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MrWizerd

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Everything posted by MrWizerd

  1. I am being lazy, well and kind of busy so I am not searching out your previous posts what cargo bays do you want? I belive I have the 4x1nucleareng fixed. by the by edit, NM I found your post, yeah that's going to have to be a lack thing, I am not good enough with the modeling software yet to create advanced parts like that. Sorry I am trying to learn but it's a steep learning curve.
  2. Ok, so I have been working on a few things for a while now and I have gotten Lack's permission to post what I have for you guys to work with and break. This zip file HERE contains the standard size tanks 1x1, 2x1, dual 2x1, 2x1 expanded, twin spherical 1x1, 3x1, and 4x1. I have also added code for textural swaps for most all of these tanks, There is a bug here in the dual2x1 the bottom texture is not switching, this part needs to be rerendered to solve this problem, and lack is under the gun at work so it may be a while till its fixed. I built a few more colors to play with as well. Please feel free to add more or change things around and show us what I have not thought of in this respect. Most of these changes require one or more mods to function. Firespitter is required for the textual swap, ModularTanks is required for the standard tanks to swap there contents, I have included files for adding the resources for KSPI, Extraplanetary Launchpads, and TACLS. This also has the cfgs for several other mods, including CLS, DRE, and Scaling. I have also added electric charge to modular tanks with the cfg for it. Please feel free to mess around with all of these, and let me know if you find any errors. You will find also that the scaling cfg's take out all the larger scaled items from the career mode track. The parts are still there, but are no longer needed because all the standard sizes can now be enlarged to the larger sizes and beyond (i.e. 2x1 -> 1x0.5, 4x2, 8x4, 16x8) This also breaks the 4x1 nuke engine, but I am going to fix that here in a few minutes. There is currently a problem with the current version of MFT, they are working on it but it breaks the ability to change the tanktypes file. If you have the new version of MFT and need the older version let me know and I can give you a link to my dll for MFT so you can play with these. Enjoy. Also, sorry for the lack of formatting I have my son wanting to play skylanders with me and I am trying to post this as quick as possible. I will edit this post when I fix the nuke engine part.
  3. I am working on a cfg file for modular fuel tanks to add the KSPI resources to modular fuels. The file can be found here I am working on balancing the ratios of what tanks can hold. I am working on the premise that tanks have pods that are put inside the hulls "shell" that are specific to each type of resource. For instance, radioactive resources need shielding, thus taking room and adding weight to there tanks by volume. I have usages setup that I felt are a good start but I am looking for input from others specifically the mod creators. I sent a message to the creator a while ago, but I am unsure if that is the best way of contacting them. So, in lieu of this modules developer input I thought I would ask the community. If anyone knows how to get a hold of him, if they could forward this to them I would appreciate it. Oh, also, I know that my cfg file works with the previous version of MFT but it seems that they did something that made adding tanks not work right, they are currently working on the fix so if you have updated your MFT recently it may not work.
  4. I have taken it off of my install and zipped it and put it on my drive. you can download it here. Click link and then go file download, and it will download it for you. This is by no means an official mirror, just putting it up for people who need it.
  5. I believe that it did but not 100% sure, when I tried to use your dll add on, it didn't work THIS time, but I am not 100% sure that it was that file, because I was unable to re-download it. As for what tanks are being used, I am applying these cfg's to several tankstypes accross the board, as well as having had added a kethane type tank, and was about to add Ore, Metal, Ship Parts to try to add them to MFT. Now I don't know what is in the tanks, in terms of RealFuels, and I will have to apologize for my ignorance but I don't know exactly what you mean by removing the resources... as I think of it, in my mind, it would defeat the purpose of being able to add those types to the tanks if I remove them from the tanks afterwards. I will be the first to stand up and grant that I know very little and am basically talking out of my arse, but thats what happens when you have limited knowledge about something LOL. That being said, I would be willing to do anything to have you help educate me, I can be made available via a phone call ( I have Vonage and can call most places free), Skype, live chat, I even have team viewer to be able to share desktops so you can show me in real time what your speaking of. Also, while I am not swimming in funds, I can even donate a six pack of your favorite beverage to your coding cause. If you install MFT and KSPI you can test my cfg files. I know that RF has split from MFT, and I don't want to cause more work, or clashes of any type but I am in desperate need of reducing models and textures I am running at the lowest possible mesh density AND running maximum compression and still am at the 4g barrier. So, it is one of the many reasons I am doing this, I am also gearing this setup up to come to an attempt at talking to the various mod designers to come up with a standard for fuel to resource ratio of the different types especially water as the two waters are disparagingly different and I would like to make water the same as other waters unless its of the actual heavy type if you know what I mean. So any help you can come up with would be great, if the cfg's above can be modified the way you stated, I would be elated. But any help you can give I will try to reward to the tune of ten fold. Thanks again! Thanks again Swamp_ig, I should have a cfg or two to work this out posted by 5pm pst. so that people who have this same problem can counter it.
  6. Ok, prior to this update I had two cfg's to add TACLS and KSPI resources to modular fuels. I did, and it worked. I installed this update and it borked the whole thing, originally I had an issue with a duplicate water entry. Now all of it works if i switch out the dll's for the older one. I originally had the temporary patch installed and it worked and I am not sure exactly what happened to cause it all to not work. But simply switching out the dll solves the problem. Is there a chance that things are being loaded wierd because of the changes to modulemanager? Do I need to add in some :has tags or something to make sure the cfgs are loaded into the tanktypes correctly? I don't know why one dll would work and the other wouldn't... any ideas? kspi_mft.cfg TACLifesupport_MFT.cfg I tried different versions of modulemanager, and I don't know if its from that.. I don't know programming and the cfgs are the extent of my programming knowledge. So I don't know if it could be the problem, I only mentioned it because I know they changed some things and that there was some warnings about different versions. I don't know if that is even an issue here, I just toss it out because it was in my debugging path as I was trying to find the issue. I went over both cfgs double then tripple checking brackets, but I may have missed one, but I doubt it because the cfgs work with the older version of the mod. I am sorry to make extra work Taniwha and if there is anything I can do, send you a beer or something I am game if you can help me figure this out...
  7. Amen to the 64 bit situation. I am sure that he will let it out soon :0 its pretty cool.
  8. thanks, I apreciate that I was wondering why it wasn't working. Now I just got to see if I can get people to agree on how much the ratio from fuel to water should be in stock tanks when it comes to TACLS and KSPI... I have CFG's that add there resources to MFT, and I am going to add another for Extraplanetary Launchpads tomorrow, all in my bid to get rid of extra tanks to lower models being loaded to lower my memory usage.
  9. I have seen tanks that have the ability to create tanks with the default 40/60 split after the tanks have been deleted. I don't know how this was done, or how I could setup one to do other splits like this automatically. Is there anyway to configure this in the CFG? if so is it on the tank.cfg side, or the mft definitions side? thanks for the help
  10. I have created some cfg files to make the tacls and kspi resources available to modular fuel tanks and needed to come up with a way to unify the two waters, or have one listed as potable and one not or something. This mod would solve that problem if it worked. I am trying to decide if this cfg file set is worthy of its own thread because trying to strike a balance in the amount of each resource per unit of tank space needs to be realistic. If this mod works then it gives me a way to do this... I would like to get both the mood creators together to come up with a standard, but I don't know if this will be to hard to accomplish. What do you all think?
  11. Thanks, cant believe I missed that last brace. I figured out the problem, it was a conflict between the two entries for water. KSPI tanks and TACLifeSupport tanks have a different utilization rate. which is problematic, I am going to have to figure out a work around, but for now I redacted one, and since it is heavy I figured it should pack less in the space of the others at least for now... I think I may be creating a thread to help with balance issues for both. Thanks again for the help.
  12. Yes, they are, the hope I have is to be able to have seperate cfg files for TACLifesupport and KSPI to add those resources to Modular Fuel Tanks so that someone can use tanks for whatever purpose this allows for getting rid of excess models to lower the size of KSP so it wont crash, well at least thats why I am doing it, and then I am using tanks that have FSTextureSwap so I can differentiate the tanks. Previously I just edited the TankTypes.cfg file in MFT to allow for this to happen, but I wanted to have it set sow that I could update MFT without having to worry about saving the file, and it makes it easier for other users to do a similar thing. I didn't think it was possible initially and then I saw the kethane.cfg and it has the following code for MFT for the default tank type. @TANK_DEFINITION[Default] { TANK { name = Kethane fillable = false } } and I know IT works, so I am unsure as to what I am doing wrong.
  13. Yes because it should be amending the default tank type, to add those tanks. The default tank type by default has lfo at the default split. My worry is that instead of adding these to the tank types it is replacing the tank type with these properties thus losing the lfo and other stock resources. I wish I knew a way to see the cfg files after they have been compiled so I could see exactly what was going wrong.
  14. Ok, so I am trying to edit the modular fuel tanks tankgtype.cfg file to add tanks to the various default tank types and to add some tank types. I noticed in the kethane patch it adds kethane to the default tank type. I noticed this because originally I just edited the tank types file by hand and noticed kethane want listed. So this is what gave me the idea. I made two files to add types to the tanks here is one when i booted all the tanks said they could not hold anything, and I have not messed with it to see what one is causing it because it's late, but I figured I would ask if this will work in theory or should I tell it it's :for(mft). Thanks for the help, and sorry about any mistakes I'm using my phone atm... Thanks again!¡!
  15. Ok, I will play with it, see if it does the same for me. If we can confirm this then I am sure when lack has a moment he will look into it. In the mean time I will do what I can to resolve it but I am not promising anything, I am not the model making master that is Lack. I just pretend to think I am good at this sort of thing haha! On another note, has anyone had time to look at the cfg's for kspi and kas? I would like the input on them if anyone has had a chance to use them.
  16. Do you think you can screen capture the even, I will attempt to reproduce this issue now, on my setup. I built a rocket with that motor and when it connects, it does it strange, and then it ejected it really fact on decouple and it blew up but did not whiplash so to speak. Could you share the craft file?
  17. Jagger, I will work on it today, I will mark everything lower than 1t as KAS movable. Actually... I already have the pipes done. Give me an hour and I will edit this post with the link. Ok, I have some files to test, and tweak.... SXT_KAS.cfg SXT_KSPI.cfg LLL_KSPI.cfg The KAS file is ALL items under 1t. I DON'T think all the parts should be movable but I am not sure, so I would like to hear what all have to say about this. For instance the fuel balloons are under 1t empty, ... but I don't think that means they should be grabable because there huge. Maybe if they could collapse somehow that would make it work but in there current form I don't think so, but I am open to discussion here. Also the three grills, two from LLL and one from SXT on the radial tank, are set up as KSPI radiators. I am not sure about the balance of there size verses there dissipation. I do think that they are stacked radiators thicker than the thin deploy-able ones. This however, is my opinion and I would like to hear input on this as well. Furthermore, remember that all values are subject to Lack's approval and therefore can change based on his word. Also the KAS storable sizes can be tweaked, BUT I am not sure exactly how these values are determined so I just put what I thought was fair, ALL of these are up for discussion as well. I think that we can put together these cfg files in a nice civil manner and make them both usable and balanced with a little discussion so please, lets hear your input.
  18. Aedile, check your inbox, I had done something like this already and would like to touch base with you about your thoughts on my solution to this and maybe help more than just LLL but most mods for people who use KSPI.
  19. I am not sure about using mm to duplicate parts, but if you duplicate the part file and just make sure the module and texture are pointing to there original directories, from what I understand it will only load the original mesh once. So if you have a part file in \\lll\parts\engine\engine1\ along with the texture and .mu and then dupicate the part in directory \\lll\parts\engine\engine2\ with just the "part.cfg" file and no mu or texture file. This way you will need to tell the cfg file in the new duplicated directory to point to the engine1 directory instead of the engine2 directory. It looks like undercoveryankee has figured out a way to do it the way you want, however, so this is mute, but if you wanted to make permanent files this would do it and keep you from having to load extra textures.
  20. Ok, I see your error after downloading the mod, the names are wrong, its "FusTekKarmonyStorModule" "FusTekKarmonyHabModule" "FusTekKarmonyHabModuleAdapter" "FusTekResupplyModule" I will build a cfg file really quick and post it to my drive and then edit this post. Ok, I THINK I got it the way you want it. Here I am not positive to which modules it was you were referring too that were the converters. I have applied the ones I thought it was, you can always change it if you need. The thing you need to make sure to do is open each of he files and get the name of the part in the entry like so. PART { name = FusTekKarmonyUtilModule It is ALMOST always at the very begining after the part tag. so this ones full name is FusTekKarmonyUtilModule and Capitialization needs to be correct because FusTek is different from Fustek or fustek... Mind you I did not install fustek, nor did I check to see if it worked, but it should. If you need help feel free to ask again.
  21. I am curious, I know that module Manager essentially rewrites the cfg files for parts after it loads, and I don't know much about how and such, but is there a way for Module Manager to spit out a recompiled cfg file for debugging purposes? I know what happens, and what it does or doesn't do correctly, but because there are sometimes so many different cfg files working on a part, I thought it would be REALLY mega handy to be able to see what the end result is as an actual file.... I am pretty sure you can't and I did a very brief search to see but didn't turn up anything in a VERY brief search... but anyways I figured I would ask, because, it cant hurt. thanks again guys !!!
  22. TANK_DEFINITION { name = Default basemass = 0.000625 * volume TANK { name = LiquidFuel amount = full maxAmount = 45% } TANK { name = LqdMethane amount = 0.0 maxAmount = 0.0 } TANK { name = Oxidizer amount = full maxAmount = 55% } //snip... When you set the maxAmount to equal something more than 0 than the tank will default to have that amount of fuel. So when you look at the default tank scheme from my tanktypes you will notice that the LiquidFuel and Oxidizer are at a 45% and 55% respectively, this is due to the fact that default tanks will start with a default split of 45%/55%. Basically maxAmount=max Starting Amount. So if I were to say want all my default tank types to start with 10% monopropellant I could change the maxAmount fields on LiquidFuel and Oxidizer to 40%/50% and then change the monopropellant to 10% from the default 0. this will give any tank with the "default" tank type tab 40%/50%/10% when you put it on your ship in the VAB. So if you think of it as the maxStartingAmount it makes a little more sense I guess, if I am right it also allows those tank types to use that resource type(i.e. add a tank for that resource in the GUI). I see were your getting confused, I had to think about it when I was redoing my tanktypes.cfg to have all the resources from KSPI. Now I don't know if this is something that is set in the game, or in the mod, I just know how it relates to the parts in game. If I am wrong, I am sure that someone much more knowledgeable than me can correct me I am still learning a lot about the modding process.
  23. It already does, you just have to go into the R&D Lab and unlock it, because you probably already have unlocked the advElectrics node. // --- editor parameters --- TechRequired = advElectrics entryCost = 4400 cost = 1275 category = Science subcategory = 0 title = Protractor manufacturer = Enigma description = Tired of holding a protractor up to your screen? Use this instead! Both parts unlock at the same node just find advanced electronics, and then scroll to the bottom of the parts list and it will be there.
  24. @DeathSoul I had said the same thing about the stationary solar pannels, they would work perfectly on a pilon or something to mimic the deployed SkyLab parts. I am going to try to create some of the skylab structural parts as my first project, Mind you my first project has been abandon and changed several times, still trying to get the hang of blender.
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