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[1.11.2] FruitKocktail - A Collection Of Mini Life Improvement Mods With Fruit-Based Acronyms As Names - NEW MOD ADDED : PLUM


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New Mod Added:  Parachutes? Let's Use Maths! (PLUM)

A new mod to help calculate all your parachuting requirements. Full description, instructions, details and download info added to the OP.

Any issues. improvements or ideas, as always please feel free to put forward. Enjoy!

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Posted (edited)
23 hours ago, FruitGoose said:

improvements or ideas

Atmos are hardcoded. For users of planet packs or even something like Realistic Atmospheres it won't work as it should. I suggest just adding a window where you can type in custom pressure, gravity and temperature - and calculate terminal velocity against these values. Also, it will help with more precise calculations in case of landing on high mountains like on Eve or Laythe, where chute landing is very different from ASL. Great mod BTW, always wanted such "realchutes without realchutes". 

Also, for the refuelling mod - distance from the tanker could be higher or configurable from config file. If you want to safely refuel giant OPT plane - 30m is a joke.

Edited by Hohmannson
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15 hours ago, Hohmannson said:

Atmos are hardcoded. For users of planet packs or even something like Realistic Atmospheres it won't work as it should. I suggest just adding a window where you can type in custom pressure, gravity and temperature - and calculate terminal velocity against these values. Also, it will help with more precise calculations in case of landing on high mountains like on Eve or Laythe, where chute landing is very different from ASL. Great mod BTW, always wanted such "realchutes without realchutes". 

Also, for the refuelling mod - distance from the tanker could be higher or configurable from config file. If you want to safely refuel giant OPT plane - 30m is a joke.

Good suggestions; I’ll see what I can come up with!

Re: refuelling- not sure if mixing mods up? GRAPES is the refuelling one but there’s no “distance from the tanker “ or “30m” setting?

 

1 hour ago, Kerbal Productions said:

Hey @FruitGoose, I have the ORANGE mod, but it doesn't seem to work. I have the Change Name thing, but there's no new name in the vessel box above :(
Can you please help me? Nice collection of mods anyway! :)

Check the path to the .txt files is correct and files/folders are named correctly or it won’t work. 

Path should be GameData/FruitKocktail/ORANGE/PluginData/1.txt (or 2.txt).

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53 minutes ago, FruitGoose said:

Path should be GameData/FruitKocktail/ORANGE/PluginData/1.txt (or 2.txt).

ohhhh, I didn't put the FruitKocktail mod :D

but the question is, the whole ORANGE on the FruitKocktail? and it should only be ONE text file? not two?

thanks in advance :)

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9 minutes ago, Kerbal Productions said:

ohhhh, I didn't put the FruitKocktail mod :D

but the question is, the whole ORANGE on the FruitKocktail? and it should only be ONE text file? not two?

thanks in advance :)

No worries it can catch you out.

Yes put the whole ORANGE (and everything inside) into the FruitKocktail folder. 

It should be 2 text files inside the PluginData folder (1.txt and 2.txt).

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@FruitGoosethe Kerbals have their verdict! It works! They're not wasting their time and their snacks finding a good name anymore! They want to repay you! :)

Spoiler

actually, it kinda helps me find a good name for a craft on my movie :D
spoiler, i used Pathfinder, and it sucks, but that mod, ooh baby, it's so beneficial! :cool:
THANKS!!!

 

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1 hour ago, Kerbal Productions said:

@FruitGoosethe Kerbals have their verdict! It works! They're not wasting their time and their snacks finding a good name anymore! They want to repay you! :)

  Hide contents

actually, it kinda helps me find a good name for a craft on my movie :D
spoiler, i used Pathfinder, and it sucks, but that mod, ooh baby, it's so beneficial! :cool:
THANKS!!!

 

Excellent glad you sorted it. I just realised I made a mistake as files are called “first.txt” and “second.txt” so could have made it worse but you managed to sort so good job!

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13 hours ago, FruitGoose said:

Excellent glad you sorted it. I just realised I made a mistake as files are called “first.txt” and “second.txt” so could have made it worse but you managed to sort so good job!

So the Kerbals have decided to give you a craft that is powered with fussion pellets and can be refueled with LH2! And there are rumors that it has nearly a hundred thousand m/s of dV! They really want to repay you! :cool:

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Posted (edited)
On 4/16/2021 at 8:06 PM, FruitGoose said:

No, the card won’t work properly inside the inventory (station won’t ‘see’ it). The inventory system is a bit weird in that it doesn’t seem to let you access any saved variables (like credit limit in this case) or rather it doesn’t work the same as it does for a non-inventory part. It should be able to be moved about by an engineer should the need arise. Also, you don’t need to physically click the card so you could clip it inside a fuel tank or something if you don’t want it on view.

The sign needs to be externally attached as well yes. I will post the original design for the sign one day.... a 5m 1950s neon US “Gas Station” monstrosity. I quickly changed it for something more subtle...

Errr... Excuse me, what is this GRAPES? Didn't find it in OP...

GREAT idea for mods, BTW! I'm trying MANGO myself...

Edited by jlcarneiro
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1 hour ago, jlcarneiro said:

Errr... Excuse me, what is this GRAPES? Didn't find it in OP...

GREAT idea for mods, BTW! I'm trying MANGO myself...

Thank you! GRAPES has it’s own thread as it didn’t fit in with the theme of these but I should have really to keep everything together.

 

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NEW UPDATE - PLUM Updated To v1.1.0

  • major overhaul
  • custom options added allowing player to create their own profiles to cover add-on planets, chutes and even to tweak current calculations if you think you can make them more accurate
  • redesigned menu to incorporate alternative data to original (to tie in with options)
  • redesigned close menu button to common "X" in top right alongside the options button.
  • added new icons
  • added option to select the current selected custom profile within the main menu screen alongside stock options
  • recoded system for calculating the bonus when using radial chutes in symmetry; this is now done programmatically and calculated accurately as opposed to the basic and inaccurate method used in the original
  • fixed issue of menu sometimes still showing if not closed when leaving editor

If updating manually, please ensure you replace any files with the same name. Also note the warnings about changing any files in the updated OP!

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