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Posts posted by Clancythecat
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I'm rather excited for the workspaces system, and being able to save an entire station and all of it's carrier rockets in a single file and launch them separately
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I just got back into ksp after a couple months and I just tested the automated supply line part in sandbox mode, and i think it's going to be really useful for building stations with life support mods.
One question though, does it cost funds to resupply, or do i get the resources for free?
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15 minutes ago, Angel-125 said:
That really depends on how KSP 2 handles interstellar travel. If it's something like "Then time passes..." it is hand-waved off camera, and then suddenly it's 600+ years in the future and you're in another galaxy/solar system, then something like Blueshift won't be needed. In such a case, you'd just build your interstellar craft, launch it, and poof, new solar system to explore.
I see absolutely no reason that it would hand-wave the interstellar distances when the developers have said repeatedly that crossing those distances is most of the challenge.
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I've seen people trying to make existing parts into hangars which seems to involve some relatively complicated modeling,
but wouldn't it make the most sense to make an invisible and collisionless hangar part that you can put inside a cargo bay and resize it to fit properly?
Perhaps have a cylindrical and a cuboid version?
I'm sorry if I'm misunderstanding something and it's not as simple as I thought.
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2 hours ago, SkyFall2489 said:
What about the deployable centrifuge module?
it looks like this
MODULE
{
name = ModuleDeployableCentrifugeDeployAnimationName = CentrifugeCollapse
// Speed of the deploy animation
AnimationSpeed = 0.025
// Layer of the deploy animation
AnimationLayer = 1
// Crew needed to deploy
CrewToDeploy = 3
// Skill Required
CrewSkillNeeded = #autoLOC_500103
// Skill Display Name
CrewSkillNeededName = #autoLOC_500103
// Crew capacity when deployed
DeployedCrewCapacity = 16Deployed = True
// Radius, for display purposes only
Radius = 15// Name of the deploy action
DeployActionName = #LOC_SSPX_Inflatable_Action_Deploy_Start_Title
// Name of the retract action
RetractActionName = #LOC_SSPX_Inflatable_Action_Deploy_Stop_Title
// Name of the toggle action
ToggleActionName = #LOC_SSPX_Inflatable_Action_Deploy_Toggle_Title// Name of the start action
StartSpinActionName = #LOC_SSPX_Deployable_Action_Spin_Start_Title
// Name of the stop action
StopSpinActionName = #LOC_SSPX_Deployable_Action_Spin_Stop_Title
// Name of the toggle action
ToggleSpinActionName = #LOC_SSPX_Deployable_Action_Spin_Toggle_Title// Speed of the centrifuge rotation in deg/s
SpinRate = -35
// Rate at which the SpinRate accelerates (deg/s/s)
SpinAccelerationRate = 1.0// Rate at which the counterweight spins in deg/s, typically faster than SpinRate and reversed
CounterweightSpinRate = 70.0
// Rate at which the counterweight accelerates (deg/s/s)
CounterweightSpinAccelerationRate = 2.0// Transform to rotate for the centrifuge
SpinTransformName = B_SpinCore
// Transform to rotate for the counterweight
CounterweightTransformName = B_CounterweightInternalSpinMapping = 1
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1 hour ago, SkyFall2489 said:
Actually, you don't exactly need that.
Check out the Variable system. It will let you just set one field to another. What does each part module look like? Then, I can show you how it works.
If you do need to select keys of certain values within nodes, you can say @PART[*]:HAS[#MODULE[DeployableCentrifuge]:HAS[#deployedCapacity[xyz]]]
The module looks like this
MODULE
{
name = WOLF_CrewCargoModule
EconomyBerths = 2
LuxuryBerths = 1
ModuleName = #LOC_USI_WOLF_CrewCargoModuleName
PartInfo = #LOC_USI_WOLF_CrewCargoCrate_PartInfo_Summary
}i'm trying to give them 1 EconomyBerths for every deployedCapacity, and half as many LuxuryBerths
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I'm trying to make a patch that adds a different amount of usi wolf system crew capacity to each deployable centrifuge part of a given deployed crew capacity,
Like, parts with 1 deployed crew capacity get 1 wolf crew capacity, but parts with 2 deployed crew capacity get 2 wolf crew capacity.
Basically, I'm trying to select parts that have a specific module that has a specific variable of a specific value.
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Is there a way to make bases per-save? I want to make a cool space colony in my sandbox save but I don't want it to appear in my career mode save.
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21 hours ago, InfoTheGamer said:
I am considering a very large expansion to the mod, adding Stanford tori, maybe some cloud cities, Loftstrom Loops, and Orbital Chainsaws.
I may change the license, but I want people to change my stuff and privately use it if they want. "Let the kids have the music," really, as long as I'm credited and no other clones of Paraterraforming show up on Github or Spacedock.
This is the correct approach to intellectual property
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Is there a config for the wolf system that allows me to transport the transport credits?
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3 hours ago, Ooglak Kerman said:
Input is asked. Name the warp engine on Angelo's truck
The warp master 6000
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1 minute ago, Terwin said:
They are in the save file.
But it does not save modules, just the effects of the modules.
So you will need to manually reverse the effect of any modules you want to 'remove'
Thank you, i want to remove the effects because I spammed a biome with level 1 harvesters without realizing that they were less efficient and so I'm going to replace them with level 2 harvesters
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On 5/31/2022 at 7:25 PM, Clancythecat said:
What if instead of the crew cargo containers we just had that functionality in the crew cabins?
Like the 16 person cabin has 16 economy seats or fewer luxury seats?
Never mind, I wrote a module manager patch that does that.
Also, if i wanted to edit my save file to remove modules from a Depot that I had planned poorly, where would I find the file that stores the biome Depots?
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Is it theoretically possible to make a patch that applies to every crew cabin with a certain amount of crew capacity?
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What if instead of the crew cargo containers we just had that functionality in the crew cabins?
Like the 16 person cabin has 16 economy seats or fewer luxury seats?
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I made a Tweakscale patch, it includes all of the parts except redundant ones like different sized fuel tanks.
Now you can have larger warp cores/nacelles that are more powerful and larger ring Gates that you can fly into more easily
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I made a tweakscale patch for this mod a while ago, but I kept forgetting to release it, after the next update I'm going to add the new parts and release the patch so that you can drive large rovers through the Stargate.
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I'm guessing that this works with the wolf system in mks?
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4 hours ago, TOMMY (JEB 2.0) said:
what mod for other parts?
Most of the parts featured in these screenshots are from an upcoming update, the release date is unknown.
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2 hours ago, Don0303 said:
every time i put crew in one of the space object saucers, i cant switch back to it after because i "dont own it" is there a way around this?
I've managed to take control of anomalies by grappling onto it with a grapple claw and messing around with the vessel naming
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On 5/18/2022 at 12:22 PM, Grumpy_Bud said:
I checked this; it seems to work in 1.12, or maybe I'm just lucky...
What version of kopernicus are you using if any?
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Is there a way i can have just the logistics system without the rest of the Colony parts and resource chains?
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10 minutes ago, Rakete said:
@Angel-125 Somehow I wonder, if this might not be intended behavior because you reserved the reserved the full volumina for tge full circle? But how is it intended to be brought to orbit/ other planets?
Build a fairing, then put the module in, the invisible space has no Collision, and I think it's only there to detect whether a ship is going through the gate.
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4 hours ago, Don0303 said:
exactly the same issue here, i just manually added the module in the config
Yeah, I actually made a patch that did that before but then the sand castle compatibility patch released, and so I removed it, but it seems like he'll have to re-implement it.
[Min KSP 1.12.2] Blueshift: Kerbal FTL
in KSP1 Mod Releases
Posted
I just remembered that a year or two ago, when we first got a brief video of the KSP2 vab, the tooltip on the 2.5m nose cone said that it needed uranium, (i still don't know why they put uranium in a nose cone) which implied that certain parts need certain resources to construct, at least when you're building it from colony.
I wonder if that means that after the resource system is complete you can have FTL parts require a special resource to build like "kerlithium" or something to add an extra layer to FTL infrastructure.