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MrWizerd

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Everything posted by MrWizerd

  1. Sorry I take it back... Ignore my stupid statements I apparently cannot read it was a ship manifest debug window, that was talking about CLS I checked it a few times trying to figure it out but I guess I can't see the obvious in front of me HAHAHA ... thanks for the quick response and sorry again!
  2. Is there a GUI for modifying the settings for this mod in game, or is it all by cfg file? I probably should mention I have toolbar installed.... I just don't see an option for it...
  3. I have an issue were CLS brought up the debug console and it wont go away even after I restart the game. It isnt showing any failures on boot it just wont go away, and the CLS button which is now on the native toolbar does not give me any options to modify CLS its just a blank screen... I would like to move it back to the other toolbar and stuff and turn off the debug window but cant. Any ideas?
  4. That just goes to show that in life beauty is always related to perspective.... Second thing... That your picture or just one ya found online!? Third thing @ AlphaAsh Actually no, Leaves is the correct pluralization of Leaf, accept it is acceptable at least in the US for it to also be spelled Leafs. However, while the Websters Dictionary states that is acceptable it states the more common usage is Leaves. It is also interesting that my Oxford Dictionary lists the only pluralization as Leaves. This follows Loaf; Loaves, calf; Calves, Half; Halves... etc. It is safe to say that the English language really is becoming more a version of what a lot of role-playing games call "common" because it has incorporated parts from so very many different languages that it has a great many acceptations to its rules. This is also why older English is not very well understood by people who speak modern English because it is the more pure version of the REAL original language.
  5. To be honest, I have only used that unit once or twice and never have I had anything in it. but it is usually with a rover unit from what I remember. I know that rovers can be deployed from it, but I don't know what would happen if you essentially radially attached something to the deck, this may cause problems. I would have to check it for you.
  6. Kerbcity is neat too, they have an airport underc construction, and everything you can take off from there too. Spannermonkey and I are going to be building a town as well, it will have Construction plants and such for LLL and MWI @BobsYerUncle yeah, that is going to be fixed in the new release, sorry, you can delete the Circ25Fuel folder, it is the errant folder.
  7. How do you go about shooting the 30mm Vulcan Canon? I have it on a ship and cant get it on the weapon manager and cant find a way to shoot it other than toggling it. I know its something easy ... but I cant figure out what
  8. Where did you get the parts for the A-10 I Love that bird... I wish that I could build space planes that didnt flip, and or explode randomly.... BUT here is a test craft I modified to make a Terrorist attack on those pesky Kerb City folk makin light pollution to crowd out our stars... Here is a shot of me "taking out" a skyscraper....
  9. You know it seems like a similar issue across the board for all wheels/vehicles the game seems to instead of a gradual breaking force conversely apposed to the speed of travel, they seem to try to lock the breaks as fast as possible. I really think that there should be a mod written to enable a better breaking curve, since we don't have the ability to use an analog break control on a keyboard.
  10. Well again it doesn't change anything that is in the tanks, it just allows YOU to change what is in the tanks. If you dont want that functionality for the other tanks all you really have to do is delete the CFG files for all of the tanks you don't want to be able to change what is in them. But let me restate, Modular Fuel Tanks DOES NOT change what is in ANY of your tanks, all it does is allow you to change what YOU want to have in the tanks. This makes it great for flexibility like if you want to build a refueling depot in orbit you can send a HUGE tank up filled with Mono-propellant instead of LFO. IF you want to use the utility tanks for the other resources that they hold just download the Modular Fuels mod, HERE then DELETE all the CFG's in the ModularFuels directory ACCEPT MFSSettings.cfg this will allow you to change ONLY the tanks in the Spherial and Toroidal Tank Pack. Be advised that these tanks by default can ALL have there contents changed and if you want that taken out so its JUST the utility tanks, I might be able to write you a cfg that removes that functionallity.
  11. Being the last message on a page is sometimes a pain, does anyone know the answer to this question Here at the end of the page I think it may have gotten slightly over looked, which is fine, I just wasnt sure if it I was bugged before and now operating correctly or if I am bugged now.
  12. So I am running into a problem I have never seen and wanted to ask if it was normal. I have in the past had Satellites with no heat radiators on them and JUST solar panels and had no problems with waste heat build up. But now all of a sudden the panels are shutting down on a survey say over the Mun due to excess heat. I know that tweakscale has added stuff into tweakexponents but I don't know if this is causing a bug, or if there is a bug at all or if it is working as designed. If so no worries I will just add radiators to my satellites, I just never had to before. Thanks for the help in advance!
  13. Oh lack, I forgot to mention that the tail for the bonny plane has LFO instead of just Liquid fuel, was that intentional, I have altered the cfg on mine, but I forgot to make a mention about it.
  14. @ accidental: yeah the funny thing about making done things is the realization that in reality functionality trumps form... I guess that's the appeal of Victorian era steam punk, it's pretty and highly functional in the realms of better steam tech. I mean if this was like a steam powered nuclear reactor there would be tons of wacky bits and glowing bits.... steam punk in space.... that's a band, a game, and a movie name all rolled into one... anyway that's how out would look neat, or if it lacked a containment unit it would be filled with a bunch of neat things but it would irradiate everything near it in a very bad way' and that isn't good. So this is why I am looking for things to add to the hull itself.
  15. Oh, well actually, the reactor in KSPI has to be directly next to the generator/thermal rocket to work so since it has to be touching I figure that they will always mate up. I will have to build a thermal rocket engine too. As for the reactor housing, your the second person to say something about making it glow... the reactor housing keeps all of that kind of stuff contained so vents wouldn't be very... containment minded, however it did give me another idea and since I have to build an emissive layer anyways I think it wont be too much of an issue... the Pipes for the molten salt heat exchange could feasibly become hot enough to glow with heat similar to the engines. The water not so much because it would be steam, that is under lower pressures but making that one pipe glow a low orange I will look into. I know that visually this reactor is fairly boring, very little effects and that is kinda how these things are if there running safe you know? I am trying to come up with stuff to add to it that will give it a bit more of a kick, and make it less like the vanilla parts trust me it was originally just a 2x1 hull piece. The generator just has been upgraded from blank hull to a hull with a warning sign. So I am getting ideas as I go and you all helping me by throwing out ideas is defiantly helping! For the generator, I am thinking of having an animated part that spins outside of the 2x1 hull piece a little bit. The idea here is to have just SOMETHING on it that is doing something because really a generator house is mostly going to just have a big huge electric motor in it that is being spun by a turbine to create electricity instead of consume it. But I will think of something interesting, I promise.
  16. I added some pipes to the reactor and made the ring and stripe match for now. The ring will need its own skin but I am thinking that the pipes should keep there colors so the cooler water (which is still VERY hot) and Hot water is differentiated. I will have to build the generator with similar pipes... and I will probably build a generator model to have in the middle. However, at current I am not sure what else I should add, any other thoughts on this? The KSPI reactors are pretty cool but I think they are just the reactor housing and outer casing... I don't know how much of there setup is based on real reactors either... its hard to extrapolate what something would look like HaHaHa, anyway additonal thoughts? housing alterations? After some research I have found that the blue radoactive glow in the reactors KSPI use, the molten salt type would in fact exist, however the glow cannot be seen outside of the containment vessel. IF I create an IVA and IF I can get the raster prop monitor to use a camera INSIDE the reactor it will look something like this. This is all based on IF I can get these things to happen. However after adding the lifting eyes to this unit it will be almost done accept for the ring skin, I just thought of something else. Ok, so here it is with the heat exchanger poking through the hull with the molten salt cooling lines on the bottom that connect to the reactor housing. The molten salt is pretty hot, and is this way kept out of the ship, if one of the lines breaks it will eject the molten salt away from the ship. So asside from the actual skinning I am thinking this is a good stoping point... any thoughts?
  17. I agree with the colored splotch, Like the darker hexagon area... it would be REALLY neat if it expanded but that requires another plugin. The funny thing is in my notebook I have a note to make a 2x1 frame HAHA great minds I guess
  18. Lack got my juices flowing for an idea to modify the reactor housing...I'm going to have to chop some more of the 2x1 hull up though to add more bits
  19. So for the fake "manual ejection" it requires 3 kerbin to enter there code and turn there keys, I don't have the skin yet, this will test my skinning abilities. I just need to descide if I want it to have the stripes on it, which normally are only on tanks/cargo or not. I can also just put the stripes on the back side, but I like the idea of having the color, and actually am thinking of having a skin for the stripes that is white to match the main body so that I can paint them or not as an option. Anyway.... Thoughts? I am currently holding off on anything that would be seen inside the housing module for the reactor core. I see these as two separate parts even though they are one. The reactor containment is in yellow and houses the entirety of the fissile materials, with only electrical conduits and high pressure water conduits being plumbed through the decoupler. The white hull piece that encases that is the sealed room that the Kerbal actually use to monitor the reactor. I may build an IVA for this eventually, but as it sits right now, I am leaving the internal passable but NOT livable as no one wants to live next to a Reactor Core. The game does not have a way for us to walk around in the ship, and I know that the pods are "livable" even though they only have chairs so I may change this once I actually figure out how to make an IVA scene but for now I am leaving it as is. The skin will have a panel in the recessed area that has light up buttons and a interlock or something to turn to activate the decoupler, but since all of that is fake until I can get it to work the way I want within the confines of KSPI it will all just be dummy skin stuff.
  20. I have to admit, I was a little startled to see this integrated into the stock toolbar but in this instance I like it a lot because it is bigger and easier to click and see when it goes off and in a location that I am regularly looking at anyways, the other toolbar I only look at when I need something. Way to go on an amazing mod!
  21. I asked that same question. I WAS planning on doing some drives for KSPI after I finished up my 2x1 reactor, I think that I will have to physically scale my reactors instead of using tweakscale because there are a lot of things that would have to be tweaked, but its a simple matter of changing some of the values around and using a scale command for the different sizes, I think I will have a 2x1 and 4x2 and then also a 1x1 and 2x2. After I finish the 2x1 model I will apply it to the 1x1 and then run off the scales... I am still trying to decide if I want to apply an emissive layer to the reactor as suggested... I am not sure they would have that style of radiation, as I do not know the specifics of it. I read up on it in Wikipedia but I don't know under what specific circumstances in the real world application that this sort of radiation is visible. Anyways there are new alcubierre drives in the latest KSPI and I thought that some LLL versions would be killer so I may look into if if lack has not already. The other possiblility is he added theirs and then put a fairing over it.
  22. I thought that was what that function was for, I apologize for asking noobish questions, the cfg files, I understand to a point but I still lack a lot of the c# knowledge that would be helpful in this situation. Thanks again for the prompt assistance.
  23. Well that isn't hard you could do that with a simple creation of a cfg... heck I'll probably do it tomorrow if I think of it.
  24. I had another quick question... and again thanks for all the previous help, anyways I was curious if other than action groups if there was an addy to trigger things like experiments without leaving IVA? I know i can set groups, and I thought I saw somewhere I could have buttons for the group's. I was hoping there would be a way for a labeled button to exist on the monitor for an action, or the action group content displayed on the screen. The reason being that my camera for instance serves the same function as an EVA Kerbal, when it takes an "observation of its surroundings" the camera turns 360° and would like a button to trigger this in the prove control room. If I'm stuck with just action groups that's fine I am still learning all the functions of the RPM and it's been hard to play due to the recent version flux, my mods kept breaking, and I'm still waiting for modular tanks, but the up shot was I got some other work done on my parts.
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