remote piloted) and the mission was launched. Launch! Burning for the Mun. Parking in a low orbit. Its game time. Poles Highlands Polar Crater TWO Canyons Farside Crater Midlands THREE Twin Craters Midland Craters Lowlands FOUR Polar Lowlands Highland Craters Resupply and tanking of the KShip. Northeast Basin Northwest Crater All the landers return to the nest. Only a few scattered sites left to hit. Farside Basin East Farside Crater returning for resupply Southwest Crater East Crater Kerbin Eclipse Final docking Returning home safe water landing
  3. What if you make a part in the KonFabricator that you can't use to build with because its too heavy, is there any way to dessamble the part while it is still inside the inventory space?
  4. I'm confused, you say 1.11 was a bad update because all it did was introduce things that you could get from mods. And then you suggest that 1.12 update should be a bunch of stuff that you can already get from mods... I must be missing something here. Personally I don't want them adding a bunch of new stock parts, the game loads slow enough as it is. I want new gameplay features added to the stock game. Like what they did with the 1.11 update. It is amazing IMO.
  5. BTW just changes the time warp rates, nothing else. So use the stock controls, < > for normal warp and alt+< > for physics warp.
  6. The deployable science units get combined into a single vessel in the tracking station. It would be cool if all base modules connected by local logistics were combined into a single vessel in the tracking station in the same manner.
  7. Are the drag cubes saved with the vessel? I guess, what I mean is, do I need to rebuild a saved vessel or will just reloading it into the editor update it? EDIT: just launching a new vessel seems to have dramatically changed the drag cubes.
  8. If you you warp to another body the collisions wont work until you reload, a quicksave/load or tracking station and back, etc.. Its a known issue, not sure if @Gameslinxwill be able to find a way around that issue.
  9. I tested that wheel and it worked fine. We did have issues with some wheels that deploy.
  10. Year 1 Day 228 Duna Mission One had been in the planning stages waiting on a transfer window. The project manager decided this was a good opportunity to establish a comm relay and scanning network of our planetary neighbor. A new KShip was fitted with long term survival facilities, a crew was selected and the mission launched. The mission should arrive at Duna in 240d.
  11. @RoverDudeI figured it out. If you stage the engine with the spacebar, it works. If you click "activate engine" on the PAW it does not work.
  12. I have tried that thinking that maybe I got a partly corrupted download the first time. And I also downloaded it a 3rd time when making the video.
  13. Thanks for the help anyhow. It is a boring ass video, but here, I recorded doing a clean install and showing that it does not work. Maybe something is missing from the constellation download? And here are the log files from the recording https://drive.google.com/file/d/1Dv04AEzai0jRfc68hZiLwfx1_E5u0Gg0/view?usp=sharing https://drive.google.com/file/d/1xq4xtMs-MiZtrFaN3SFZf2XoIZPyxCdK/view?usp=sharing
  14. I saw something strange the other day that I haven't tested further yet. Take your rover that is mutated, EVA someone (assuming it was manned), use the cheat menu to warp to another body so the rover gets unloaded, then warp back to where you were to reload it. I suspect it may de-mutate.
  15. yeah i tried it alongside MKS, didn't seem to work for me either.
  16. As it should be, but I didn't know if OP had any plans for that in the future or if it was just going to be Kerbin weather.
  17. my rovers don't explode, but do get mangled when trying to use this on 1.11
  18. Dynamic Battery Storage is Nertea's mod for this. He includes a list of all the modules that it supports, but I'm not familiar enough with the inner workings of MKS to know what all modules it uses.
  19. I think both mods are still "supported" so you can use them but he has hinted at making his own version of vessel construction within MKS.
  20. Any plans for weather on Eve / Laythe / Duna?
  21. is there an electricity planner that works with MKS, so I can look at all the power input/output on a base before I start deploying it?
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