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[1.12.3] Knes 1.9.9


Well

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10 minutes of coding later i have the patch fixed!
This will make both compatable with the pathfinder switcher, and also should keep all LS resources intact for TACLS, USILS and snacks

@PART[Knes_Command_K-IXV]:NEEDS[Pathfinder]
{
	!MODULE[ModuleKISInventory] {}
	
	
	MODULE
	{
		name = WBIConvertibleStorage
		enableLogging = True
		
		fieldReconfigurable = True
		confirmResourceSwitch = True
		
		showGUI = True
		
		defaultTemplate = KIS // LFO
		templateNodes = STORAGE_TEMPLATE
		
		capacityFactor = 1
		resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks;
		
		logoPanelTransforms = 
		decalsVisible = false
		
		baseStorage = .001
		maxStorage = 1000
	}
}
@PART[Knes_Command_K-CEV]:NEEDS[Pathfinder]
{
	!MODULE[ModuleKISInventory] {}
	
	
	MODULE
	{
		name = WBIConvertibleStorage
		enableLogging = True
		
		fieldReconfigurable = True
		confirmResourceSwitch = True
		
		showGUI = True
		
		defaultTemplate = KIS // LFO
		templateNodes = STORAGE_TEMPLATE
		
		capacityFactor = 1
		resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks;
		
		logoPanelTransforms = 
		decalsVisible = false
		
		baseStorage = .001
		maxStorage = 14000
	}
}


 

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52 minutes ago, Space Kadet said:

10 minutes of coding later i have the patch fixed!
This will make both compatable with the pathfinder switcher, and also should keep all LS resources intact for TACLS, USILS and snacks


@PART[Knes_Command_K-IXV]:NEEDS[Pathfinder]
{
	!MODULE[ModuleKISInventory] {}
	
	
	MODULE
	{
		name = WBIConvertibleStorage
		enableLogging = True
		
		fieldReconfigurable = True
		confirmResourceSwitch = True
		
		showGUI = True
		
		defaultTemplate = KIS // LFO
		templateNodes = STORAGE_TEMPLATE
		
		capacityFactor = 1
		resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks;
		
		logoPanelTransforms = 
		decalsVisible = false
		
		baseStorage = .001
		maxStorage = 1000
	}
}
@PART[Knes_Command_K-CEV]:NEEDS[Pathfinder]
{
	!MODULE[ModuleKISInventory] {}
	
	
	MODULE
	{
		name = WBIConvertibleStorage
		enableLogging = True
		
		fieldReconfigurable = True
		confirmResourceSwitch = True
		
		showGUI = True
		
		defaultTemplate = KIS // LFO
		templateNodes = STORAGE_TEMPLATE
		
		capacityFactor = 1
		resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks;
		
		logoPanelTransforms = 
		decalsVisible = false
		
		baseStorage = .001
		maxStorage = 14000
	}
}


 

Smoke test..It works. Apart from all the KIS storage when in storage mode winds up under the pilot's seat.
Would it be possible to add the 'science' payload from MOLE? 

Edited by Sudragon
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Knes 0.2 is online,   I hope I'm not forgetting anything.

jx72Mcr.jpg

Knes 0.2 [2018-01-30]
-----------------------------------

    - New Parts Hermes Space Shuttle with elevon
    - New Parts Hermes HRM module
    - New Parts Grapple Device Robotic Arm (Klaw)
    - New Craft Files for Hermes Space Shuttle
    - SRB EAP Gimbal up to 3.5
    - SRB P80 Gimbal up to 3.5
    - Vulcain Engine Gimbal up to 8
    - Compatibility Patch for Pathfinder (by Space Kadet)
    - Dry Mass Correction for Fairing / H10 Fuel Tank (by Aerospacer)
    - K-IXV texture update (Artefact correction)
    - 2 New Craft files for Hermes Shuttle
    - Props delete for future NF Props Support on CEV IVA

 

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4 hours ago, davidy12 said:

@Well Why not give them stockalike names? I have to give them more stockalike names and have to call it Kermes (yes I add K to the first name).

For european, this name is really important, this project have this name from 1977 ! My KSP version don't have any label on the texture, sorry if you don't like the name, Rename your vessel like you want in flight, and please just enjoy months of work. :wink:

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Hermes is looking great (after i figured out you had patched it and i hadent pulled my patches) :P

Volume wise the hermies seems to have a little too much storage compaired to the others but i love it!

Ive discovered a small but with the patch i made so here's a fix for the next release, and anyone that needs it now just overrite the pathfinder config inside the compatibility folder. this will fix the disappearing inventory bitton when using pathfinder.

 

@PART[Knes_Command_K-IXV]:NEEDS[Pathfinder]
{

	
	MODULE
	{
		name = WBIConvertibleStorage
		enableLogging = True
		
		fieldReconfigurable = True
		confirmResourceSwitch = True
		
		showGUI = True
		
		defaultTemplate = KIS // LFO
		templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY
		
		capacityFactor = 1
		resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks;
		
		logoPanelTransforms = 
		decalsVisible = false
		
		baseStorage = .001
		maxStorage = 1000
	}
}

@PART[Knes_Command_K-CEV]:NEEDS[Pathfinder]
{

	MODULE
	{
		name = WBIConvertibleStorage
		enableLogging = True
		
		fieldReconfigurable = True
		confirmResourceSwitch = True
		
		showGUI = True
		
		defaultTemplate = KIS // LFO
		templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY
		
		capacityFactor = 1
		resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks;
		
		logoPanelTransforms = 
		decalsVisible = false
		
		baseStorage = .001
		maxStorage = 14000
	}
}

@PART[Knes_Hermes]:NEEDS[Pathfinder]
{
	
	MODULE
	{
		name = WBIConvertibleStorage
		enableLogging = True

		fieldReconfigurable = True
		
		confirmResourceSwitch = True

		showGUI = True

		defaultTemplate = KIS

		templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY

		capacityFactor = 1
		resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks;

		logoPanelTransforms = logoPanel001
		decalsVisible = false

		baseStorage = .001
		maxStorage = 14000
	}
}
}

 
 

Edited by Space Kadet
whoops
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On 31/01/2018 at 10:34 PM, Space Kadet said:

Hermes is looking great (after i figured out you had patched it and i hadent pulled my patches) :P

Volume wise the hermies seems to have a little too much storage compaired to the others but i love it!

Ive discovered a small but with the patch i made so here's a fix for the next release, and anyone that needs it now just overrite the pathfinder config inside the compatibility folder. this will fix the disappearing inventory bitton when using pathfinder.

 


@PART[Knes_Command_K-IXV]:NEEDS[Pathfinder]
{

	
	MODULE
	{
		name = WBIConvertibleStorage
		enableLogging = True
		
		fieldReconfigurable = True
		confirmResourceSwitch = True
		
		showGUI = True
		
		defaultTemplate = KIS // LFO
		templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY
		
		capacityFactor = 1
		resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks;
		
		logoPanelTransforms = 
		decalsVisible = false
		
		baseStorage = .001
		maxStorage = 1000
	}
}

@PART[Knes_Command_K-CEV]:NEEDS[Pathfinder]
{

	MODULE
	{
		name = WBIConvertibleStorage
		enableLogging = True
		
		fieldReconfigurable = True
		confirmResourceSwitch = True
		
		showGUI = True
		
		defaultTemplate = KIS // LFO
		templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY
		
		capacityFactor = 1
		resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks;
		
		logoPanelTransforms = 
		decalsVisible = false
		
		baseStorage = .001
		maxStorage = 14000
	}
}

@PART[Knes_Hermes]:NEEDS[Pathfinder]
{
	
	MODULE
	{
		name = WBIConvertibleStorage
		enableLogging = True

		fieldReconfigurable = True
		
		confirmResourceSwitch = True

		showGUI = True

		defaultTemplate = KIS

		templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY

		capacityFactor = 1
		resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks;

		logoPanelTransforms = logoPanel001
		decalsVisible = false

		baseStorage = .001
		maxStorage = 14000
	}
}
}

 
 

Outstanding!

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1 hour ago, RaiderMan said:

what can the arm successfully grab onto?

The Grab Robotic Arm, could Grab everything.... Parts/ Asteroid and Kerbals...   like the Klaw from the game.  You just need to arm with not too much angle

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When the grapple unit is deployed and armed, the grapple is automatic when you touch an other part, exactly like the Klaw of the game.

If he don't work, that a wrong angle

Wait a full deploy of the arm and go on your target like that : sample of capture by @DiscoSlelge

20180130191916_1.jpg

 

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would it help if I did a video of what I'm trying to do and the end result?

also, question..would it be possible to put parachutes on the hermes? or at least tweak the collision boxes on the model so stock chutes can be mounted?

had some really dicy attempts at landing last night with the hermes..as in the kind of dicy where I was glad I had rigged a remote on her.

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