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toric5

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Everything posted by toric5

  1. any news on this? Is the conselation release considered 'finished'?
  2. Is this compatible with community resource pack? (does it add minable and atmospheric resources where needed?
  3. Would it be possible to further integrate this with things from USI-LS (life support recyclers, the really basic greenhouses) and stock modules (stock and third party drills and convers)? I really dotn like how the USI drills and converters need maintenance, but my ISRU magic rock distillery somehow can run forever.
  4. I know I could use the wildcard, but I wnated to avoid changing the module name if i didnt have to... I havnt gotten around to playing ksp mutch, dont even have a modded install ATM, but If this works in your game, feel free to PR it. If the patch order is an issue, add more Zs. I dont think it would be good to make this a [FINAL] patch...
  5. well, sounds like its time for me to get a 1.3.1 save going then. sounds very odd. @Wyzard, can i get your module manager cache and your .log?
  6. yes. click the green button that says 'clone or download' and then click 'download ZIP.
  7. I thought that was depreciated... if not, ill get a PR up. (just going to pull it from history.)
  8. been using the latest release for a bit, and only issue #111 is something we can fix. (we could just run the python on the models) but we should get vens input on that. other than that, everything seems release ready.
  9. ahh, ok. i was confused, as none of the configs in the mod used that line... closing my issue on git, then.
  10. Is there a way in settings to 'rename' the equipment resource? I am trying to change the equipment resource into matkits, for compatability with MKS. better yet, can we make the resource needed to repair configurable per module/part? that way, you could have a fuel tank that just needs a patch of metal welded on to be repaired, wheras an ISRU may need Machinery (quite hard to manufacture in MKS) to repair.
  11. I installed kerbalism and disabled most of its features, Im only using its backround processing, antenna changes, and reliability models. is there any weirdness i might expect?
  12. how would i set up kerbalism so that it leaves life support to MKS, but acts as backround processor, part failure model, science transmission changes(without replacing stock comment for KOSs sake?), and its scripting. what parts of these are possible?
  13. would it be possitble to make the probes with RCS on them play a bit nicer with tools like the manuver planner and KER? currently it does not register them as engines (even though i like using them as engines for tiny probes...), making it impossible to really plan manuvers.
  14. @SuicidalInsanity, logged a suggestion as a github issue. would be willing to do some .cfg work if i have the time and you like the idea.
  15. you are right. funny. It was working a while back, lemme see what i changed. also just realized i forgot to add costs to the patch EDIT: Never mind. its because the patch for adding fuel to the size 2 NTR hasnt been merged yet.
  16. nope. leaving that one to someone who can do volume calcs. (you)
  17. @Ven, submitted a pull request including the patches i made in my somewhat short lived fork. I did not mean to forcibly take over your work, i (falsely) assumed that your PMs meant that you were indeed done with the mod. Please accept my apology, and I hope I can continue to work with you and other modders where I can.
  18. thanks. ill work on merging his changes with mine, and probably shut this thread down. From the reply that Ven gave me in his PM, I thought that he was for the most part done developing his mod. I honestly feel pretty bad about this, and hope that I can apply this lesson to my next public release. Thanks for your support, TheToric
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