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Bit Fiddler

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Everything posted by Bit Fiddler

  1. i am looking at game installs that use both dangit and USI mods. in dangit we have a resource called "SpareParts" while USI uses something similar called "ReplacementParts" how hard would it be to convert dangit to use the USI resource "ReplacementPart" to make it all play together better?
  2. ah this is exactly what i needed. thanks. i wanted these bits to fit in the "reality" of USI mods. EDIT: lol ok that spreadsheet is a bit confusing. watching the video and working along side to try and come up with the numbers for the part i want. i guess since @RoverDude made it, it is all easy for him to understand, but i am having a hard time figuring out what all it is telling me. @RoverDude if i was to post the sheet with my numbers in it, could you go over it with me in better detail and help me understand what all the fields are telling me?
  3. right that is my problem... designing a part that has crew space... and trying to figure out how much space is needed for a seat, and what is then left over for resource tanks, machinery, electronics etc. just tryig to keep the part in the realm of "reality" i guess i can use the Mk1 crew cabin as a referance as it is just "seat space"
  4. sorry if this information is available somewhere but my searches have not found it... as per USI-LS a kerbal needs x ammount of space to be dedicated to them to calculate the "habitability" value. i can see this only defined in "Seats" but never defined in "Cubic Meters". is it spelled out anywhere how many cubic Meters of space a Kerbal needs for a "Seat"?
  5. can we get the "SpareParts" from the dangit mod by @linuxgurugamer added to the resource list? According to the community resource pack by @RoverDude this is the pertinent information. RESOURCE_DEFINITION { name = SpareParts displayName = #LOC_CRP_SpareParts_DisplayName density = 0.00378 flowMode = NO_FLOW transfer = NONE isTweakable = true isVisible = true unitCost = 12.6 volume = 1 }
  6. having an issue... maybe. should the "Solar Battery Module" solar panels be able to extend in the VAB? I was trying to place things with enough space to avoid part clipping but I do not see any way to open them up to see their full size.
  7. something strange... I just recently started a new KSP Career, clean install and then loaded all the mods again from scratch. Now I have a problem finding a part. I can find the SSP-3 in my parts list but the SSP-2 is missing. I assume the 3 come in the same or later tech tree node, and thus it is not just a research problem. Any ideas on how to track down the missing part? what is the log file I can look in to see if MM reports an error in the part's .cfg file?
  8. speaking of floating objects... I am not sure which KK mod this comes from. probably not Kerbinside as I just saw them recently and that has been installed in most of my games. maybe Kerbin City or KSC++ ... I have installed several KK mods, so not sure. However if anybody can tell me what mod added them I will report that to the author. and I have no knowledge of editing bases. so any help in removing/fixing these floating objects would be great.
  9. There was a mod in the past that was designed to use your Maritime pack for a series of missions, It had a small Ship autopilot thing included in it, that would move ships around the seas automatically. this mod however is gone since * died. so I was wondering if you have any ideas on other automated ship mods like that one. or if not would you be interested in making this ship autopilot idea in your mod. EDIT: lol it seems the name of that webpage is censored on the forum... funny. any way the website in question used to be a big hosting site for KSP that is now gone.
  10. I have encountered a strange thing. as far as I am aware I have never installed this mod. I have looked in the GameData folder and there is not a directory named "KaptainsLog" or anything like this. so I assume it is really not installed. however the weirdness comes in now. when I launch my game KSP-AVC is telling me my KaptainsLog mod is out of date and needs to be updated. so I am questioning if this mod or at least some part of it found it's way into another of your mods files. Oh and just to let you know I have also done a "search" in windows to search all subdirectories in gamedata for "KaptainsLog" and it finds nothing. so no directories hidden down several levels or a stray .dll tucked away somewhere.
  11. Does this do thrust balancing on RCA? and if so where do I set this up. i can't seem to find any way to set up RCA.
  12. well to be fair the only pod that really should have survival gear and supplies is the .... I forget the number, the "long term" pod. the others are not meant for long term survival, but rather just a crash landing and immediate pickup. but I can see where a day or 2 of supplies would be handy in all of them. the extra top parts I was mentioning in my previous post would solve all this however. as if they were built with configurable containers mod support, you just decide what you want in this container attached to the top of your pod and you have it. you can add battery power, fuel, life support items, ... basically what ever you wish. I had not seen the sinking in water bit, but ya, that is a huge problem. I second the request for comfortable landing support.
  13. I am trying to make an airintake mod that will be the "perfect" intake for the 1.25 size multimode engine. (Scimitar) so my question is this; I see the 2 curves in the part .cfg file for the engine, and I see the various intakes all have curves defined in them. I understand the idea behind the curves, but not how to interpret them for my purpose. if I wanted to make an intake that would match the Scimitar's open cycle profile perfectly to ensure it has optimal flight what is it I need to do to the curve in the intake's .cfg file? or is this a moot point as it is not possible to make a "matched set" of this engine and a specific built intake? as I said I am not sure how to interpret the numbers in these curves to understand what sort of numbers should be in the intake to ensure prime flight. or if I understand the shock cone intake has no curve but is linear and thus it is always the best? as it has no speed cap? it is just a matter of altitude. if there is Air the shock cone will perform at 100%?
  14. some of the changes this makes I would like to undo or make as a new part rather than replace existing parts. one such is the Jumbo 64 fuel tank. I prefer it to be the orange version as I have used that in many places to color match the other cryo style tanks on the craft. I was looking in the folders to see if I could just remove the stuff that changes this part but I can't find the jumbo 64 listed as such. does anybody know what files modify that part so I could remove them? is it the x200-64? and if so will just simply removing the "x200-64.mu" file revert the tank back to stock
  15. I agree airplanes plus would be nice. also more of the cargo bays. as far as I can tell only the Mk3 bay is done. any chance to get others? and secondly I have looked at the textures you use for your mod but they are not black... what is it that controls the black color? is it just an alpha mask? the reason I ask is we could submit our own parts pack for you if we knew what it was you were doing for sure.
  16. ah well this is good as I decided the second convert-o-tron was just too much weight, cooling, and power etc. so I left it behind. but I did keep all 4 drills; for aesthetic reasons... ya the most important aspect of rocket building is they must look cool. but any way I took the 4 drills and 1 converter... so I guess that will work out for the best any way, as finding a rock at 100% is probably not going to happen that often.
  17. hey thanks... so I assume the gold digger is the same as a "Jr." and will give me 1 ore/second on an asteroid. and the convert-o-tron 125 will process 2.5 ore/second for monopropellant. thus if my rig has 4 gold diggers I in theory could support 2 convert-o-trons. (with a bit of waste). I guess I will build it as such; and launch it. I just hate to spend this cash, and all the time necessary to get my rig to an asteroid, and have the math be wrong... oh well I guess that is why there are save games.
  18. it seems the inline clamp-o-tron does not have CLS setup. or if it does I guess something in my install is messing with it. I built a craft using this part and it is not passable. I looked through the CLS .cfg files and did not see it in there but there is a lot to look at so I may have missed it , and something else is causing this problem.
  19. so.... can anybody tell me from experience what the rate will be on an asteroid for the gold digger?
  20. where can I find the "base rate" of the drills. the description in the VAB tells me it is 100% on an asteroid and 30% on a planet, assuming I am reading that correctly. and I get bonus for having a scientist along I guess... but I do not see anywhere that tells me what the base rate is.
  21. could we get some of the small triangular end cap doo-hickies that are just "Cargo" pods so we can load in extra fuel or life support supplies etc. if they were built to use "Configurable containers" mod then we can just pop them on and configure them to hold what ever we want. and actually if they were to be a bit taller and round off the end of the pod like in a "nose cone" sort of shape that would be cool too. they could hold a bit more and be aerodynamic if we use them like a drop tank. secondly, what about a docking port rather than just a decoupler. this way the pods can be reattached.
  22. hmm... I guess I need to start digging in my mod list to find what mod is causing this...
  23. I am trying to make an otter sub, however I cant get it to sink. I have placed the ventral tanks and the radial tanks on either side of the pod, yet the pod will not sink. there si just too much buoyancy in the pod itself... is this a bug or have I got something messed up?
  24. hello I am missing a part on a craft file "ChopShop.SSP1". The post on the previous page said to replace the old part name with this new part name? but my game tells me I am missing this new part so I am not sure what to do. EDIT: ah ok I found it. in the tweakscale.cfg file it is calling it "ChopShop_SSP1small" so I replaced all instances of "ChopShop.SSP1" in my craft file with "ChopShop_SSP1small" and all is well.
  25. ah I see, oh well... I guess there is not much to do about it then. But you knew this, as it is yours, you have thought of all this already. oh well if you can see your way to adding in 2 more parts, the thin versions of flatbed and cargo bay would be great.
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