Jump to content

Bit Fiddler

Members
  • Posts

    815
  • Joined

  • Last visited

Everything posted by Bit Fiddler

  1. well the plugs use KAS/KIS yes but the sunflower box would need the special node that the plugs attach to added to the sides. i have not looked deeper yet, but i am assuming a simple MM patch can do it. if i find a way ill post it here, assuming you have not done so already.
  2. @RoverDude there is a mod pack out there called SEP you are probably aware of this, but just in caes, it is a series of surface experiments that you setup on a moon, or whatever. These all need to be connected together with power cables for the system to work, and you need to supply a power source as well, and connect it to the system. so my question is this... could you modify the Sunflower light box to have the port that the AKI Power transfer conduits plug in to? This way we could use the sunflower's solar array and battery pack to power the SEP system. Also there is another rover pack out there that has a SEP processor part that snaps on to it. could you maybe incluse this SEP processor part for your rovers as well? this way we can use the rover itself as the SEP base station as well as power.
  3. ok, cool, thanks for this. as always, you seem to come through with these mods. after a bit more detailed mission time on these long missions i am doing now i have found a few things. 1) can you make a "Silence alarm" feature into a button on the toolbar that will globally silence all alarms. This one i would really like as it seems to me i have several things fail all at once and would like to just kill all the alarms instantly and then go deal with all the isues. And on a probe with no engineer on board to fix them there is nothing to do really but silence the alarm anyway. 2) can we have a UI element made.... (both for standard UI and if time and effort allow an RPM screen would be great) that lists all the parts on the craft assuming our engineer has gone "inspecting" and list all parts conditions that we have inspected and therefore know about. 2b) and to go along with this list... would it be feasable to get a subset of "Part Commander" made to work along side "Dang It!" such that the part commnder list could be put into "Dang It" mode where it will only list the parts in range of the engoineer, and only show the right click menu items that pertain to Dang It? This may be more hassle than it is worth, but just tossing it out here for thought. I have just found there are many parts on my craft that are near impossible to get a click to register on, even when in "reality" a kerbal inside that service bay would have no problem getting to it. This is all due to a problem getting the UI view to get me a clear shot to many of the parts. i have also discovered some parts where the "collision box" is bigger than the physical part, so when i adjusted the parts to sit flush on these parts the game now thinks they are inside the other part, and i can't click on them at all now. as it is, it is not a game breaker, assuming part commander will get me access to them ( i will install part commander and give it a shot in the next day or so), these requests should be considered more along the lines of "hey i was writing code for this mod any way... maybe i will look at these ideas", rather than a real request for a fix/feature as they are really far down on the list of thigs to worry about.
  4. this is in a spreadsheet @RoverDudeput out for making USI compatible mods. the link to the sheet is in the description on Youtube. the video explains how it all works. the formula in question os on the "Detailed Conversions" page.
  5. hmm just had an interesting thing happen. i had a probe enroute to Duna using the ET-3226 "Umbra" Arcjet Thruster. i had 10 of these on the probe and every one of them has failed before i could finalize my duna trajectory. so this SCANSAT probe is now uselessly drifting in space. i could understand if a few of the engines fail enroute, thus the reason i had 10 of them on it. But all 10 fail? this is beyond RNG and must be a configuration issue. These ion engines are by design to make probes for long duration missions. if they fail this quickly how do we ever get probes out to the distant worlds? am i missing something here? or are they really failing far to often?
  6. using material kits to make spare parts in sort of a "factory" part is a good method. really all that matter is we have a way to manufacture them on site with the basic USI (or other) mods existing supply chain.
  7. thanks for reply. i do not know if i was just blind before. but both show up in my parts list now... probably user error.
  8. i have seen this with the "Procedural Parts" mod as well. probably something that happens when a part is resized or changed in some way, as both tweak scale and Procedural parts do just that. EDIT: @allista is there a "How To" document somewhere that tells us how to use the texture switcher for custom parts we make?
  9. the reason i ask for the change is not to get the "SparePart" in the CRP, but rather to prevent carrying multiple resources on a ship that are basically the same thing. since i use all the USI mods, and use Dang It as well as OSE, and Extraplanetary Launchpads; All of which are already set to use "MaterialKits". Thus, all my outposts need "SpareParts" as well as "MaterialKits". Also the USI factories are setup to make the "Material Kits", so i can refill the craft that is set permanantly away from Kerbin. whereas with dang it as it sits now, i have no way of making new "spareparts" on location, and have to keep sending resupply runs to my outposts to replace them. But since USI is geared toward insitu amnufacturing to make a self sustaining colony, it would be nice to just make the Dang It parts on site as well.
  10. hmm in looking in the CRP file i do not see them listed. i just noticed them in another document that the creators use to make thier mod. maybe this is a future idea and they are not implemnted yet. i guess we need to ask @RoverDude i am trying to make a part for KSP, and in looking in his balance worksheet for ensuring parts all fit in the "reality" of USI i see a conversion ratio of ReplacementParts: MaterialKits(2) + SpecializedParts(2) + Chemicals(1) = ReplacementParts(5) but this "Replacement Part" is not listed in the Community resource pack, so i will have to dig deeper. EDIT: however the CRP does list The material kits RESOURCE_DEFINITION { name = MaterialKits displayName = #LOC_CRP_MaterialKits_DisplayName density = 0.001 unitCost = 2 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true volume = 1 } maybe this is a better choice for Dangit. the material kit is the basic unit for construction parts in "OSE Workshops", as well as used in various places in the USI family. so if this works in the logic of Dang It! that would remove the extra resource needed when using these 3 mods side by side. in the world of USI the formula to make Materialkits is listed as this: Metals (2) + Chemicals (1) + Polymers (2) = MaterialKits (5)
  11. 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?
  12. 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?
  13. 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"
  14. 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"?
  15. 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 }
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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%?
  24. 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
  25. 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.
×
×
  • Create New...