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Jahulath

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Everything posted by Jahulath

  1. Nice! I love the steps in elevation and by the looks of it you made it positive rather than negative If changing the heading UI is a PITA (and I can see how it might be) then perhaps consider setting the end of the bar to be exactly east so for a perfect easterly heading one only has to pull the slider until it stops? If the scale starts at 90.01 east and finishes at 90.00 east you will make it really easy to set up 99.99% of launches but still have the choice if you need to get somewhere difficult like an ISS orbit or retrograde... I cannot praise this mod enough tbh.
  2. @cfloutier I think you undersell the Attitude tool, I just flew something like a fighter jet into stable orbit and back to splashdown just east of KSC using it for all in air flight manoeuvres bar a little bit of roll adjustment! I would say brilliant and exactly what I needed, it's like old mechjeb so seriously limit your flaps to prevent wobbling and strap in for the ride. Now if I could just understand the lock and reset buttons... Honestly a must have, I'll be able to utilize SSTOs thanks to you.
  3. Hi, thank you so much for adding the Attitude control and a smash of other features! I'm a bit bleary on how it is all intended to work though, I see that I have two sliders, heading and attitude, heading needs to be 90 degrees for a standard takeoff. I'm unclear about the way Attitude is supposed to be working though, is 0 degrees a flat flight where 90 degrees is facing directly up? When I was testing it didn't seem to work as I thought (I might need to make a test rig rather than a plane to be honest) so if you would clarify how you see it working it would probably help me a lot. One other thing, sliders are lovely for "at some kilometers start your turn" as we did in MJ but a couple of degrees works out to be quite a lot when you reach orbit and elevation could be the difference between reaching that orbit or not for an SSTO. Any chance of a text entry to do this? I still can't believe these tools are being made already, thank you again!
  4. It is incredible that you have managed to create this mod without any mod tools from Intercept Games - Kudos!!! This is almost everything I would want from an autopilot, if you are taking suggestions then IMHO the only thing missing here are point in direction/heading (For Aeroplanes in atmosphere incl roll) and point at relative velocity marker for prograde and retrograde to make it easier to rendezvous and dock. Obviously this mod is already more than essential to me but I figured I'd add my 2 cents Thank you again for all your work!
  5. I don't know if it's cool of me to have done so but I sat and made a patch file for this so that it will work with MKS and USI LS. In brief: -The Mining Fac. has an MKS strip miner in it and can grind out fertilizer on it's own. -The Science Lab works as a science lab but also contains a powerful USI life support recycler. -The greenhouse is an MKS green house... Equal to the 3m Tundra. -In addition I reused the science model to make a USI Habitat, it does both flavours (Hab and Common) which again is based off the larger Tundra parts. It would be cool if we had a fourth skin but I couldn't be messing about with your excellent artwork! I figure the larger Tundra parts are about right for balance, the Moon Base parts are harder to use (You can't be permanently attaching them by the nodes and the is no surface attach on the parts) plus take up a lot more space when deployed. I also reduced the prices a bit so that they are also in line with the MKS parts. Hope that's OK? I take no ownership of this code, nor any responsibility. I made a patch so I can play with these gorgeous parts myself and it seemed rude not to mention it. Obviously @Gabu if this is something you would like to port into your mod then go for it! It will need a couple of ":NEEDS[USILS,MKS]" added for full omni-mod compatibility (Something like that, sitting here I can't remember what these mods call themselves) I just smashed it together to use myself.
  6. 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.
  7. 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
  8. 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
  9. 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 :$
  10. @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...
  11. 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. }
  12. 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!
  13. 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!
  14. 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.
  15. 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
  16. 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...
  17. 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!
  18. 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).
  19. So essentially recording a macro for vessel launches?
  20. Well your screen shot shows you stacking like a boss... The only other thing I can suggest is that you delete the file you created and go to the files for KIS and find one called "settings.cgf" it sits in "GameData\KIS". Open that file with notepad and in there you will see a few entries, you are looking for the one node that says "StackableModule" with a load of entries that look like "moduleName = ModuleLight" and similar stuff... The patch I wrote is designed to just add a line to this file, in that section - you could do so manually so just add to there a line that says "moduleName = KRnDModule" Sorry but I don't think I can be more helpful than that - Good Luck!
  21. Good call, glad I could give something back. I am effing loving this mod, especially with how it is integrating and running so perfectly with everything else I have installed! @LatiMacciato did you try the KIS patch I suggested? 1.9 here doesn't attend to the KIS issue but that should sort it out for you. If the save has already borked and you have no backup then you may have to go and manually resort/stack your inventory - have you tried creating a new ship and stacking stuff in that with the KIS patch installed? Thanks again -MM- good flipping mod.
  22. Firstly, absolutely storming idea!!!!! this will make my games last far longer! Secondly I've had a read through and although I can see lots of pointers to get this fully compatible - I couldn't see any actual solutions so: If you want to add stacking to the KIS parts make a .cfg file and add this to it: @KISConfig[KisConfig]:FOR[KIS] { @StackableModule { moduleName = KRnDModule } } If you want to play with some procedural parts or tweakable stuff then, although this is probably overkill you will need to change the first line of the .cfg in KRnD to this which will cover as many of the tweaking modules as I could find: @PART[*]:HAS[!MODULE[KRnDModule],!MODULE[FSfuelSwitch],!MODULE[InterstellarFuelSwitch],!MODULE[TweakScale],!MODULE[ProceduralPart],!MODULE[WingProcedural],!MODULE[PartSubtypeSwitcherModule],!MODULE[WingManipulator]] Please note that Tweakable Everything tweaks almost everything so there's no point including it - just don't try. If you want to use a mod that usually packages Tweakscale but you don't want to use Tweakscale (KSPIE is a good example where one could easily get most of the joy with none of the sorrow) then you'll need to remove the mod files and add a config to strip out the references like this: @PART[*]:HAS[MODULE[Tweakscale]]:NEEDS[!TweakScale]:BEFORE[KRnd] { !MODULE[Tweakscale] } And that's what I have done in order to play the game with my mod set. I use almost entirely USI mods for parts so Tweakscale is irrelevant however I did find that there where a couple of sneaky redundant instances kicking about in other mods I had installed. The thing is he uses the FSFuelswitch so I needed a way to ignore that and whilst I was at it decided to give a little back and so here we are... Also I am no pro at Module patches so if you know how better to do all this, I am more than happy to accept any helps offered I hope someone finds it helpful and more to the point if you -MM- are of a mind to bash these into your own configs for release please be my guest!
  23. Well I created this, it's not exactly the same as the previous one posted as it doesn't add to the mass of a stocked command pod, for me it feels like a more realistic solution because firstly 10 units of rcs fuel are useless and secondly even a jet fighter has emergency rations to last a crashed pilot for a day or two. I think that KSP head office had enough of Jeb drinking the Monopropellant - nobody needs to be "that" drunk right? I know that the variable is probably unnecessary but it does allow people to alter the amount of supplies that replace the Monopropellant. At present for every 0.004 mass removed, 0.004 mass of supplies will be installed ie 4x as much supplies as monopropellant! Clearly no fuel is left as it has become clear that Jeb simply cannot be trusted. @PART[*]:HAS[@RESOURCE[MonoPropellant],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],#CrewCapacity[>0]] { densityMult = 4 // change this and it will change the multiplier for fuel replacement, Monoprop is 0.004, supplies are 0.001 so you can work it out RESOURCE { name = Supplies amount = #$../RESOURCE[MonoPropellant]/amount$ @amount *= #$/densityMult$ maxAmount = #$../RESOURCE[MonoPropellant]/maxAmount$ @maxAmount *= #$/densityMult$ } !RESOURCE[MonoPropellant] {} } hope it's useful.
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