Atlessa

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About Atlessa

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  1. This may have been asked (and answered) before, but google doesn't seem to find it... so... Why is RSS a hard requirement? I'd like to use RP-0 on a different system (Gameslinx' planet overhaul scaled up to 10x). Is there a way for me to do this?
  2. Atlessa

    [1.4.2] Kerbal Research & Development

    Could we add deflection speed of Elevons and Airbrakes to the list of things?
  3. Atlessa

    [1.4.X] KS3P

    Beautiful.
  4. Atlessa

    [1.6.1-2 + Backports] Kopernicus & KittopiaTech

    For those who wish to do this, here's the string of IDs I just used. Win64, version 1.6 220200 220204 587974949136075932
  5. Atlessa

    [1.6.1-2 + Backports] Kopernicus & KittopiaTech

    I started my KSP JUST to see the NyanCat party Been meaning to ask; I noticed a while ago they're imitating some sort of planetary system. Clever. Do they use some sort of simple physics simulation or is it scripted (or even just a .gif)? *hoping for new Kopernicus soon, can't play without it and I need my KSP fix*
  6. I'd like to report a bug... https://imgur.com/5DmBOzp At least visually I was well away from any colliders of Deimos... according to my instrumentation I was 10km above it. Please, please don't tell me this happened because some of my engineers are still working in imperial units?
  7. I just tried again (like a minute ago) and I still can't download Bon Voyage nor Mk3expansion through CKAN. Edit: Well I'll be, I restarted CKAN once more to grab the error messages, and at least MK3 installed without a hitch this time. Here's what I get for Bon Voyage, still:
  8. If you're that desperate... the 1.4 version works. I got some craft in LEO already.
  9. Sort of. I think. At least to the point that I realize; I'm too old to learn this sh... this stuff. And will probably have to rely on others to write awesome mods that make my life around Kerbol easier for me and more managable for my little potato. Fly safe.
  10. Thanks... I would have NEVER figured that out. Heck, even looking at it, I don't understand why I would need the #$...$ for the electric charge, let alone where I should have found the /maxAmount
  11. Anyone? I'm really at my wits end... Is what I'm trying to do even possible with MM?
  12. Edit: I've figured it out, mostly. I just need to get MM to set my variable to the Electric Charge of the module being edited. So far I've got %ATMMABC = 1 @$ATMMABC$ *= [[RESOURCE]ElectricCharge]] But that won't do it. I tried different variations of the syntax but just can't figure it out Below this line is my original post which is now mostly redundant. I've left it in for clarity. ----------------------------------------------- Thanks for that. I think you misunderstood what I want to do, though... (Or you just gave an example... works for me) So here's what I think I need to do, pseudo code first: To create a NEW module on the part that generates ABC electric charge per second I got that much... now I just need to figure out the correct syntax, and I have no clue where to look. The posts above are WAY more complex than this and don't help me at all. Edit: So I tried And that didn't work. Edit: Checked the logs, found this; [ERR 20:51:22.715] [ModuleManager] Error - Cannot parse variable search when inserting new key rate = #$ATMMABC$ So I'm guessing I can't set up a new generator with a variable rate?
  13. Yes. Capacity of course. I know MM only does it's thing once, on startup.
  14. Hey guys, I need a little help with my syntax for a little patch I wrote.. The goal was to improve performance on my little old potato by reducing part count by not having to spam solar panels en mass... What I have currently: @PART[*]:has[@RESOURCE[ElectricCharge]]:Final { MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.1 } } } This WORKS but I would like to change it so that the actual generation is dependent on the parts amount of EC stored. So something like [rate = (ElectricCharge*0.002)]. But I don't know the syntax for that, and booting the game up for testing takes 15 minutes each time... (told you it's a potato) so experimenting is not exactly the best option for me currently.
  15. I would be happy if I could adjust steering authority AT ALL. OP has a point for sure.