horngeek

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About horngeek

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  1. Update: if people are having this problem, don't assume if you have the 000_AT-Utils folder that you have all the files required for this to work properly- unzip the folder packaged with this mod anyways, and just don't replace files you already have.
  2. Fair warning, the version that comes packaged with *this* mod may have stuff other versions of the ATTools folder might not have- I just had a look at the version that comes with the Hangar mod, and it had files that I didn't already have in my version of the 000_AT_Utils folder. My advice would be to unzip that folder even if you already have it
  3. Final question for now (probably :P) RasterPropMonitor isn't being developed anymore- do you have plans to update IVAs to use instead, or should I just use RasterPropMonitor?
  4. Yeah, I saw once I actually compared the sizes of OPT Spaceplane and OPT Legacy. Second question, on the main OPT Spaceplane thread it mentions that OPT Legacy is compatible with OPT Spaceplane- does this still apply?
  5. @JadeOfMaar to check, should this be installed on its own, or is it applied as a patch to the original mod?
  6. Ah, thanks. On the subject of colonisation, has anyone else had issues with the kolonisation vessel window not picking up every resource a colony has? It’s really finicky whether it picks up the Fertiliser I have, and often depends on which container the fertiliser’s stored in. It’s not a ‘what mod does this come from’ deal either, I’ve had the window pick up Fertiliser when it’s stored in one container, but not when it’s in another identical container of the same vessel. (Whether a colony starts with the resource container attached or not doesn’t seem to matter either)
  7. For some reason, when I have a Hangar part on my active craft, the hangar toolbar option doesn't show up. Anyone have any idea what's going on?
  8. Update: MKS *basically* does what I want here, which is to say it gives a 'how long Fertiliser will run out' window, which I can then use to estimate how long I have re: supplies.
  9. I also boosted the storage space of the Solids containers- Largest to 6000, Medium to 2000, large rack to 1500 and the smallest to 750, which is in-line with KPBS' current material kits storage space. That's not in the two code blocks I put up there, however.
  10. OK. @DStaal This is *by no means pretty*, but it adds the... ability to *contribute* to research to all parts that should have it, adds resource distribution to the hub (local, planetary, orbital) and the ability to produce Transport Credits for the Hub as well (along the same lines as MKS' Duna line). The Greenhouses *should* also benefit from Botany Research. I haven't added the Colony Rewards module to the workbenches yet, but it is present on the full-size workshop. I probably made more changes that I needed to to get this working, but all that's needed is to replace the Base_Parts.cfg file with this: // // The Central Hub can *collect* Kolony rewards, find resource lodes, and organize distribution. // @PART[KKAOSS_Central_Hub]:NEEDS[MKS]:AFTER[MKS] { MODULE { name = ModuleResourceDistributor } MODULE { name = ModuleColonyRewards } MODULE { name = ModuleResourceSurveyor } MODULE { name = ModulePlanetaryLogistics } MODULE { name = ModulePowerDistributor } MODULE { name = ModulePowerCoupler } MODULE { name = USI_InertialDampener } MODULE { name = ModuleOrbitalLogistics } %MODULE[MKSModule] { name = MKSModule workSpace = #$../CrewCapacity$ livingSpace = #$../CrewCapacity$ hasGenerators = false ApplyBonuses = false } MODULE { name = USI_Converter ConverterName = Transport Credits StartActionName = Start T-Credits StopActionName = Stop T-Credits UseSpecialistBonus = false IsStandaloneConverter = true Efficiency = 1 INPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.2 } INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.45 } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.55 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } OUTPUT_RESOURCE { ResourceName = TransportCredits Ratio = 1 DumpExcess = false } } RESOURCE { name = TransportCredits amount = 0 maxAmount = 100000 isTweakable = false } } // // The Command Module can coordinate local logistics. // @PART[KKAOSS_Control_g]:NEEDS[MKS]:AFTER[MKS] { MODULE { name = ModuleResourceDistributor } MODULE { name = ModulePowerDistributor PowerDistributionRange = 500 } MODULE { name = USI_InertialDampener } %MODULE[MKSModule] { name = MKSModule workSpace = #$../CrewCapacity$ livingSpace = 0 hasGenerators = false } } // // The Planetary Cupola can find local resource lodes. // @PART[KKAOSS_Cupola_g]:NEEDS[MKS]:AFTER[MKS] { MODULE { name = ModuleResourceSurveyor } MODULE { name = USI_InertialDampener } %MODULE[MKSModule] { name = MKSModule workSpace = 0 livingSpace = #$../CrewCapacity$ hasGenerators = false } } // // The Workshop can auto-repair. // @PART[KKAOSS_Workshop]:NEEDS[MKS]:AFTER[MKS] { MODULE { name = ModuleAutoRepairer } MODULE { name = USI_InertialDampener } %MODULE[MKSModule] { workSpace = #$../CrewCapacity$ livingSpace = 0 hasGenerators = false } } // // It's also a Ground Construction Workshop // @PART[KKAOSS_Workshop]:NEEDS[GroundConstruction] { MODULE { name = GroundWorkshop Efficiency = 1 } } // OSE Workshop now contributes to MKS research @PART[KKAOSS_OSEworkshop]:NEEDS[MKS]:AFTER[MKS] { MODULE { name = USI_InertialDampener } %MODULE[MKSModule] { workSpace = #$../CrewCapacity$ livingSpace = 0 hasGenerators = false } } // Mk1 Habitat contributes to MKS research @PART[KKAOSS_Habitat_MK1_g]:NEEDS[MKS]:AFTER[MKS] { MODULE { name = USI_InertialDampener } %MODULE[MKSModule] { workSpace = 0 livingSpace = #$../CrewCapacity$ hasGenerators = false } } // // The Racks get the weight-distribution mechanic... // @PART[KKAOSS_Storage_End_Cap_Storage,KKAOSS_Storage_g,KKAOSS_Storage_mid_g,KKAOSS_Storage_mini_g,KKAOSS_Storage_size2_m,KKAOSS_Storage_size2_s]:NEEDS[MKS]:AFTER[MKS] { MODULE { name = ModuleWeightDistributor } MODULE { name = USI_InertialDampener } } // Let's not give the *racks* the ability to generate rewards. @PART[KKAOSS*,!KKAOSS_Storage*]:NEEDS[MKS]:AFTER[MKS] MODULE { name = USI_InertialDampener } } And the inflation_changes.cfg file with this: @PART[KKAOSS_Habitat_MK2_g]:AFTER[PlanetarySurfaceStructures]:NEEDS[MKS] { !MODULE[PlanetaryModule] {} MODULE { name = USIAnimation deployAnimationName = Habitat_MK2_deploy inflatable = true shedOnInflate = true CrewCapacity = 4 ResourceCosts = MaterialKits,100,ElectricCharge,400 } %MODULE[MKSModule] { workSpace = 0 livingSpace = #$../MODULE[USIAnimation]/CrewCapacity$ hasGenerators = false BonusEffect = RepBoost ApplyBonuses = false } } @PART[KKAOSS_Greenhouse_g,KKAOSS_LS_MKSAddon_Greenhouse*]:AFTER[PlanetarySurfaceStructures]:NEEDS[MKS] { !MODULE[PlanetaryModule] {} MODULE { name = USIAnimation deployAnimationName = Greenhouse_Deploy inflatable = true shedOnInflate = true CrewCapacity = 2 ResourceCosts = MaterialKits,100,ElectricCharge,400 } %MODULE[MKSModule] { workSpace = #$../MODULE[USIAnimation]/CrewCapacity$ livingSpace = 0 hasGenerators = false EfficiencyMultiplier = 1.163 BonusEffect = ScienceBoost } } @PART[KKAOSS_Science_g]:AFTER[PlanetarySurfaceStructures]:NEEDS[MKS] { !MODULE[PlanetaryModule] {} MODULE { name = USIAnimation deployAnimationName = Science_Deploy inflatable = true shedOnInflate = true CrewCapacity = 2 ResourceCosts = MaterialKits,100,ElectricCharge,400 } %MODULE[MKSModule] { workSpace = #$../MODULE[USIAnimation]/CrewCapacity$ livingSpace = 0 hasGenerators = false BonusEffect = ScienceBoost } }
  11. @RoverDude if you're trying to add Planetary Logistic capability to a part, how do you tell if it... well, works? Planetary logistics capability doesn't appear to show up in the list of modules in the right click 'show parts detail' menu.
  12. I've, so far, managed to get *one* part working, so let's see
  13. That said, there's actually a fair few patches not applied correctly. Nothing gets Colony Rewards, for example, and the Hub can't hook into the distribution network(s). @DStaal I'm trying my best to get things working- if I actually manage it- not to rebalance stuff but to actually get all the modules working as they should- would you be ok with me posting it up here?
  14. There's a few other things- ModuleManager throws up a few warnings and I don’t think the patches all apply correctly, but that’s minor as well.
  15. @N3N having checked a bit- this patch *does* add features, but nothing’s broken so it’s *usable* as-is.