adsii1970 Posted January 18, 2017 Share Posted January 18, 2017 Ok, another mod I am downloading and adding to the mix. This means I am now up to 57 mods - the most I have ever used in KSP... @Enceos: Thanks for this - it is going to be fun. If I may ask, is there any plans to add a walkie-talkie? Sort of like those big 1970s era huge emergency services ones? Quote Link to comment Share on other sites More sharing options...
Enceos Posted January 18, 2017 Author Share Posted January 18, 2017 6 minutes ago, adsii1970 said: If I may ask, is there any plans to add a walkie-talkie? Sort of like those big 1970s era huge emergency services ones? New version is coming very soon with more stuff The mic headset serves the purpose of a communication device, I'll add a transmitter to it and a weak antenna. You'll be able to transmit your EVA reports on the spot. For the purpose of diversity I could make the walkie-talkie and give it a stronger antenna. It would find its niche of users I suppose. Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted January 18, 2017 Share Posted January 18, 2017 1 minute ago, Enceos said: New version is coming very soon with more stuff The mic headset serves the purpose of a communication device, I'll add a transmitter to it and a weak antenna. You'll be able to transmit your EVA reports on the spot. For the purpose of diversity I could make the walkie-talkie and give it a stronger antenna. It would find its niche of users I suppose. I have a fan-fic story going and I have one character who has a philosophy emerging that bigger is better and "old fashioned" is better than new. Yeah, I would be that niche of users... I'd love to get into modding but am having a hard time wrapping my head around 3D animations and object drafting. Quote Link to comment Share on other sites More sharing options...
Enceos Posted January 18, 2017 Author Share Posted January 18, 2017 (edited) @adsii1970 Grab it https://www.dropbox.com/s/i5je3eced4p46me/KH_WalkieTalkie.zip?dl=0 Any bigger and it clips too much into the body. Data transmitter didn't want to work on EVA, *sighs Edited January 18, 2017 by Enceos Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted January 18, 2017 Share Posted January 18, 2017 @Enceos - you are awesome, man! Thanks... Quote Link to comment Share on other sites More sharing options...
Enceos Posted January 18, 2017 Author Share Posted January 18, 2017 (edited) @adsii1970 Looking forward to seeing it in the story Just in case, please check if the MODULE ModuleKISItem has equipMode = model in the WalkieTalkie.cfg otherwise your kerbal is gonna jump on equip. Edited January 18, 2017 by Enceos Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted January 18, 2017 Share Posted January 18, 2017 @Enceos: Currently, it reads equipMode = part so do I change it to model? Quote Link to comment Share on other sites More sharing options...
Enceos Posted January 18, 2017 Author Share Posted January 18, 2017 Just now, adsii1970 said: @Enceos: Currently, it reads equipMode = part so do I change it to model? yes, I updated the archive after posting the link, you were fast Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted January 18, 2017 Share Posted January 18, 2017 (edited) @Enceos: hahaha. As I grade exams, I leave the forum in the background. So, after a few notifications, I take a break and check them out... It helps me to keep my sanity. I am looking forward to using it this evening and get a few more shots for the next chapter. You do awesome work. I am hoping to get into the 3D modeling thing soonTM so that I can put some feet to a few of my ideas. On your asphalt tiles, can they be used to make a runway? I'm curious now... Edited January 18, 2017 by adsii1970 Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted January 18, 2017 Share Posted January 18, 2017 It might also help if you gathered ideas from people and made a coming-soon list table in the OP of items that you plan to make in the future. Here's a few off the top of my head: Class Items Pilot Captains Hat, Sunglasses, Flight Goggles Engineer Hard Hat Scientist Bifocals, Steam-Punk Goggles Tourist Camera Kolonist Chips, Soda Cup w/ Straw, VR Headset Mechanic Wrench, Oil Can Miner Hard Hat w/ Lamp, Pickaxe, TNT, Jackhammer Technician Laptop, Two-Way Radio Geologist Cowboy Hat, Bandana Biologist Sheers, Watering Can Farmer Shovel, Pitchfork, Straw Hat Medic Medkit, Stethoscope Quartermaster Clipboard Scout Binoculars Season Items Spring Umbrella, Basket w/ Colored Eggs Summer Supersoaker, Snorkel Fall Jack-o-Lantern Helmet, Scary Mask Winter Snowball, Santa Hat Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted January 19, 2017 Share Posted January 19, 2017 (edited) I am having a problem - I have sunglasses and the walkie-talkie in a Kerbal's inventory. I've tried "H" and "G" but cannot get the Kerbal to either hold the walkie-talkie OR wear the glasses. What am I doing wrong? Edited... Figured it out. Edited January 19, 2017 by adsii1970 Quote Link to comment Share on other sites More sharing options...
helaeon Posted January 19, 2017 Share Posted January 19, 2017 7 hours ago, Enceos said: Data transmitter didn't want to work on EVA, *sighs I tried to add a data transmitter module to the kerbal itself via ModuleManager. Even tried using EVA fuel as the resource to make the transmitter work. Still said no. Wonder if there's something up with the EVA code so that it KSP doesn't even check for signal? Would the kerbal itself have to be made a command pod or probe? Quote Link to comment Share on other sites More sharing options...
Enceos Posted January 19, 2017 Author Share Posted January 19, 2017 @helaeon I believe that would break many things. Quote Link to comment Share on other sites More sharing options...
helaeon Posted January 19, 2017 Share Posted January 19, 2017 @Enceos I think so too... Just wanted to save you a little time on the data transmitter on EVA by passing on what I found out in some experiments I was trying the other night. Pretty sure something is up with a kerbal on EVA that it doesn't even check for the comm network. Nice thing though is now kerbals are "parts" you can MM them. They use the same modules as the other parts in the game it seems. They're here if you didn't already know \GameData\Squad\Parts\Prebuilt\ BTW. Love your models. Standard issues for my kerbal engineers is your holographic multi-tool. Quote Link to comment Share on other sites More sharing options...
Enceos Posted January 19, 2017 Author Share Posted January 19, 2017 @helaeon Yeah, I made them run faster in my game. thanks to those .cfg files. If you're using the Through The Eyes of a Kerbal mod, you'll find the visors in my next release very useful. One of the many things they'll show is an EVA Propellant indicator. Quote Link to comment Share on other sites More sharing options...
Thegamer211 Posted January 21, 2017 Share Posted January 21, 2017 (edited) I found a problem with the blue omni-tool, it doesn't work at all, unlike its orange counterpart. BTW, I love the mod! It's nice to see another wearable KIS mod than pro props. Edited January 21, 2017 by Thegamer211 Quote Link to comment Share on other sites More sharing options...
Enceos Posted January 21, 2017 Author Share Posted January 21, 2017 (edited) 21 minutes ago, Thegamer211 said: I found a problem with the blue omni-tool, it doesn't work at all, unlike its orange counterpart. The blue omni tool is meant for pilots, it currently doesn't do anything, but in the next update it will have KER and MechJeb info modules on it, useful only for career players though. Or probably I should make it an equivalent of wrench, usable by everyone. I can't think of any other functionality. Edited January 21, 2017 by Enceos Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted January 21, 2017 Share Posted January 21, 2017 Imo using omni instead a default KAS tool is great and must have. Anyway, you decide. Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 21, 2017 Share Posted January 21, 2017 1 hour ago, Enceos said: The blue omni tool is meant for pilots, it currently doesn't do anything, but in the next update it will have KER and MechJeb info modules on it, useful only for career players though. Or probably I should make it an equivalent of wrench, usable by everyone. I can't think of any other functionality. I vote for KER/MechJeb. Allowing anyone to connect parts would unbalance lots of things, I think. Quote Link to comment Share on other sites More sharing options...
helaeon Posted January 21, 2017 Share Posted January 21, 2017 If you gave it wrench functionality, could always put it waaaaaayyyy far up the tech tree and make it cost a lot. Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 22, 2017 Share Posted January 22, 2017 On 1/21/2017 at 0:16 PM, Enceos said: The blue omni tool is meant for pilots, it currently doesn't do anything, but in the next update it will have KER and MechJeb info modules on it, useful only for career players though. Or probably I should make it an equivalent of wrench, usable by everyone. I can't think of any other functionality. Oh, and I thought of a use for a scientist one as well: Kerbnet access. I'd give it biome mode, and possibly Resource mode. (But only if that doesn't give it the abilities of a surface scanner - that would make it a bit OP, in my opinion.) Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 12, 2017 Share Posted February 12, 2017 in case anyone else is annoyed that they show up in two places when CCK is installed, this will cull them from the Utility tab (and anything else that is setup similarly to show in Utility if CCK is not installed). Props to Blowfish for helping out with the syntax @PART[*]:HAS[#category[Utility],#tags[*cck-eva-items*]] { @category = none } Quote Link to comment Share on other sites More sharing options...
Enceos Posted February 13, 2017 Author Share Posted February 13, 2017 @Drew Kerman Good patch I set the category of all props to none for the next version. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 13, 2017 Share Posted February 13, 2017 12 hours ago, Enceos said: @Drew Kerman Good patch I set the category of all props to none for the next version. So you're making CCK a mandatory dependency? Or is there something else you're doing to show them if CCK isn't installed? I thought the current setup was fine, just needed the patch in case CCK was used. Could be modified with a NEEDS:[CommunityCategoryKit] so it's only run if CCK is installed Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 13, 2017 Share Posted February 13, 2017 (And of course there are those of us who don't care if it's in two places - it's not like it's an error, after all.) Quote Link to comment Share on other sites More sharing options...
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