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Tontow

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Everything posted by Tontow

  1. I forget what the mod is called, but it angles the thrust vectors so that the center of thrust is in line with the center of mass.
  2. I'm thinking about making a plug in, but I don't want to shell out $300 for visual studio. What are some good options?
  3. Did that, but same thing. I may already have a mod installed that uses the core or something. Is there anyway to set Ckan to override my mod folder and take control of the mods? (I tried the alpha version converter that is still in development, but that just gave me issues.) Edit: or at the very least is there a way to make it rescan for mods so I can start with a clean mod folder?
  4. I think I would just like to be able to higher better trained kerbals. I've only ever see 1 star kerbals available for hire.
  5. It looks like Custom Barn Kit currently only lets you modify the current upgrade levels of the game, but not let you add more levels. Is there anything that will let me add more upgrade levels?
  6. I think I'm doing it wrong. I changed the default config file to the following, but it didn't work. // It is highly recommended to NOT edit this file and use a Module Manager patch to change the value. CUSTOMBARNKIT { EDITOR { VABUpgrades = 2400, 4250, 7800, 13900, 23400, 37150, 56000, 101100, 176200, 285050, 431400, 619000, 851600, 1132950, 1466800, 1856900, 2307000, 2820850, 3402200, 4054800, 4782400, 5588750, 6477600, 7452700, 8517800, 9676650, 10933000, 12290600, 13753200, 15324550, 17008400, 18808500, 20728600, 22772450, 24943800, 27246400, 29684000, 32260350, 34979200, 37844300, 40859400, 44028250, 47354600, 50842200, 54494800, 58316150, 62310000, 66480100, 70830200, 75364050, 80085400, 84998000, 85501500, 86508500, 88028500, 90071000, 92645500, 95761500, 99428500, 103656000, 108453500, 113830500, 119796500, 126361000, 133533500, 141323500, 149740500, 158794000, 168493500, 178848500, 189868500, 201563000, 213941500, 227013500, 240788500, 255276000, 270485500, 286426500, 303108500, 320541000, 338733500, 357695500, 377436500, 397966000, 419293500, 441428500, 464380500, 488159000, 512773500, 538233500, 564548500, 591728000, 619781500, 648718500, 678548500, 709281000, 740925500, 773491500, 806988500, 841426000, 876813500, 913160500, 950476500, 988771000, 1028053500 SPHUpgrades = 2400, 4250, 7800, 13900, 23400, 37150, 56000, 101100, 176200, 285050, 431400, 619000, 851600, 1132950, 1466800, 1856900, 2307000, 2820850, 3402200, 4054800, 4782400, 5588750, 6477600, 7452700, 8517800, 9676650, 10933000, 12290600, 13753200, 15324550, 17008400, 18808500, 20728600, 22772450, 24943800, 27246400, 29684000, 32260350, 34979200, 37844300, 40859400, 44028250, 47354600, 50842200, 54494800, 58316150, 62310000, 66480100, 70830200, 75364050, 80085400, 84998000, 85501500, 86508500, 88028500, 90071000, 92645500, 95761500, 99428500, 103656000, 108453500, 113830500, 119796500, 126361000, 133533500, 141323500, 149740500, 158794000, 168493500, 178848500, 189868500, 201563000, 213941500, 227013500, 240788500, 255276000, 270485500, 286426500, 303108500, 320541000, 338733500, 357695500, 377436500, 397966000, 419293500, 441428500, 464380500, 488159000, 512773500, 538233500, 564548500, 591728000, 619781500, 648718500, 678548500, 709281000, 740925500, 773491500, 806988500, 841426000, 876813500, 913160500, 950476500, 988771000, 1028053500 launchPadUpgrades = 19000, 75000, 282000 runwayUpgrades = 19000, 75000, 282000 actionGroupsCustomUnlock = 3 actionGroupsStockUnlock = 2 unlockedFuelTransfer = 2 craftMassLimit = 18, 140, -1 craftSizeLimit { size = 15, 20, 15 size = 28, 36, 28 size = -1, -1, -1 } partCountLimit = 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125, 130, 135, 140, 145, 150, 155, 160, 165, 170, 175, 180, 185, 190, 195, 200, 205, 210, 215, 220, 225, 230, 235, 240, 245, 250, 255, 260, 265, 270, 275, 280, 285, 290, 295, 300, 305, 310, 315, 320, 325, 330, 335, 340, 345, 350, 355, 360, 365, 370, 375, 380, 385, 390, 395, 400, 405, 410, 415, 420, 425, 430, 435, 440, 445, 450, 455, 460, 465, 470, 475, 480, 485, 490, 495, 500, 505, 510, 515, -1 } ASTRONAUTS { upgrades = 19000, 75000, 282000 recruitHireBaseCost = 10000 recruitHireFlatRate = 1.25 recruitHireRateModifier = 0.015 recruitHireFixedRate = false unlockedEVA = 2 unlockedEVAClamber = 3 unlockedEVAFlags = 2 activeCrewLimit = 5, 12, -1 crewLevelLimit = 1, 3, -1 } MISSION { upgrades = 19000, 75000, 282000 unlockedFlightPlanning = 2 activeContractsLimit = 2, 7, -1 // PRELAUNCH, LANDED, SPLASHED, FLYING, SUB_ORBITAL, ORBITING, ESCAPING, DOCKED scoreSituationHome = 0.1, 0.1, 0.3, 0.5, 0.8, 1, 1.1, 0.1 scoreSituationOther = 0.1, 1.5, 1.5, 1.2, 1, 0.8, 0.6, 0.1 partRecoveryValueFactor = 0.9 resourceRecoveryValueFactor = 0.95 reputationKerbalDeath = 10 reputationKerbalRecovery = 25 contractPrestigeTrivial = 1 contractPrestigeSignificant = 1.25 contractPrestigeExceptional = 1.50 contractDestinationWeight = 1 contractFundsAdvanceFactor = 1 contractFundsCompletionFactor = 1 contractFundsFailureFactor = 1 contractReputationCompletionFactor = 1 contractReputationFailureFactor = 1 contractScienceCompletionFactor = 1 } TRACKING { upgrades = 38000, 150000, 563000 unlockedSpaceObjectDiscovery = 3 orbitDisplayMode = 2 patchesAheadLimit = 0, 2, 3 trackedObjectLimit = 0, 8, -1 } ADMINISTRATION { upgrades = 38000, 150000, 563000 activeStrategyLimit = 1, 3, 5 strategyCommitRange = 0.25, 0.6, 1 } RESEARCH { upgrades = 113000, 451000, 1690000 dataToScienceRatio = 0.4, 0.8, 1 scienceCostLimit = 100, 500, -1 } } The reason I changed the default instead of doing a MM patch is because I want other mods to override the defaults if they need to. Edit: *************************************** I missed it in the debug log because it wasn't red... Should be an easy fix. But I found: The funny thing is I found this out after I spent an afternoon tweaking about 105 levels.
  7. How do I set when the building models change? Some science can only be done at certain upgrade levels. Like when the swimming pool is added. Also, according do the default config file: It looks like you can't set different part counts, size limits and mass for the VAB and SPH. Or is there a way to do that?
  8. I almost forgot to ask. Is something like that going to cause issues with the contract packs from Contract Configurator? (Because it adds different contract types that need to be unlocked.)
  9. Would it be possible for this plugin to auto add mod support to itself? Just take the default stats of the mod parts and compare them to each other to figure out where and how much they need to be and it 'should' work itself out. I doubt you have enough time in the day to add support for over 8000 mods. IE: Solar Panels: Compare cost vs weight vs how much power they can produce. Construction parts and adapters: I think these have different strength and HP values that you can compare. Snd so on..... Edit: *************************************************************** On a side note, I use the part mods: KAS KAX KerboKatz KIS MechJeb2 SmartParts
  10. And here I always thought that it was ASL. Now I don't have to keep setting them to 5000. + that mod :D - - - Updated - - - And here I always thought that it was ASL. Now I don't have to keep setting them to 5000. + that mod :D
  11. It is the screen shot you requested on page 31. Though I did forget the settings window. I will see about getting that now. Edit: Ok that is odd, I looked at the settings and found that one of the display options had unchecked itself for some reason.
  12. Not if you have directional fuel lines pulling fuel from one tank to another. Go try it.
  13. Thank you. I think I may have seen that title in the Add-on Releases forum, but I thought it was an actual model of a barn so I didn't pay much attention to it. lol
  14. https://www.dropbox.com/s/mi25es64te6jzod/2015-06-03_00006.jpg?dl=0
  15. This looks nice. Is there a way I can set it to fire an engine at a certain thrust level so long as I press an hold a key down? A burst mode / throttle override mode. Doing that would make it really easy for me to use large thrusters as RCS on my ships as the thruster would only fire so long as I held the key down. And I could also bind it to my wasd keys to help me turn. Set main throttle to 90% and then set the corresponding thruster to fire at 100% when I press a wasd key; the thruster would then go back to 90% as soon as I released the key.
  16. The reason I don't like to do that is that the ground on most, if not all, of the planets isn't flat. If I trigger too low, I go splat. If I trigger too high, then I may as well stop playing and go do something else while it drifts down. As far as using and cutting a drogue chute; I'm doing a very hard campaign mode where I have to deal with very very low starting money and then part and weight limits. I bet the plugin would kick in and auto recover the ship if only I could switch away from it during free fall or even after I deploy the chutes? But atm the game will end the flight and delete the ship if I tried that.....
  17. No one has responded, so I will take that as a no.
  18. As far as mods go, I would think that Kerbal Attachment System (KAS) would be a must.
  19. I was using 3 basic jet engines on an aircraft at full power. the sensors where mounted on drop tanks that had fuel lines draining the drop tanks to keep the main tanks full. Would it be possible to add in a new mode that triggers at a certain fuel level (using a decimal number) instead of a percentage? Even 0.99 can be a ton of fuel/Dv. I will test it a bit later to see if it was because I only had 2 of 3 engines going or if time warp had anything to do with it or a combo of the 2.
  20. If they ended up being stiffer than normal docking ports so that I didn't have to use quantum struts, then I would use something like this. Who else wants to see docking ports screw? O.o
  21. What about a ball bearing roller? Or a wheel that has rollers on it? - Go look up an image of forklifts that can move sideways. It is almost a screw, but not quite. Steerable and non-steerable caster wheels?
  22. I just found a bug with the Fuel sensor: Drainex 1 I had it set to stage at the default 0%, but it staged when the tank had 0.90 fuel in it. So it really wasn't set to 0 (the percent display needs to show decimals) or the fuel detection is off.
  23. I Don't know if it is a bug in Contract Configurator, Waypoint Manager, or the contract pack itself. The Distance / Heading / ETA display for contracts added by Contract Configurator have been acting a little buggy. It will ether display distance and heading or distance and eta instead of displaying all 3 stats (ETA, Heading, Distance). Is it possible that the missing stat is still there below the bottom of the transparent text box? (The box being too small to display that last line of text?) Or maybe it is up too high and is hiding behind the altitude readout?
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