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cy-one

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Everything posted by cy-one

  1. Is it still the case that all welded parts are at the end of the career tree? Or how is that "problem" solved in Alewx 2.1.3?
  2. Yay @ MK2 I'm a sucker for esthetics, so I prefer MK2 above MK1-planes
  3. 1) Oh god yes, in general, love those ideas 2) That blimp looks amazing! I guess it will generate a little electricity? 3) Please consider doing some Mk2-parts once you're done with the Mk1s
  4. @Fengist, you can remove from the Mun contestants. I'm currently trying my luck in Career and will quite probably return to the Mun Challenge once I have enough tech for something like that
  5. Out of curiousity, the OP isn't very clear about this (or I didn't see it), the only hint I saw was the "saved in files" ... I guess those trails are persistent over several "sessions"? "Log your mission" is one, so... I can save the game, quit, and continue?
  6. The "check for update" or update status still seems a bit wierd. https://github.com/MachXXV/EditorExtensions/releases/tag/v2.8 <- Downloaded that about an hour ago. Says 2.8 KSPMA lists 2.8.0.0 (and KSP 1.0.2) and says it's outdated? I understand KSP-AVC being displayed as outdated. While there is no new version, the newest version is for 0.25, so I get that part. Similar to Kerbal Joint Reinforcement's 3.1.3, which is for 1.0.0. But the EditorExtensions should display as up-to-date. Edit: It would also be appreciated if KSPMA would take a look at the archive name ("Near_Future_Construction-0.5.2.zip" for example) before it decides how to name the mod. That mod is one of many that automatically get named "Community Resource Pack", just because it's the first mod in the zip's GameData.
  7. While not being able to help with your pollution, just another thing. I'm currently doing something similar. As LF and O have the same density, LF Only (or Ox Only) doesn't equalize "twice the amount", but rather "both combined". If a tank has 90 LF / 110 Ox (or whatever, you now the usual ratio ), it doesn't have 180 LF or 220 Ox, but rather exactly 200 of each in "solo-mode".
  8. I would highly appreciate that. No need to rush it on my part, haven't unlocked them yet anyway, and it WILL take time
  9. Damnit, I'd love to build myself a huge refueling station with those NASA-tanks... hrmpf.
  10. Does this work with B9 procedural wings as well? I guess not, but doesn't hurt to ask.
  11. Are there "safe guesses" which parts can be welded and copied from .90 to 1.0?
  12. Same here, loved them to get a rough idea for Aerobrakes.
  13. I'm getting the error mentioned in the title. Full details: This is how my shortcut looks. "E:\KSP 1.0.2 Career\KSP.exe" -popupwindow -force-opengl -adapter 1 That should work. I added the "-adapter 1" after first experiencing the problem, but it didn't help.
  14. Just imagine driving your uphill on a smooth street. Without actual tires, just on your rims. Difference? Friction Or grip, or whatever you want to call it. And I don't know how "pretty close to the original design" would work in my case. The major point were the huge steelplate wheels, as soon as I take them away, it'll probably not be "pretty close", I guess. Does that mean I'd have to restart?
  15. *snrk* Bwaha, beat me to it by... well, probably a few days I am currently trying to write an "automatic" version of this (without hardcoded numbers) http://forum.kerbalspaceprogram.com/threads/121296-Problems-with-ModuleManager-and-FSfuelSwitch But until that one works, I'll use yours
  16. I'm having problems with either FSfuelSwitch or ModuleManager, if anybody knows enough to help, please consider helping http://forum.kerbalspaceprogram.com/threads/121296-Problems-with-ModuleManager-and-FSfuelSwitch
  17. Okay, I'm having a few (well, actually one) Problems with variables, I think. I'm trying to write a small patch that adds FSfuelSwitch to stock tanks. @PART[fuelTank3-2]:NEEDS[Firespitter]:HAS[!MODULE[FSfuelSwitch]] { // original values resLF = #$/RESOURCE[LiquidFuel]/amount$ maxLF = #$/RESOURCE[LiquidFuel]/maxAmount$ resO = #$/RESOURCE[Oxidizer]/amount$ maxO = #$/RESOURCE[Oxidizer]/maxAmount$ // combined LF+O values resComb = resLF resComb += resO maxComb = maxLF maxComb += maxO // create FSfuelSwitch MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer; LiquidFuel; Oxidizer //resourceAmounts = maxLF,maxO; maxComb; maxComb //initialResourceAmounts = resLF,resO; resComb; resComb resourceAmounts = 100,100; 200; 200 initialResourceAmounts = 100,100; 200; 200 basePartMass = 4 tankMass = 0; 0; 0 tankCost = 0; 0; 0 displayCurrentTankCost = false hasGui = true availableInFlight = true availableInEditor = true showInfo = true } // delete temp variables !resLF = null !maxLF = null !resO = null !maxO = null !resComb = null !maxComb = null // delete original resources !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} } I used the example from page 142, but it doesn't quite work. You see, I commented my initial code (resourceAmounts & initialAmounts with variables) out, as it didn't work. The FSfuelSwitch-MODULE itself works fine, as the dummy-code with 100 and 200 as values worked as expected. Where did I went ...... and ....ed things up? Edit: Yeah, for one tank this is overengineered, but one might assume I want to extend the functionality to more than just the jumbo-tank also more resources. Edit: I'd also appreciate any comment on the code, I'm not that experienced and just winged the whole @PART:NEEDS:HAS-thing, dunno if that's actually done well Edit: In case it helps, fsFuelSwitch did show the expected GUI in the Tweakables (also showed the available resources in the tooltip)when I used the variables in the code, but it didn't show any actual resources in the Tweakables. Edit: Okay, it's getting weirder and weirder... resComb = #$resLF$ resComb += #$resO$ maxComb = #$maxLF$ maxComb += #$maxO$ // create FSfuelSwitch MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer; LiquidFuel; Oxidizer resourceAmounts = #$maxLF$,#$maxO$; #$maxComb$; #$maxComb$ initialResourceAmounts = #$resLF$,#$resO$; #$resComb$; #$resComb$ Ingame, FSfuelSwitch is now displaying "LiquidFuel 100/100" (no Oxidizer), "LiquidFuel 75/75", "Oxidizer 200/200" I even deleted (not only out-commented) the "dummy-lines" with 100,100;200;200, just to make sure... So no Idea how those numbers end up in-game... Halp!
  18. this is a cross-post from the MM-thread, as I hope to find a bit more help here (as it's a problem that might well be based on my understanding of FSfuelSwitch, I'm really not sure... So limiting my search for help to the MM-thread might be bad. Okay, I'm having a few (well, actually one) Problems with variables, I think. I'm trying to write a small patch that adds FSfuelSwitch to stock tanks. @PART[fuelTank3-2]:NEEDS[Firespitter]:HAS[!MODULE[FSfuelSwitch]] { // original values resLF = #$/RESOURCE[LiquidFuel]/amount$ maxLF = #$/RESOURCE[LiquidFuel]/maxAmount$ resO = #$/RESOURCE[Oxidizer]/amount$ maxO = #$/RESOURCE[Oxidizer]/maxAmount$ // combined LF+O values resComb = resLF resComb += resO maxComb = maxLF maxComb += maxO // create FSfuelSwitch MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer; LiquidFuel; Oxidizer //resourceAmounts = maxLF,maxO; maxComb; maxComb //initialResourceAmounts = resLF,resO; resComb; resComb resourceAmounts = 100,100; 200; 200 initialResourceAmounts = 100,100; 200; 200 basePartMass = 4 tankMass = 0; 0; 0 tankCost = 0; 0; 0 displayCurrentTankCost = false hasGui = true availableInFlight = true availableInEditor = true showInfo = true } // delete temp variables !resLF = null !maxLF = null !resO = null !maxO = null !resComb = null !maxComb = null // delete original resources !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} } I used the example from page 142, but it doesn't quite work. You see, I commented my initial code (resourceAmounts & initialAmounts with variables) out, as it didn't work. The FSfuelSwitch-MODULE itself works fine, as the dummy-code with 100 and 200 as values worked as expected. Where did I went ...... and ....ed things up? Edit: Yeah, for one tank this is overengineered, but one might assume I want to extend the functionality to more than just the jumbo-tank also more resources. Edit: I'd also appreciate any comment on the code, I'm not that experienced and just winged the whole @PART:NEEDS:HAS-thing, dunno if that's actually done well Edit: In case it helps, fsFuelSwitch did show the expected GUI in the Tweakables (also showed the available resources in the tooltip)when I used the variables in the code, but it didn't show any actual resources in the Tweakables. Edit: Okay, it's getting weirder and weirder... resComb = #$resLF$ resComb += #$resO$ maxComb = #$maxLF$ maxComb += #$maxO$ // create FSfuelSwitch MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer; LiquidFuel; Oxidizer resourceAmounts = #$maxLF$,#$maxO$; #$maxComb$; #$maxComb$ initialResourceAmounts = #$resLF$,#$resO$; #$resComb$; #$resComb$ Ingame, FSfuelSwitch is now displaying "LiquidFuel 100/100" (no Oxidizer), "LiquidFuel 75/75", "Oxidizer 200/200" I even deleted (not only out-commented) the "dummy-lines" with 100,100;200;200, just to make sure... So no Idea how those numbers end up in-game... Halp!
  19. So... How would one make an MM-patch to add "LF" and "O" to the stock LFO-tanks? I guess there isn't an automatic calculation to just "fill" the rest of the tank with one content?
  20. It should be possible to use MM in combination with either FSFuelSwitch or InterstellarFuelSwitch to patch all fuel tanks to be able to switch between LFO, LF and O, including more "LF" and more "O" if the tank is only used for that. If nobody else does it, I will do it once I actually unlock a nuclear engine
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