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Everything posted by WaveFunctionP
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The thermal helper is in the VAB, the one outside is for power. I don't know anything about the modular fuel tanks mod, but according to its tank config it does not delineate LqdMethane or LiquidMethane as a resource type. https://github.com/NathanKell/ModularFuelSystem/blob/master/ModularFuelTanks/Resources/TankTypes.cfg RealFuels apparently has a definition for LqdMethane. https://github.com/NathanKell/ModularFuelSystem/blob/master/RealFuels/Resources/ResourcesFuel.cfg https://github.com/NathanKell/ModularFuelSystem/blob/master/RealFuels/Resources/ResourcesFuel.cfg If I skimmed correctly, you need to switch to the action group mode to edit the fuel types.
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That was my second attempt by looking at crew command modules. But those arguments appear to be "local" to those modules, and I don't want to add command functionality to the part. Documentation of the modules/nodes would be nice, but I can't find anything remotely useful/up-to-date. I knew I should have spent more time learning to code better.
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Thanks for your help, Starwaster. I have another question if anyone can answer. Is it possible to add a crew requirement to make the experiment available as part of a balancing factor for adding so much functionality in one part. I've slightly boosted transmission multipliers so that it acts like the function of a mobile lab, since adding that part's module appears to break the gui for some reason. But I want to maintain a significant incentive to bring the data home because of the kerbals inside (and possible interactions with life support requirements, should the user have such mods). I don't intend for people just send one way probes with the science lab spamming science willynilly. Short version, can you import a crewrequirement function into a science module config? I've tried crewsrequired, but it doesn't appear to work. MODULE // add gc mass spec { name = ModuleScienceExperiment experimentID = gasChromotographyMassSpectrometryExperiment experimentActionName = Log GC Mass Spec Data resetActionName = Delete GC Mass Spec Data reviewActionName = Review GC Mass Spec Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = Take GCMS Data interactionRange = 1.2 rerunnable = True crewsRequired = 2 } The original part itself already requires 2 crew to do certain things, but that doesn't seem to effect any of the experiment modules.
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So, unless I want to define my own experiment ids and results, I will need to delineate each experiment available? I know that I could add each individually, but I just didn't want a bunch of buttons on the lab menu. Each experiment adds two buttons. I wanted to press a button and have all unlocked experiments run and not have to edit the config for added or delete mod experiments.
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I think you are missing the point. RT uses a "logical" simulation of tracking. The only thing different between autotracking is that RT uses a GUI to "point" your antennae. There's really not much game play except that which comes from overcoming infrastructure challenges. At least interstellar requires that you pay attention to where your receivers are oriented in space, which is at least some extra gameplay. Everyone is going to have a different preference thought. Where some see gameplay, others see tedium. If you like RT's system, use it. I believe it is compatible, or perhaps be made so with module manager.
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I'm trying to add experiment modules to a science lab part. I would rather have all the experiments available from any part without programming each one invidivually so that it can easily support new experiment modules. I've also added a transmitter, electic charge and data storage. I can't figure out how to setup the wildcard to return all experiment modules. @PART[scienceModule]:Final { MODULE // add the ability to store data in the science lab. { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE // add a data transmitter to the science lab { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } RESOURCE // add electic charge to the science lab { name = ElectricCharge amount = 10000 maxAmount = 10000 } MODULE[*]:HAS[ModuleScienceExperiment] // add all experiments to the science lab { experimentID = * experimentActionName = Run Experiments resetActionName = Reset Experiments useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.5 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 rerunnable = True } } Additionally, does anyone know of a way to store experiments when the save data button is pressed. I'm using manifest to do that currently, but I'd rather it be something configured.
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I tend to agree the current system is a nice mix of realism and gameplay. Pointing the antenna gives you something to do and be mindful of. Which is why I think that if you are going to have an autotracking feature, you might well just modify the receivers to be omnidirectional. Unless you do something to make the tracking fun itself. Gameplay is created from artificial limits, they can be inspired by realism or creative development. For instance, you could have omni directional reception, but you'd need to monitor and adjust frequency alignment (red shift?), compensate for (interstellar?) interference, signal ghosts/echos all as minigame as you move through the system. There are plenty of ways to make fun.
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Now that I think of it, one of the mods I downloaded included the toolbar, but it was an old version. Which is how I discovered the toolbar plugin. The toolbar prompted me to update, which I did, but the settings may have already been borked by that time. Anyways, thanks for your help. Great mod. It makes my screen much more manageable. You are a god among men.
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If you are going autotrack, you might as well remove the direction requirement altogether and have it only depend on distance, receiver area and line of sight. Microwave transmission is highly directional anyway, because of their narrow wavelength. In this sense, interstellar has an unrealistic approach, with directional reception, but omnidirectional transmission. It should be point to point if realism is the goal. So you have to decide between realism and gameplay.
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Here's my toolbar settings, maybe this will help: toolbars { MAINMENU { toolbar { x = 300 y = 300 width = 500 height = 38 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = } } SPACECENTER { toolbar { x = 300 y = 300 width = 500 height = 38 autoHide = False drawBorder = False useKSPSkin = False buttonOrder = visibleButtons = KerbalAlarmClock.btnToolbarIcon,ResourceManifest.ResourceManifest x = 300 y = 300 width = 500 height = 38 autoHide = False drawBorder = False useKSPSkin = False buttonOrder = visibleButtons = KerbalAlarmClock.btnToolbarIcon,ResourceManifest.ResourceManifest } } EDITOR { toolbar { x = 271 y = 33 width = 500 height = 38 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = AutoAsparagus.aspButton x = 271 y = 33 width = 500 height = 38 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = AutoAsparagus.aspButton } } FLIGHT { toolbar { x = 176 y = 956 width = 104 height = 81 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = Chatterer.UI,AGM.AGMMainSwitch,ResourceManifest.ResourceManifest,MechJeb.0_MechJebMenu,KerbalAlarmClock.btnToolbarIcon,Tac.FB x = 176 y = 956 width = 104 height = 81 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = Chatterer.UI,AGM.AGMMainSwitch,ResourceManifest.ResourceManifest,MechJeb.0_MechJebMenu,KerbalAlarmClock.btnToolbarIcon,Tac.FB } } SPH { toolbar { x = 300 y = 300 width = 500 height = 38 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = x = 300 y = 300 width = 250 height = 38 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = } } TRACKSTATION { toolbar { x = 300 y = 300 width = 250 height = 38 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = } } FLIGHTMAP { toolbar_1774326671 { x = 283 y = 1040 width = 513 height = 38 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = MechJeb.0_MechJebMenu,MechJeb.Ascent_Guidance,MechJeb.Docking_Autopilot,MechJeb.Maneuver_Planner,MechJeb.Landing_Guidance,MechJeb.Rendezvous_Autopilot,MechJeb.Warp_Helper,ResourceManifest.ResourceManifest,Tac.FB,AGM.AGMMainSwitch,Chatterer.UI,KerbalAlarmClock.btnToolbarIcon,MechJeb.Attitude_Adjustment,MechJeb.Custom_Info_Window,MechJeb.Custom_Window_Editor,MechJeb.Delta-V_Stats,MechJeb.Flight_Data,MechJeb.Maneuver_Node_Editor,MechJeb.Orbit_Info,MechJeb.RCS_Balancer,MechJeb.Rendezvous_Planner,MechJeb.Rover_Autopilot,MechJeb.Settings,MechJeb.Smart_A_S_S_,MechJeb.Spaceplane_Guidance,MechJeb.Surface_Info,MechJeb.Translatron,MechJeb.Utilities,MechJeb.Vessel_Info } } }
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Sorry if I wasn't clear. I have setup each "scene" multiple times, but the settings do not save. They revert to a default setup everywhere except the map scene. I can setup the flight scene, switch to map mode, and then switch back to flight scene and the toolbar will be reset for the flight scene. Same for the VAB, it's settings do not save. I can change settings in map mode and they will be saved. When I switch to map mode, it is always the way I set it up last for that scene.
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Every time I setup my flight toolbar, it gets reset when I switch to map mode. Map mode retains its toolbar settings. VAB tool also always resets. By reset I mean whatever defaults shown (TaC, KAC, Manifest, main mechjeb button), but my mechjeb utility specific buttons always reset. Along with window shape and position. All except map mode. Also the resize cursor is not visible.
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There is only one gamedata folder for the game. You download the mod zipfile, find the things inside the mod's gamedata folder and copy them to your install's gamedata folder. Or simply drag the gamedata folder from the mod into the ksp directory and the two folders will merge. So you should not have a gamedata folder inside of the gamedata folder. You'll ofcourse need to know where the ksp directory is on your computer. I don't know enough about macs to tell you where the OS installs stuff.