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dxeh

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Posts posted by dxeh

  1. Ref Extra-Consumptor -> CommNet Antennas Info

    [WRN 19:55:48.498] [ModuleManager] 2 warnings related to GameData/Extras-Consumptor/CommNetAntennasInfo/Configs/ModuleGeneratorAntenna.cfg

    	@PART[*]:HAS[@MODULE[ModuleDataTransmitte*]:HAS[#antennaType[RELAY]]]:LAST[CommNetAntennasInfo]
    {
        tempVar = #$MODULE[ModuleDataTransmitte*]/antennaPower$
        @tempVar *= 0.00000000001
    	    MODULE
        {
            name = ModuleGeneratorAntenna
            isAlwaysActive = false
            INPUT_RESOURCE
            {    
                name = ElectricCharge
                rate = #$../../tempVar$
            }
        }
    }
    	
    @PART[*]:HAS[@MODULE[ModuleDataTransmitte*]:HAS[#antennaType[DIRECT]]]:LAST[CommNetAntennasInfo]
    {
        tempVar = #$MODULE[ModuleDataTransmitte*]/antennaPower$
        @tempVar *= 0.00000000001
        @tempVar *= 0.4
    	    MODULE
        {
            name = ModuleGeneratorAntenna
            isAlwaysActive = false
            INPUT_RESOURCE
            {    
                name = ElectricCharge
                rate = #$../../tempVar$
            }
        }
    }
    	
    // INTERNAL Antennas Consumption is disabled, because 0.8 EC/year doesn't make a difference.
    //@PART[*]:HAS[@MODULE[ModuleDataTransmitte*]:HAS[#antennaType[INTERNAL]]]:LAST[CommNetAntennasInfo]
    //{
    //    tempVar = #$MODULE[ModuleDataTransmitte*]/antennaPower$
    //    @tempVar *= 0.00000000001
    //
    //    MODULE
    //    {
    //        name = ModuleGeneratorAntenna
    //        isAlwaysActive = false
    //        INPUT_RESOURCE
    //        {    
    //            name = ElectricCharge
    //            rate = #$../../tempVar$
    //        }
    //    }
    //}
    

     

  2. 3 hours ago, Sir Mortimer said:

    The Hotfix for near future solar is to use a dev build, but that’s likely to introduce other bugs. 
     

    There is no fix for near future electrics, and even if there is that would remove the mods own control panel. You can read up on the reasoning on github. There might be a solution some day, but it involves a lot of coding so it will be a while. Depending on available dev time, the KSP2 release date and quality, it very well could be never.

    Fair enough. Thnx

  3. Currently mod is not working properly with Near Future Solar and Near Future Electrical.

    As for NFS  : Solar panels remain "occluded by vessel" whilst tracking the sun. Therefor not generating any EC.
    As for NFE : Reactors don't seem to generate any EC, and NFE's Reactor Control Panels ain't showing.

    Removing Kerbalism from gamedata sorts this issue, but really want to keep using Kerbalism as i like the new game mechanics.

    Noticed that dev's are working on it, but if anyone has any hotfixes, would be glad to hear. 

  4. On 8/28/2019 at 12:51 AM, SuppaTenko said:

    New KSP rig inbound, ETA - 2 weeks. Woo-hoo!

    @dxeh Are you ok if I play around with your mod and try to implement surface features and science definitions for DMagic Orbital Science, SCAN and maybe Interkosmos? I'll post MM patches here if everything is ok.

    whoooaaaa. late response, but go ahead!.. curious on the outcome!

     

  5. 28 minutes ago, SuppaTenko said:

    How about adding some cool details? Breaking Grounds introduced surface features. Let's see...

    i like your idea, but i think i don't have that much knowledge of ksp-modding at this moment to make it happen.
    But i'm willing to learn if some can show me the way hehe.

    Than the other thing, find the time to do so hehe. 

    Oh, and i finaly did that biome fix for Iszmi... and adjusted the gravity for both planets while doing so.

    Version 1.1 is available now!

     

  6. On 7/20/2019 at 2:20 AM, Shawn Kerman said:

    is it okey if I expand your pack? ( I won't upload it without your permission) also Outer kerbin is compatible with XPCR

    If you wish to use it as a base, but don't run away with the credits of them im ok with it :sticktongue:

    Got plans to extend the pack in the future when i find some time myself.

     

     

    On 7/15/2019 at 11:42 AM, Mr.DingALing said:

    Outer Kerbin should be compatible with Outer Planets Mod, right?

    Yes Sir!

     

    On 7/18/2019 at 9:52 PM, SuppaTenko said:

    Confirmed to work with: Atoren, DwarfPlanetsPlus, KerbolOrigins, OPM, Planet Cyran, The Plod System, The Varuta System , Trans-Keptunian, Moho Moons Mod and Miporia Planet Pack. All at the same time, no conflicts.
    I think, it will work with any mod that doesn't affect Kerbin and it's moons.

    Cool thanks for letting me know, and yes, basically the mod should work with every pack that indeed, does not alter kerbin and its moons ;)

     

  7. 2 hours ago, Brikoleur said:

    I use servos instead. They work as damped springs better than hydraulics.

    yea but that way they only really work when you have, lets say, a beam with wheels on both ends and the servo in the middle. But than it's more of a rotational spring than a actual dampin spring. 

    I might understand it wrong otherwise, and if so, can you show a screenshot of what yo mean

     

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