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RiverRat2800

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  1. Same thing that tells solar panels whether or not to produce EC. If I remember correctly, there is something called HasSunExposure or something like that. I'm not a coder per se, but seems like I remember that from my days playing with kOS Not that big a deal though. It would be nice but since posting I realized I can accomplish the same thing by monitoring EC levels and switching based on that
  2. If you ever decide to expand this mod, I would really love to have a sunlight sensor to fire action groups to turn on an electrolysis module during the day and turn on an H2-O2 fuel cell at night. Any way to edit the code on one of your parts to sense daylight?
  3. How can I get the monopropellant fuel setting if I am using Engineering Tech Tree? It shows up in the part description when I right click on the part in the build menu, but it's not an option when actually trying to change the setting on the part. I read that you need the tech for RCS before it will work. I found 3 cfg files in the IFS patches folder, IntegrateInterstellarFuelSwitch, IntegrationLiquidFuel, and IntegrationLiquidFuelOxidizer that had entries for monoprop tech requirements. I changed all 3 to the ETT node that gives RCS, but it still doesn't work. Is there anything else I can tweak to get it to work or is it hard coded in the DLL? Edit... Nevermind I just didn't have the right tech researched. The IFS cfgs called for advFuelSystems. When I searched for that in the ETT cfg I didn't find it. But I forgot that notepad doesn't wrap search, it was there above my search point.
  4. I recently came back to KSP after several months of letting all the dust settle after the 1.2.2 update. Among other mods I use RemoteTech, KCT, KRASH, and KoS. When I last played the 4 worked fine together. Now, however, in my new career I've run into issues. When my 1st orbit capable satellite got out of comm range KoS could no longer control the throttle or steering during the launch sim. I set up the terminal in KoS to display the THROTTLE variable and it was working as it should. After spending hours trying to figure out the problem with the script to no avail, I finally fast forwarded the build and tried an actual launch. Everything worked fine on the actual launch. Not sure if the issue was with KoS or KRASH, but it seemed like KRASH wasn't taking into account that KoS had control and was locking out the ship controls once out of comm range. Now that I know what the issue is I can work around it by testing my builds in career mode until I get my comm net up, but I thought I would put in my $0.02. I enjoy your mod and appreciate the effort you must put in to it.
  5. I've come back to KSP after taking a while off to let all the dust settle from all the updates. I started a new game with ETT and when I went to the r&d screen the tech tree is cluttered and unreadable. It's as if the display is compressed with the lines too close together and overwriting the tech icons. I remember this happening before and reading somewhere in this thread how to fix it, but I haven't been able to come up with the right search terms to find it. Can anyone help me out? Thanks.
  6. No biggie, as I've never used it before its no loss to me to just uninstall it. I just thought I'd let you know about it. Good luck with finals!
  7. Don't know if it has anything to do with the currently broken 1.1 build (no crew capacity) but I installed 1.4x2 before starting the new broken version. In the VAB I had no chutes visible in utility tab. I did a search for "chute" and nothing showed up. I uninstalled the mod and chutes are back. I'll let you know if it gets fixed with the new build. Edit: New version is up. Loaded game without RealChute and the chutes are there. Installed RealChute, loaded game, no chutes except USI Pack Chute (I believe it was there before as well). The chutes are listed in the R&D building as unlocked, but don't show up in VAB.
  8. Where is this activated? I don't see it in right click UI or camera views. Edit: Found the button that is supposed to turn it on (to left of portraits) but it doesn't seem to work.
  9. Any way to make the autosave function turn on automatically when the game starts? I'm constantly forgetting to turn it back on after a crash.
  10. To me this is the most critical mod there is. I'm actually surprised they didn't incorporate something like it into 1.1, especially since TriggerAU is on staff.
  11. CKAN lists this as 1.1 compliant, but when I had it installed I could not add fuel to stock tanks. Right clicking brought up a UI with 2 buttons that said something about a fairing, if I remember right, instead of LF and OX levels. Removed mod and fuels works now Edit: The 2 buttons were for shroud enabled/disabled. FTP tanks still have this and can't add fuel.
  12. Thanks for the pointer! Looks like I'm gonna learn to do some scripting.
  13. What I would like to see in a mod is a series of power generators using various fuels such as ore, karbonite, LFO, O2-LH2, etc., that can shut themselves off when the sun is visible and turn themselves on when the sun is blocked. That way you could rely on solar power during the day and only use up resources at night. Either that or something like Smart Parts that you could attach to stock converters and would detect sun visible condition and let you set up action groups. This may be the quest that gets me into modding, who knows. My Holy Grail would be a closed-loop system that takes solar power and splits water into oxygen and hydrogen by day and then uses the O2 and H2 at night in a fuel cell. Is there anything out there along these lines?
  14. I'm assuming by those numbers you mean what it should be and not what it is now. If so, it looks good to me, though I would be comfortable with a loss of mass on smelting metal ore. You don't get 100% return in real life. But it has felt kind of exploity the way it is now. I set up my preliminary base and mined 800 units of metal ore and I have since built a huge sprawling base and 4-5 remote mining platforms and I've only had to mine more metal ore once.
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