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About Mihara

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    Mad (social) scientist
  1. [1.2.x - 1.4.x] Re-purposed Structural Panels

    There are some strange artifacts on the edges when I do tweakscale them: They become partially invisible, depending on the distance from camera -- at least in the editor.
  2. [1.2.x - 1.4.x] Re-purposed Structural Panels

    An equilateral triangle structural part. Where have you been yesterday?
  3. Is version 1.4.0-1 meant to be compatible with KSP 1.3.1? CKAN thinks it is, and it installed the update into my copy of 1.3.1 today, but for some reason I don't see any clouds at all anymore...
  4. Updated Terms Notice & Privacy Policy

    Which technically makes the agreement void in most jurisdictions I can think of.
  5. It also says "FOR[TacLifeSupport]". For ModuleManager, this implies that the mod so tagged is present, because all patches for a given mod should be tagged so where possible. As a result, everything else that had its own TAC-LS patches started "detecting" it and inserting TAC resources. I got bitten by that too. The fix: Never do that. Use "AFTER[..." instead, because that's what you meant.
  6. Not that huge, as long as you don't concern yourself with simulating flow over time or even distribution. Take a look at this method for example. Things do get a lot more complicated if you do, but still manageable. I fully understand why you wouldn't want to do it, it does go out of the original scope. But well, it would make sense. Far too few things in Kerbal universe make sense. As it is, even when OSE Workshop recycles an item which contains resources, resources do not get reclaimed, so the only way to get them out is to go out and bolt the item to the outside of the vessel, which does not make sense at all. Part count and physics, and the fact that I can't use the nice premade replicas set up for KIS like, say, Phoenix Industries kit, is what's stopping me. Going the other way -- i.e. sending resources down from space -- is even worse than sending them up.
  7. Well, I know they're not actually parts, but something simple like an "fill/empty resources" button which would try to pump pumpable resources in/out of the item into any available containers on the ship shouldn't be too hard... If that didn't involve making UI, (I have an allergy to programming UI) I would just write that myself and send a pull request Oh well. P.S. There's probably also an option of creating an extra tank in the container part the moment a resource-containing part enters its inventory, and destroying it when it's taken out, but that feels like a potential nightmare of bugs, since there would be no reliable way to tell which ones got created by which contained item.
  8. DockRotate - rotation control on docking ports

    If you, like me, wish to have rotation on construction ports (so that they're easy to adjust to perfection before welding) but prefer regular ports to be handled by KJR (see fix that makes them play together above) and don't care quite as much about their alignment, here's a patch for you. // DockRotate is very sweet, but I *only* want it on the construction ports: // I would rather KJR act on the docking joints. // So taking it off every other port. @PART:HAS[@MODULE[ModuleDockingNode],@MODULE[ModuleDockRotate],!MODULE[ModuleWeldablePort]]:FINAL { !MODULE[ModuleDockRotate] {} }
  9. Something I keep meaning to ask. Occasionally, it makes sense to fill a large KIS container with resource tanks or smaller containers. It certainly is more convenient in some cases than rebuilding a vessel to contain tanks of multiple resources, and there are mods with large KIS storage volumes in convenient vehicles to suit this particular purpose. However, the problem turns up when I need to make use of these resources: To do so, I have to EVA, take the container out, attach it to the station -- whether using a container socket or surface attach -- and pump the resources out. This is only practical in some cases, since the kerbals can't really manipulate resources heavier than one ton, and using multiple kerbals to work with heavier resources in orbit is a dangerous exercise. So, is there a way to get at part resources while they are still inside the KIS container? If there isn't, is there a hope one could be arranged?
  10. [1.4.1] Decoupler Shroud

    Like I said, I didn't look in the logs, so I can't tell you if there's an NRE involved or what, but yeah, that's what happens -- the part doesn't get placed and can't be removed.
  11. [1.4.1] Decoupler Shroud

    That's in 0.2. The particular nosecone is unusual because it's meant to decouple the bottom node, but that bottom node is meant to attach to a node that is physically inside the pod itself -- but it also has a top node, and I'm not sure how is that one meant to be used...
  12. [1.4.1] Decoupler Shroud

    This is very promising, but screws up certain decouplers which are supposed to decouple from things rather than things attached to them, in particular, Tundra Exploration's decoupling nosecone. I think this particular part simply causes the module to crash, although I didn't look in the log, I just wrote a patch to exclude it. @PART[CargoShroud]:FINAL { !MODULE[ModuleDecouplerShroud] {} } I suspect a more elaborate patch to install this module is needed, I'm sure there are other exceptions.
  13. [1.3.x] Strategia [v1.6.0] [2017-06-11]

    Yep, that's a problem caused by Strategia. Here's how I fixed it: https://github.com/jrossignol/Strategia/pull/70
  14. [1.4.1] Smart Parts Continued

    ...I guess I'm just still burned out after having had to drive 3400 km on Tylo back in 0.25 at 4 physical warp. Current BonVoyage in CKAN already supports Feline Rovers, and works wonders precisely for getting all biomes in a single landing. Works especially well if your rover is manned and not dependent on solar power, because then BonVoyage drives at night, and at speeds you would be hard pressed to maintain manually for quite as long.
  15. [1.4.1] Smart Parts Continued

    ...Maybe, a better solution is not driving quite so far. BonVoyage helps immensely when using rovers, I hardly even drive them myself further than 500 meters anymore.