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Bit Fiddler

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Everything posted by Bit Fiddler

  1. What about some Booleans that mod makers can setup in a .cfg file for things like "parts only", "MM config only", "Has .dll", etc. so as we brows the mod list we can sort for parts only mods etc. EDIT: or if this is possible to see automatically? search the files for file types etc.? not sure how this would work out
  2. On the topic of recovering space debris with a beacon.... it is far better in terms of "reality" and "Role play ability" to just use the explosives mods and have a kerbal go on eva and detonate the space junk. Or build a "recovery" ship to go up and clamp on to it, deorbit, and parachute it to safety if it is an expensive part you want to recover funds from. I have used both of these options many times to give my career games an immersion. it makes design time planning to recover the expensive bits a real plus, but also gives you some RP missions to go and have Jeb recover a dead satellite or destroy that debris field made up of spent SRB hulls. I would say the beacon needs to be a base... MKS et. al. or something like an Aircraft carrier for an "At Sea" recovery like NASA did. so yes Huge part(s) not something you fly over and magically recover. you need a permanent installation or a huge ship / Fleet of recovery vehicles on land. make us work for it. maker it be something we have to plan for design and execute. this is what makes career mod fun. solving problems that you never expected. "Go to the other side of kerbin and recover that pod... oh and the crew before they starve. because their re entry was FUBAR (KUBAR?) and they over shot the landing window by 2 hours. and now they have 3.5 days of food left in their capsule before they starve. we need to go get that pod and all the science data from Duna... oh and save the Kerbals if you can."
  3. Just a request... if a part, or group of parts, is selected display the COM for that smaller set of parts separately from the main ship. and on this same line in conjunction with your vertical/horizontal alignment make a COM alignment. These will help with making booster modules that can easily be attached at their COM on the ejector, so that they do not rotate on ejection and collide with the ship. My first quick look at this mod may have over looked this feature, but if it is really not in the mod already could you add it? The rest of the features of this mod are enough that I will be downloading and installing it as soon as 1.1 is released and all the mods I use are updated. However the COM idea is what I am really wanting, thus I hope this mod does that.
  4. Thanks, I guess I will give it a try and see if I can figure out what is happening.
  5. Looking to do a bit of MM magic on some parts. what I want is for MM to modify ANY part that has Liquid Fuel OR Oxidizer OR Mono propellant.. @PART[*]:HAS[@RESOURCE[LiquidFuel]|@RESOURCE[Oxidizer]|@RESOURCE[MonoPropellant]] this will do the job?
  6. So this is a MM patch that will modify the physics.cfg to enable the cross feed, then add it to a part? I mean, I know the second bit adds it to a part, but that first part is a MM cfg to modify physics.cfg so I can do it on the fly rather than edit a core game file? and I assume this will still work as of 1.1?
  7. Thought of KAS but the issue there is there is no positive control. as in when I slow down the trailer will just slam in to me... and as for IR their parts as you say cant have a docking port on them, so while they do have a "trailer hitch" part it must be assembled prior to launch, not in the field. I just need a modder like Bob, who excels in his designs to make a custom made job... assuming it is possible within the confines of KSP and the game engine. I am going to try my luck with the IR part and maybe a robo strut or what ever they call them that allows a strut to be connected "in flight" to see if that will make a solid link to the hitch part. All of this will have to wait until 1.1 compatibility however, as I am about to dump my 105 install and go to 1.1 with both feet.
  8. yes very much like this. as long as I can hitch and unhitch on the surface while driving.
  9. I am trying to build something like this... however having it be all one piece maces it far to long to be usable. any way to get a piece to replace the docking ports I am using as a trailer hitch with a flexible part, thus making a real trailer hitch? The caveat being that it must be "hitch and un-hitch" capable while driving. thus I could drop the trailer and the tractor as separate bits, then hitch them up on the surface. also, another request. you have this short wheeled section I am using on the trailer to give it wheels, could you make this part also in a flatbed version to match the flatbed part on the tractor? or use a "model switch" to make the various parts be switchable on the fly from flatbed to warehouse to crew... to maybe liquid tank etc. this would keep the part count down but allow far more configuration options. For instance, I would like to build this, but with all the rear sections as flatbed.
  10. Hmm still messing with MEM... After I EVA I can't get back in. I never get an option to get back inside when I get near the door.
  11. yes.. I saw his sig the other day and took a quick look. once all this is 1.1 ready they will be in my game for sure.
  12. well with some MM magic yes. just have to make a MM patch to add in the KIS / KAS stuff. that is what I am currently working on.
  13. just messing about with the MEM... and I was wondering if I am missing something or if the rest of the parts are just not there. Or do I need to use parts form some other pack to finish it off? there are no lander legs, etc. to finish off the lander. also, why is the descent stage so lopsided? is this a replica of the real thing, and it was this asymmetrical?
  14. this is on my 105 setup. but I am eager to see all my "must have mods" (which yours are quickly becoming) get updated for 1.1. I really only play in career mode, so any mods that add stuff to further the career game are on my list. I do not play just to "make it work" but I really like mods that are "realistic" in the kerbal way. things that look and feel like they actually would work. and the idea of "RP" is high on my list so the things like the ALSEP I really like. all the interaction with KIS and KAS and reworking satellites while in orbit etc. that is what makes this game for me. so all your science bits make a huge impact. I can send up missions to reconfigure orbiting platforms to use new science bits with KIS/KAS, so all the little gizmos you make are great.
  15. Thanks I guess I am missing that Dmagic bit. I was under the assumption it was part of Dmagic orbital science stuff.
  16. 87 pages of a forum is a bit much to read so I am just going to ask... the Digital camera does not seem to do anything, is this not finished? the Magnetometer boom will not extend. again not finished? Is a Mass Spectrometer not usable in orbit?
  17. Can you add KSP-AVC and or support for CKAN so we can be notified of updates as they happen? Oh and a heads up: your link to deviant art in your sig is broken.
  18. oh sweet... I love this new airline paint... ill go get the dev branch so my goose can use that crew cabin right away.... lol now just need some of the shorter parts or get a procedural part texture so I can texture basic parts to match... I will also take another lpook at the small modular wings and the folding wings to see if I am getting lift now. Just a heads up; the Firespitter and Module Manager versions in your dev pack are out of date. EDIT: ok, because you had verified that wings provide lift with stock aero, I made a clean KSP install and loaded SXT and it is working fine... so the next question is what is causing our modded installs to loose the lift? any ideas on what mods or what types of mods may be breaking this? EDIT: Ok I found the culprit... it was FAR.. or a lack thereof actually... There were some stray .cfg files in my game data folder that were doing some FAR setup, but since it was not loaded it was breaking those 3 wings. Now the question is why just those 3 wings and not every wing in the game.... I have no clue on that one. EDIT: Hmm... why such low values on the alternators on all the prop engines?
  19. ok so how do I go about making a MM patch that will add in Tweak scale and a stock liquid fuel tank that will then resize with the part?
  20. ok thanks.. it is possible to do it with some stock tank setup however? I can skip the MFT and just use a stock liquid fuel tank and it will scale along with part size?
  21. trying to rescale a fuel tank that is setup for modular fuel tanks. however I cant get the fuel capacity to change with the part scale. How do I go about making the modular fuel tanks scale their fuel capacity to match the new part scale? Just a note here. the part is not a fuel tank that is in the game already, it is a part that as of now has no fuel capacity, or tweakscale support. I have put the tweak scale in by using a MM patch, and the same for a basic modular fuel tank. however when I then resize with tweak scale the modular fuel tank has the same fuel capacity as before the rescale. If anybody can help me with this MM patch to not only add Tweak Scale, and Modular Fuel Tank, but also make them play together I would be very happy.
  22. I am trying to build this some aircraft using the "Goose" cockpit, as I really like the look of it. However I would really like some parts to go along with it. Here is an example of what I mean. The blue section is just made using procedural parts, so it has no functionality, but I would like it to. What I propose is a few parts: 2 sections, both are just 1 meter in length, one with a single window like shown here, and one with no window. these could then be patched with MM, or what ever, to give them functionality like fuel crew capacity etc. for the window section I would like 2 internals. 1 is a single row of passenger seats like a normal airliner, and the other would be 1 seat on either side facing sideways with consoles etc. for them. for things like science labs, navigator/radio operator(ish) basic "crew" type of setup. This could actually be 1 part as I really do not mind adding the radial window to a section i setup as "manned". other parts could be made in longer sizes for bigger passenger compartments, a bigger science bay or cargo bays etc. I know some of these already exist, but what I would like if for the textures to match the Goose. the same coloring,the black stripe down the side, panels etc. the parts and their internals could be reused, for these longer sections I would just like them to match the visual style of the goose is all. even using a texture switcher mod as a method would be fine. better tail and nose sections... something that flows better with the Goose design and has the same visual styling with the stripe etc. this nose is not bad, but something better may be possible. alternatively if anybody knows a way to do this strictly with MM patches I am fine with that. I just need that 1M long section with the Goose coloring and the stripe. I can use MM to insert whatever setup I want into the part as long as I had the section to work with. Internals for the manned sections would be nice, but I can live without that. And for the cargo bays or longer passenger sections if I can use MM or something to get the right texture on them, again not a problem. I am more interested in the aesthetics of the over all finished craft rather than all the IVA stuff. AND another request: Can you make a procedural parts texture pack with textures to match your parts? then I could just assign the correct texture to match the parts for fuel tanks etc. Mainly for the Bonny and Clyde, and Goose cockpits. these seem top be the cockpits I use the most in my aircraft designs.
  23. ok I am getting a bit lost here... there is a part in KSP that does not have any tank of any sort in it. I want to make a MM patch that will add liquid fuel, and options for other types to this part, and have tweakscale be compatible so as the part gets bigger more fuel will be in it. can anybody show me how to make this MM patch. I have tried a few different things from reading the various MM patches I can find that do similar stuff but so far it is not working. Just so you know the part I am trying to add fuel to is the sea plane floats in the SXT mod by LacklusterLabs.
  24. Hmm I am at a loss... I will remove the MM patch and re-fly my current design and see if it explodes again... it may just be the changes I made to the craft make the difference not the MM patch.
  25. Nope not on DEV... installing now. OK installed DEv build... still no lift on the small modular or folding wings. as mentioned iam not using FAR or NEAR or any other mod that changes the flight models that I know of so it should all be stock...
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