Jahulath

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About Jahulath

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  1. Yep that definitely works, I just took the MM part of the Snack Recycler and put it into the config file - hey presto a light + EC + soil requiring, bacon flavour, algae machine was born. I bet they taste like Frazzles https://en.wikipedia.org/wiki/Frazzles how could any Kerbal resist... It wouldn't take more than a few tweaks to re-purpose the mod fully to be Snacks based plus it is on a BSD license - nevertheless I have PM'd for permission because it is polite.
  2. Yeah pretty much, I took a look at the configs and it wouldn't be so hard to do BUT I can't find a license for Soylent which makes me a bit wary of messing with it. Essentially Soylent is a bunch of MM patches and a couple of .dds textures, depending on whether DBowman would be up for someone messing about with it I could easily get that working for Snacks - after all the only reason I remembered it was that I wanted it for Snacks back when
  3. I remember in 1.2 or so there was a mod called "Soylent". Basically it is a re-textured solar panel that uses the sun to grow algae, I doubt it has been updated for a very long time but perhaps it would form a basis for some kind of Snack greenhouse? Kind of Sushi snacks, add soil (assuming it's essence of Kerbal), EC, and liberal free sunlight to produce Nori sheets galore? I am betting that mod could even be updated via MM for a complete license free experience
  4. I use a nose come on a heat shield for launch, it burns off harmlessly on reentry... that said I don't know how I'd get a landable craft with no input post launch, maybe with mechjebs new scripting features! probably cheating tho :$
  5. @PART[*]:HAS[@RESOURCE[SolidFuel]] { showUpgradesInModuleInfo = true MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0 UPGRADES { UPGRADE { name__ = givEmGimbal description__ = SRBs now have thrust vectoring. IsAdditiveUpgrade__ = True PartStats { gimbalRangeAdd = 2 } } } } } //And then PARTUPGRADE { name = givEmGimbal partIcon = liquidEngineT15 techRequired = experimentalAerodynamics entryCost = 5000 cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this. title = Gimbal for SRBs //basicInfo = Whatever\nblah manufacturer = JonzCo description = Gimballed SRBs in preparation for your Shuttle launch system. } I too have been toying with adding R&D style upgrades through the new upgrade system but I think it is faulty, I'm not convinced that the system is fully implemented yet (boo hiss) so as MM says, you can't get the descriptions to update but I am also unsure as to whether there is a specific list of things that can be upgraded, this for example should add gimbal to all SRBs but for some reason it ain't working...
  6. Hi so if I wanted to add gimbal to SRB rockets, I would need to make a MM patch that added ModuleGimbal with gimbalRange = 0 and then edit that with a Part Upgrade like the code below except this isn't working and I can't see why, how does Partupgrade know which bit of which module it is updating? @PART[*]:HAS[@RESOURCE[SolidFuel]] { showUpgradesInModuleInfo = true MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0 UPGRADES { UPGRADE { name__ = Givemgimbal description__ = SRBs now have thrust vectoring. IsAdditiveUpgrade__ = True PartStats { gimbalRangeAdd = 2 } } } } } //and then in a seperate Upgrades.cfg PARTUPGRADE { name = Givemgimble partIcon = liquidEngineT15 techRequired = advRocketry entryCost = 5000 cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this. title = Gimbal for SRBs //basicInfo = Whatever\nblah manufacturer = JonzCo description = Gimballed SRBs in preperation for your Shuttle launch system. }
  7. I think Rover dude totally has your back (or I think it was him that added it), I noticed a new magnet setting on the claw and managed to grapple a duna class extension piece with it! I think it was the tiny auxiliary cockpit bit but whatever it was super light and super tiny and would have been a super ball ache without it!
  8. Hi, I've been ready a lot but haven't found any reference to concatenation anywhere. Is it possible to create a variable (the part name for example) and then append text to it ("liquid fuel filled" for example)? I want to make a patch that takes any lfo tanks and copies them to make a part with just fuel in it but I don't want to do it per tank, rather just use variables so it covers all of them... the rest is easy but dynamically making new parts is a different story!
  9. I rather like these missions - my 2 possible solutions are a completely automated vehicle covered in chutes and airbrakes and a CLAW for docking or alternatively a return pod with chutes and claw for when I can't get enough DV to get the often fragile modules down safely. I enjoy the idea that the target is sealed inside a pod without a working airlock (2001 - Dave where's your helmet?) and I have to either cut through the hull to get to them or bring the whole thing down from orbit Don't get me wrong it can be a right old pain in the Ar$£ but it's a good challenge... Also @stub if it helps I wrote a config that strips out the mono propellant and fills the space with an equivalent weight of supplies, I don't know if it still works with 1.2 but I think I posted it a few pages back. I'll give it a test tonight because I'm about done enjoying the new unmanned aspects of 1.2.
  10. This has rapidly become one of my favourite mods, last couple play throughs have been a lot more fun thanks to this! Thanks for your time
  11. On the topic of paid dlc I for one have a) a good understanding of the need to change licensing and business models b) seen many games that rinsed their users (blizzard etc) and c) have never paid so little for so much fun in any game ever - I'm not even sure that it works out at half a penny an hour...
  12. Man I want to have some inflatable wing systems, this mod would make the following possible and realistic due to the ease with which such a thing could be packaged and inflated around a craft! I'm just putting this out there in case I enflame some modder into making em... like seriously how is no-one already making these beauties!
  13. If you aren't looking to be fully stock then Extraplanetary Launchpads lets you build using survey stakes, those survey stakes would let you build with launch clamps so... If you made your towers base in VAB with launch clamps then you could then get the beginning of your tower attached to Dres or wherever really. I used this method to make a whole MKS base on Dres (sorry no pics, it was a failed experiment because of Hab limitations and the time taken to get to and from Dres).