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Atlas Gaming

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Everything posted by Atlas Gaming

  1. Ok just loaded and checked... KPBS is working for all modules that have KIS. I did not set up a Base inventory previously, only command module inventory, so in the next release I'll add a Base inventory which should add a shared inventory to the Planet Base and other mods of type 'base'
  2. From both SciFi and the game... the only way it makes sense to do interstellar trips is with cryosleep (DeepFreeze in game).. There are no generation ship parts that I've seen...
  3. I will be testing and tweaking different methods of computing volume. Please keep in mind this is still pre-1.0 release. Currently testing item density of .2 This would allow bringing 3 Nerv engines in one of the larger 3.75M containers.
  4. Exactly! Rather than estimating and having people argue that 'you made that part way too big/small' it is now up to the part Devs to define dimensions, not just weight of the part. And remember it's FOLDED dimensions... so things like solar panels should be smaller than their weight would suggest, while truss pieces may be light, but they take up lots of liters
  5. Hopefully very few... as I've found out by digging in... it's a very easy system to use from a back end perspective. I think IgorZ may be the only one who REALLY needs to do a large rewrite... everyone else just uses his hooks. Also I assume the next version of ReStock will have data for all the parts updated as well. I think so... I started with linear, but changed it when I realized that it was screwing up the size of smaller lighter parts. Current formula makes light parts be able to be packed more compactly than heavier parts which are less likely to be foldable. The exponential formula seemed like a better estimator, but only up to 1.5 ton or so. Maybe I'll make it a more complex formula on the next version which fixes the inflation of object over 1 ton. But I do like what it currently does for smaller items and want to keep that. EDIT: latest update goes back to linear Items under 1 can actually be stacked in one slot. There is a reason I did it that way.
  6. It definitely gets hosed on HUGE items.. for things that are 10kb to 1500KG the calculations are pretty close to what I got with stock parts. Above that it's way skewed. But it can be played with just by changing my 12000 number down.
  7. Ya KAS allows multiple Kerbals to handle larger parts.. which I think was a great idea for doing big USI Installs. And that appears to be an area the stock game has not duplicated. But in the end I'm hoping this mod won't be needed at all... with all the mod authors defining their parts with 1.11 in mind, and mod containers being made for 1.11 as well. This a just a glue to help use the latest version of the game with older mods and it's set up to only modify mods which have not yet been updated for 1.11 by authors. So even if left in, fewer and fewer pieces will be based on guesses.
  8. So I noticed that KIS sort of disables itself... latest KIS includes code to not allow any part which fits into a stock container, to be put in a KIS inventory. Since part of what my mod does is allow all modded parts to fit inside the stock inventory, KIS then refuses to allow the items in. It's unfortunate as I'd like to have the choice
  9. I'm not getting any errors... link to log where you see errors so I can take a look. Visually yes... but if you were to ship something the size of an F1 engine to space in a shipping container, it would be substantially larger than the engine itself. You can tweak the sizing in my mod by changing the 12,500 number. Make it smaller if that's preferred. I based the number by looking at a dozen stock parts and comparing mass to volume. While the Main Sail should definitely NOT be 430,000L I also never planned on taking one with me which wasn't already attached to a rocket Bringing anything with over 1T of mass in a container, may be a moot point if a kerbal can't actually handle the item to attach it.
  10. Just looked up the largest KIS container in USI is 128,000 liters. That could hold some spare engines. But honestly, Global Construction can be used for much more compact ways to build in situ. If anything that mod underestimates volumes involved in shipping parts. So I think for most parts from spare solar, to RCS thrusters and even small engines, spares can fit the existing container pars from mods quite well using the formula I'm using.
  11. Yes you need module manager. Current 4.1.4 works fine for 1.11 Literally any part from any mod can be put into a container... but there are relatively few containers currently made. Yes my volumes are approximations, I'm hoping all mods will eventually include the dimensions by mod authors. But I'm using a ratio based on stock parts. Also keep in mind some 'large' things that are light like solar panels actually pack up to a small size, while things like rocket engines would come with a stand and shipping supports to make them larger just like IRL. Biggest container I have installed is an SN-26K Mk3 which is 55,600L volume. It can hold a Bobcat engine or 2 Swivels. Also small parts like KAS screwdriver can be packed 6 to a slot, just like in KIS.
  12. Yes that's already in the current version did you not install it? Every part - including mod parts - CAN be put in a container... but no one has yet built containers to house mainsails
  13. Thank you thank you! Totally worked! And I even used it to simplify another mod KIFA as well! Cheers mate!
  14. New version released with added functionality of making all mod parts now fit into stock inventory!
  15. Ya happy to share... just updated my original mod that added Stock inventories to all KIS boxes as well as all modded command pods. Now new function also allows any mod parts to be stored in Stock Inventory as well. Example of mixed mod and stock items in modded compartments
  16. Example would be calculating the number of crew spots in a capsule based on volume. Volume of 3.4m/crew for instance... so total volume would be a decimal, and I'd want to round it down to an integer after doing the division to see how many crew it could support. (ignore seats and stuff for now) This may do it... never though to use RE
  17. Hey I'm looking for a couple commands and not finding them in this forum... First is there an If () {} type command to test conditions before applying a patch? Second is there a round or ToInteger command? Or a Div function... or really a list of all the math functions included?
  18. This may be better moved to Kerbal Inventory For All (KIFA) forum, ...but to answer your question as to why 6 slots and 200L, My feeling was the number of slot restrictions is silly. Why restrict how many items people bring, if there is spare volume. The 200L is based on the Mark 1 stock pod volume. I do calculate sizes and volumes for all the KIS parts though. Interesting... I didn't realize that only stock parts go into stock inventory. I will see if I can tweak Kerbal Inventory For All mod today to make other parts addable. I'm assuming in the long run all mod parts will specify volume manually, now that its part of stock, but till then - can a quick fix. EDIT: Ok I've got modded parts now able to be put into stock inventory using KIFA. Volume calculation is not ideal, I'll leave up to MOD authors to update for better values. But for now almost everything can use stock inventory.
  19. Found same issue mentioned above with a window on screen which has nothing in it, and no close button. screenshot https://www.dropbox.com/s/zd4aehkalfugrg2/partinfo.jpg?dl=0 Log is huge, let me know if you want it or if you know what could cause this bug.
  20. MechJeb seems to be miscalculating dV needs for landing in the landing assistance module. Tried Mun landing with 2 different size engines on same ship, and each time (5 tests) it started engines too late during suicide burn. The lineup to landing was working as before, but suicide burn seems to be off in 1.11
  21. Turns out everything works... ended up making a mod that adds stock inventory to all mod capsules as well as duplicated KIS inventory to be stock as well and published it the other day.
  22. Thank you sir! just in time for my new start!
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