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Goufalite

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Everything posted by Goufalite

  1. For 1.11.1+, prevent your jetpack and eva cylinder to refuel when entering a crew module (prerequisite: set the kerbal inventory to be persistent in the difficulty settings) @PART[evaJetpack] { @MODULE[ModuleCargoPart] { %reinitResourcesOnStoreInVessel = false } } @PART[evaCylinder] { @MODULE[ModuleCargoPart] { %reinitResourcesOnStoreInVessel = false } } Applying this has some cons tho Jetpacks and eva cylinders don't refuel. Period. There is no other way to refuel them (without mods of course). There is no indication on which jetpack is empty or not. You need to right-click the item in the inventory to see how many fuel it has remaining or make the kerbal wear it. If you're not an engineer, there is no way to ditch empty jetpacks, you need to swap inventory items or store them in an empty available slot. Since kerbal inventory is persistent, the kerbals will carry the consummed jetpack even on a new mission so you need to remember to "change" the jetpack in the VAB. For more info about this new attribute, see this bug report (modders wanted to use their own fuel)
  2. After a few research, answers here :
  3. Self answering after a few research First of all, I created a bug with reproduction steps, this is not a normal behavior... Then I had to recode all the checking and storing behavior with some other tweaks: You need to manually check mass and volume before addind a stackable part (and the cheat override for kerbal inventory in 1.12) if (!CheatOptions.IgnoreKerbalInventoryLimits) { if (inventory.HasMassLimit && inventory.massCapacity + PartMass(myPartString) > inventory.massLimit + 0.00001f) { ScreenMessages.PostScreenMessage(Localizer.Format("#boomass"), 2.0f, ScreenMessageStyle.UPPER_CENTER); return false; } if (inventory.HasPackedVolumeLimit && inventory.volumeCapacity + PartVolume(myPartString) > inventory.packedVolumeLimit + 0.00001f) { ScreenMessages.PostScreenMessage(Localizer.Format("#boovolume"), 2.0f, ScreenMessageStyle.UPPER_CENTER); return false; } } To add something to a stack (after checking if the stack isn't complete of course) and update the UI : return inventory.UpdateStackAmountAtSlot(availableInventorySlot, inventory.storedParts[availableInventorySlot].quantity + 1); To remove a part from a stack and update the UI this.ModuleInventoryPartReference.RemoveNPartsFromInventory(myPartString, 1); GameEvents.onModuleInventoryChanged.Fire(this.ModuleInventoryPartReference);
  4. You can find the event by name (base.Event["Shutdown"] or base.Event["Activate"]) and then ".guiActive = false" them in update. I'm intersted in your inheritage, do you have to pass all the KSPField in the cfg file? How do you tell existing parts to use this inheritance?
  5. Wow, one night sleep and this thread changed to "Finite flags" to "Specific company per mission flags" Anyway, here's the mod : Flags are inventory items You still need to use the "plant flag" button Picking up flags puts them back into the inventory (if space is available) Ok now let's take a look at this night's (for me) suggestions This is gonna be hard because of contract configurator. It has a Flag objective but not depending on the company (as far as I know). Hum... Since 1.11.1 jetpacks can be differenciated, meaning you can have 3 jetpacks with each a different level of EVA fuel (see post above). Unfortunately there is no visual indication on which flag is which. I might take a look much later... Very easy : install contract configurator and in the difficulty settings remove the standard flag mission. If I have time I'll try to dig up a custom flag plant mission. When starting to work on the mod, a bug was preventing me to pick up flags and I wanted to handwave "meh, you destroyed it by picking it up!". Now that it works, making it optional is gonna be hard... Maybe a second dll which patches only the pick up method... Also the tracking station can still destroy flags. The idea of the mod in first place was really plant flag/pick flag and remove the infinity...
  6. Plant flag. Receive funds. No more! When I first saw the 1.11 trailerI thought to myself "Finally, no more infinite flags!" but I was wrong... I then asked on reddit if people would like to see flags as a cargo item and with 86 voters I had a score of... perfect 50/50! I also asked if somebody knew a mod capable of doing this, nobody answered. Therefore… Introducing Flag As Cargo Item! Flags are now stackable cargo items! Don’t forget to store them in your ship. (The description comes from redditor Anameonreddit which commented my poll) You can even craft them with ore with my other mod Ore To Parts ! Dependencies Harmony (hard dependency) - install separately Instructions Remove previous versions. Unzip into the GameData folder of your KSP installation, your folder should look like GameData/FlagAsCargoItem Mods Supported Ore To Parts - an embedded MM script allows Ore To Parts to craft flags! Localization English, French CC-BY-SA 4.0 Github : https://github.com/Goufalite/FlagAsCargoItem Issues : https://github.com/Goufalite/FlagAsCargoItem/issues Latest releases for 1.12.1+ (Warning: NOT compatible with 1.11.2) : https://github.com/Goufalite/FlagAsCargoItem/releases Release 0.1.0.0 for 1.11.2+ : https://github.com/Goufalite/FlagAsCargoItem/releases/tag/v0.1.0.0 Please provide a KSP.log file in order for me to help you. Also please tell if you have the expansions installed. Known issues If the plant flag option doesn't appear on kerbal focus, just move a little bit. If you have an engineer trying to "construct" the flag, you’ll see a dull cylinder smashing explosively on the ground! => The 1.12 changelog says Decreased a height error check from 0.2m to 0.1m, in order to support smaller parts, and preventing them to sink into the ground.. Although the flag is 0.7m this might be the cause. Sorry. Roadmap CKAN => when the mod won’t show too much bugs Better flag model => Designing the 3D part was awful as in only one color because of Sketchup > DAE > Unity conversion. But the 2D flag can be enhanced. Will look later. The assets are CC-BY-SA so if you want to help… Change flag icon depending on flag mission => Not likely. Even the devs have a hard time with this (1.12 changelog : Fix issue flag parts in cargo were changing their thumbnail when changing the mission flag while in the VAB/SPH and also when held over PAWs or EVA Construction Panel.) Deploy button instead of "plant flag" => Not likely. I’m reusing the action behind the original "plant flag" button and I’m new to modding so this is going to be a little hard... Changelog
  7. This can be managed with a contract configurator patch. It handles flag objectives. I tried to create a more specific flag planting contact pack asking you to claim ground you've never done science for example, but I lost it with a HDD crash
  8. Sorta... In 1.11.1 some mod makers wanted EVA jetpacks to refuel with their own resource, so the devs added a config entry for jetpacks for them to not refill. If you don't want your jetpacks and eva cylinders to refuel, apply this MM patch : @PART[evaJetpack] { @MODULE[ModuleCargoPart] { %reinitResourcesOnStoreInVessel = false } } @PART[evaCylinder] { @MODULE[ModuleCargoPart] { %reinitResourcesOnStoreInVessel = false } } Applying this has some cons tho Jetpacks and eva cylinders don't refuel. Period. There is no other way to refuel them (without mods of course). There is no indication on which jetpack is empty or not. You need to right-click the item in the inventory to see how many fuel it has remaining or make the kerbal wear it. If you're not an engineer, there is no way to ditch empty jetpacks, you need to swap inventory items or store them in an empty available slot. If kerbal inventory is persistent as a difficulty setting, the kerbals will carry the consummed jetpack even on a new mission so you need to remember to "change" the jetpack in the VAB.
  9. I'll take a look, sounds easy (something like resource = NaturalOre,0.9|RareOre,0.1 in the mm patch). On the other hand, I found another mod which does craft parts but with moar features (catalog, time processing,...)
  10. It's actually in my roadmap At least I want to use the ISRU because, well, it processes ore. I'd like to avoid creating a new part because it scares players, also I tried designing parts using Sketchup it's quite hard! (no distance respect, one color/material,...). But most importantly I don't know (yet) how to grab all resources from a ship, I'll need to do some digging on what other mods do, especially when I'll implement the scraping part which adds ore. I need to think about this. The purpose of this mod is to be a very simple ore to part converter, I know the Simple Construction mod exists which manages resources like metal... Would stock ore and your resources management coexist in one assembly or a fork would do (or a MM patch)? I'm really beginning to mod but I have a good C# background... If I manage to fix the whole craft processing above it could be interesting yes.
  11. Hello @IvanSanchez I'm about to post a mod addressing this but I have a gameplay question... Once this mod will be installed, players must remember bringing flags on their destination. I'm an absolute beginner in modding KSP and not sure if I can mod the technical tooltip in the VAB to remind players about this. I'm thinking of adding a "spawn flag" in command pods which could add a flag item if the inventory of the command pod is not full and doesn't already contains a flag. At least to start a little. What do you think?
  12. Override the mass and volume of deployable science modules so they could fit in a kerbal's inventory along side with a jetpack @PART[*]:HAS[@MODULE[ModuleGroundExperiment]] { @mass = 0.02 @MODULE[ModuleGroundExperiment] { @packedVolume = 20 } } @PART[*]:HAS[@MODULE[ModuleGroundExpControl]] { @mass = 0.02 @MODULE[ModuleGroundExpControl] { @packedVolume = 20 } } @PART[*]:HAS[@MODULE[ModuleGroundSciencePart]] { @mass = 0.02 @MODULE[ModuleGroundSciencePart] { @packedVolume = 20 } } @PART[*]:HAS[@MODULE[ModuleGroundCommsPart]] { @mass = 0.02 @MODULE[ModuleGroundCommsPart] { @packedVolume = 20 } }
  13. Mine ore. Receive parts! ORE TO PARTS Available on CKAN! (search OreToParts) Introducing a minimalistic mod transforming all ore tanks into converters changing ore into vital parts such as repair kits, solar panels,... This is my first mod so please be kind and use the issue tracker in the link below Craft parts The oretotanks.cfg file contains a comma-separated list of parts that can be crafted. The ore price to craft them is the mass of the part (5kg = 5 units of ore). The part will be stored in the ore tank’s new inventory, so keep an eye on it! The converter can only craft cargo-type parts which have a volume. You can list them in the VAB by pressing the cargo-like button near the action-groups button. Duplicate parts Place a part to duplicate in the first slot and press Duplicate! Same as above, the ore price is the mass of the part. Scrap parts Transform the part in the first slot into ore, or throw it through the sas! EVA Refuel If you deactivated jetpack and cylinder refueling, you can use this refueler to transform Ore or Monoprop (or any custom resource) into EVA fuel. Just put the parts you want to refuel in the inventory of the part having the refueler. Kerbals present in the part containing the refueler will have their jetpacks refueled too! ----- CC-BY-SA 4.0 Github : https://github.com/Goufalite/OreToParts Issues : https://github.com/Goufalite/OreToParts/issues Latest release : https://github.com/Goufalite/OreToParts/releases/ Wiki and tips : https://github.com/Goufalite/OreToParts/wiki (add parts, manage custom resources, scrap syntax,...) Dependencies Module Manager (hard dependency) - install separately Instructions Remove previous versions. Unzip into the GameData folder of your KSP's installation, your folder tree should look like GameData/OreToParts Please provide a KSP.log file and tell me if you have the expansions in order for me to help you. Localization (please help) : English, French Tested on KSP 1.11.2 and 1.12.1 with and without both expansions. This is my first mod and I might not have been everywhere. Please open an issue. Roadmap : Whole ship converter => my headcannon was that kerbals would handcraft parts with ore manually… Using convertrons means grabbing resources from all the ship which I’m not familiar with in KSP’s API. But you are free to provide me with any example or mod doing this. Processing (why not use electricity to convert the parts and even take time) => too complex and covered by the Sandcastle mod Adding a select part GUI => covered by the Sandcastle mod and designing UIs in mods look hard... Sorry. Changelog
  14. You need to uncheck the "Tidy up debris near KSC" in the general settings. Look some posts above
  15. Hello @cakepie, Are you still maintaining this mod? Since 1.11.2 a lot of players experiment a wild bug which gives full SAS to all kerbals even in career mode with kerbal xp on (bug link), unless Making History is installed. Your mod addresses this (and other problems) but the option for pilot only SAS is grayed out when the gamemode is career. The mod assumes the game is career mode with kerbal xp so it doesn't patch the function, but it should because the stock code is broken... Since you have an All Rights Reserved Licence we cannot fork or remix your code... Thanks in advance!
  16. Hello and sorry if this has already been asked here, research is quite verbose... I'm trying to add parts to an inventory stack, I'm using the API's StoreCargoPartAtSlot(string,-1) but I'm running into some problems The CheckPartStorage(craftPart) returns false even if a stack is not complete, the API says "Checks if the part can be stored Without actually storing it.", this is confusing... StoreCargoPartAtSlot(craftPart, -1) adds the part the next empty slot. But once the inventory has no empty slots but still stackable space it fails, but leaves an error "Unable to store part - there are no free slots. Unable find part with name=evaRepairKit" I tried to completely rewrite the stack storing behavior. It works but I run into two other problems: mass and volume and not checked and most of all... the PAW is not updated! I have to move an inventory part to "wake it" up. StoreStack example Example (inserting a evaRepairKit) Did somebody tried this already? Thanks for your help!
  17. Hello, I need a little help please, I'm currently writing a mod which adds parts to the inventory system. It works for the moment but I have problems with stackable parts: The CheckPartStorage(craftPart) returns false even if a stack is not complete, the API says "Checks if the part can be stored Without actually storing it.", this is confusing... StoreCargoPartAtSlot(craftPart, -1) adds the part the next empty slot. But once the inventory has no empty slots but still stackable space it fails, but leaves an error "Unable to store part - there are no free slots. Unable find part with name=evaRepairKit" Apparently using StoreCargoPartAtSlot with Part/AvailablePart instead of string is advised but I'm missing the string to Part conversion. Is there an example somewhere? Thanks in advance!
  18. I've opened a ticket in CTB's github with a video showing a single landing gear turning with no power or probe or anything : https://github.com/linuxgurugamer/ClickThroughBlocker/issues/21 EDIT : he fixed it in 1.11 ! For SAS it might also be another problem: if you have all SAS locks on the stayputnik this might be the nasty 1.11.1 bug where everything in any mode with or without kerbal XP has full SAS : https://bugs.kerbalspaceprogram.com/issues/27162 This one is solved by (sic) installing Making History and only playing career.
  19. You can steer the stayputnik, but you obviously need something to steer (RCS, reaction wheel, fins/elevons). Stayputnik doesn't have SAS so you can steer but not stabilize. That what the difficulty is at the beginning. You should try a fresh vanilla install of KSP to see how the stayputnik behaves. If you want a no control you can hibernate the probe so it won't react to fine controls like partial throttle, RCS, steering,... With the bug I found on my side I could SAS it although it's forbidden. Heck I could even SAS debris (without movement)!!!
  20. I had this when installing linuxgurugamer's dependencies ClickThroughBlocker and ToolBar Controller I opened a ticket but it got closed. https://github.com/linuxgurugamer/WaypointManager/issues/5 If it's still not fixed I'll take a further look. EDIT: I went a little fast... my mentionned bug is for command pods or probe assisted ships... How do you know your stayputnik shouldn't have control ? Out of range ? Out of electricity ? Full SAS instead of no SAS ? SAS without locks ?
  21. Hi, I'm started playing for a little while (flyby of Mun atm) and it's epic! Exploring biomes by planes for science and not just because of exploration gives KSP another very interesting pathway! But now I have a sort of bottleneck... I'm playing without additional ground stations and with comm required for control and... well 2G antennae are a little far in the tech tree and their prerequisite are quite expensive... So the problem is I can't build an early-mid relay constellation around Kerbin (HG-5 antennae are too weak to reach Mun) and I need control for doing Mun insertions and other stuff. Another problem is that my unlocked probes can only stabilize and not prograde/retrograde lock, so even without comm required they wouldn't burn correctly when out of comm range... Obviously Probe control point command pods are not accessible and again HG-5 are too weak... Did it happen to somebody else here? My options: Put off comm required => won't work because my probes don't have other SAS locks than stability Rush electricity + 2G antennae => by doing this I don't research other things like heavy rocketry to lift heavier ships for Mun... Aim for Minmus instead I'll currently try to land on Minmus with a probe but it might be grindy... Thoughts? Thanks in advance!
  22. Hello, I just come from the "Probes before Crew" forum post where somebody linked to this mod. What are the differences between unkerballed start and probes before crew? Is it only a tech tree revamp or do some elements has changed properties (science values,...)(saw description : tech tree move + new parts) Also do you recommand changing the science slider in the difficulty settings? At which value? I plan to do a hard science run with no labs and no tracking stations, but I don't use modded parts. Thanks!
  23. I think you must switch to 1.11.2 because of the Mk1-3 RCS bug which prevents you from saving/loading the game. Backup your KSP installation folder before in case you find a game breaking bug in 1.11.2.
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