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Angelo Kerman

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Everything posted by Angelo Kerman

  1. New version is up! Download is on the first page, or you can click here. 0.1.2: Added surface attach ability to the MBU. Modified Repair Shop template to use correct converter values. Fixed LiquidFuel value for Refueling template. Fixed issue in the SPH that prevented the MCM/MBU from switching types. @RoverDude: I have created a pull request using a modified version of Multipurpose Colony Modules' core code. It's just the core modules, not the templates and sample files, which you can find here. These samples contain all the templates from Multipurpose Colony Modules as well as the config files for the generic MKS and generic OKS modules. You should be able to just compile the source, drop the samples into your test game directory's UmbraSpaceIndustries folder, and have fun. I do have a question for you about your GitHub site for UmbraSpaceIndustries. The main page is at http://bobpalmer.github.io/UmbraSpaceIndustries/, and I noticed that the releases are at https://github.com/BobPalmer/MKS/releases. I am new to GitHub, and I was wondering how you set up those pages. Is there a tutorial somewhere? Do you need the paid version of GitHub? I'd appreciate some pointers if possible. Thanks!
  2. Thanks, I'll work on those. Can you elaborate on the Liquid Fuel value? MBU only holds a third of the values from the refueling storage tank- 35% to be exact. Never mind, I see the problem in the template.
  3. Sure thing. My plan is to do a pull for the modules first (MKSModuleSwitcher, MKSStorageContainer, support files). I'll provide you with the templates and sample MKS/OKS module config files separately. That way you can see how the system works and tweak it as desired. I'm designing it so that the context menus for the converters are still be available via MKSModuleSwitcher, but modules built on top of MKSModuleSwitcher can hide the GUI and replace it (such as what I'm doing with the M.O.M.).
  4. Yup, definitely possible on both counts. Thanks for the feedback, I'll fix that in the next update. Should have something tomorrow.
  5. I'm curious to know if somebody has already thought of this. I'd like a mod that will, on screen tell me which keys to press to go up, down, left, right, etc. to move a spacecraft around properly after selecting "Control From Here" on a docking port. Because relearning the controls each time I select an arbitrary docking port is driving me batsh** insane. If none exists, I'm fooking well gonna write it.
  6. You are likely running out of memory. Try running KSP with the -forceopengl switch.
  7. Likely a bug. I'm working on rolling parts of Multipurpose Colony Modules into MKS/OKS so I'll get to this later.
  8. The original OKS modules do fit, as does the MCM and MBU. The Multipurpose Base Unit has the room to put the inflatable modules onto the attachment ports and still fit the Super 25. In fact the whole Multipurpose Colony Modules concept centered around fitting inside the larger Super 25.
  9. Glad you like it. I have been trying to improve my art skills by mimicing PorkJet's art style. I plan to build modules that blend well with Helldiver's art style as well. I have a storage node in the works, for instance. i will dig up the WIP and post it later.
  10. New version is up, 0.1.1. Recompiled the DLL files to make sure everything is up to date. Fixed config file for the MBU to use correct field name for defaultTemplate. Added missing config files for Multipurpose Base Unit. Added Pioneer template and decals for MBU.
  11. Thank you, that helps. I think I've identified the problem. I should have an update shortly.
  12. Well, it is in beta... Problem is I didn't include the storage container's templates. I'll get that updated right away. The module separating issue... what I need is your KSP.log file (found in KSP directory) and your output_log file (found in KSP/KSP_Data directory). I suspect a dll problem. Did you update to the latest firespitter? You'll need the unofficial build. Also, what version of MKS/OKS do you have? Not just the "latest version" but the actual version number. That'll help me figure out what is going on. Edit: Fixed the download link, no more https.
  13. Will definitely take a look. Templates should be included in the Mcm/Multimodule directory. Module separation might be due to Firespitter. Do you have the logs?
  14. No worries, I don't have any issues with it running in .25. Now that I have the initial release of Multipurpose Colony Modules, I plan to revisit Nuclear Engines and finish it up.
  15. At last, Multipurpose Colony Modules is ready for testing! Here is the link to the post. This is my first mod created for the KSOS. My next plan is to add some MKS/OKS modules that will fit the original shuttle.
  16. Looking to save memory and/or reduce your parts catalog? The following may help: Unused Parts With Multipurpose Colony Modules, many of the parts in MKS/OKS are not required. If you want to reduce the number of parts showing up in your parts catalog, you have two options: 1) Recommended: Use the existing MM_USI config file (installed with 0.4.1) to hide the unused MKS/OKS parts. Active Texture Management and/or the opengl switch can take care of ensuring that you have lots of memory available for other mods. MM_USI.cfg is installed by default, so you’ll automatically have the unused parts hidden. This is the easiest solution since you don’t have to do anything, but you won’t reclaim system memory. 2) For advanced users only: Delete the unused parts from your Kolonization directory. Do so at your own risk. Deleting files from MKS/OKS may break your game, voids your warranty, means you wont’ get any support for MKS/OKS without having a complete and proper install, and is not recommended unless you know what you’re doing and/or are badly in need of system memory for your game. Bear in mind that the MKS/OKS memory footprint is already quite small, so you likely won’t gain much, especially if you’re using Active Texture Management and/or are using the opengl switch. The two folders that can be pruned of files are the UmbraSpaceIndustries/Kolonization/Assets folder and the UmbraSpaceIndustries/Kolonization/Parts folder. Listed below are the files in each folder that are supplanted by Multipurpose Colony Modules. An asterisks (“*â€Â) character means all files starting with the characters before the asterisks can be deleted. For instance, DECAL* means DECAL_52, DECAL_53, DECAL_54, DECAL_55, DECAL_56, DECAL_57, DECAL_58, DECAL_59, DECAL_60, and DECAL_62 can all be deleted. Listed for each folder is a section called Optional. These files could be kept if you wish to use parts that aren’t supplanted by those in Multipurpose Colony Modules. For instance, I rather like the HabDome, so I keep the related files in my MKS/OKS directory. Assets Folder: AgModule* DECAL* Decal* FostedGlass30.png GenericModule* ILM.mu Inflatables* MKS_III.mbm MKS_Module_III.mu MKS_Outfitter.mu ModuleBase* OKSDecal* OKSLogDecal* OpaqueGlass.png PDU.mu Shared* StationLgInflatable.mu StationModule.mu StationPDU.mu StationSmInflatable.mu Tank* Tubs* Workspace.mu Optional: HabDome* LgStationHub.mu LaunchPad.mu RigidTube.mu StationGreenhouse.mu StationHub.mu StationTube* tube* Parts Folder MK3* MKS_Aeroponics.cfg MKS_AgModule MKS_BioLab MKS_ColonyHub MKS_DockingPort MKS_EL_LaunchPad MKS_EL_OrbDock MKS_FlexOTube MKS_Kerbitat MKS_ModuleBase MKS_PDU MKS_PioneerPack* MKS_ScienceLab MKS_Storage* MKS_Workspace OKS_Aeroponics OKS_AgModule OKS_BioLab OKS_ColonyHub OKS_Hub OKS_Kerbitat OKS_LgHub OKS_PDU OKS_ScienceLab OKS_Storage_ILM OKS_Workspace Optional: MKS_ExpandoTube* MKS_HabDome MKS_RigidTube OKS_Cap OKS_Tube_Lg OKS_Tube
  17. Hard to believe it's been nearly a year since I started Multipurpose Colony Modules (MCM), and what a difference a year makes. Multipurpose Colony Modules has fulfilled its mission in more ways than one, but it lives on through its successor, Pathfinder. Many of MCM's art assets are carried over into Pathfinder and given a new mission. You can find the Pathfinder thread here. Thank you for all your support and I hope to see you all in the Pathfinder thread.
  18. Ah, ok, so more time in the upper atmosphere.. I will try that, thanks!
  19. With DRE .6.2.1 and stock atmosphere and new stock mk2 spaceplane parts, I have yet to build a spaceplace that survives re-entry. I am using default settings for DRE. I have tried deorbiting just enough to get the camera flip and angled the nose up between ten and twenty degrees, from a 100km orbit. Each time I crash and burn. Any tips on how to properly survive reentry with the new mk2 parts?
  20. For OrbitusII and all: Here is another teaser from what I've been working on. Slightly delayed due to core components being rolled into the MKS/OKS core. Link to the full album here.
  21. Here is what the super 25's nose's config file has: RESOURCE { name = ElectricCharge amount = 350 maxAmount = 350 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.86 } } RESOURCE { name = MonoPropellant amount = 250 maxAmount = 250 } And, here is KSOS-12: Nuuukes Innnn Spaaaace! Link to the album Thanks for the craft files, Avalon!
  22. Sure, I'll be happy to PM you when the mod is ready for beta.
  23. KSOS-11 is another successful mission! Freedom delivers Moonlab to the space station as the munar exploration program gets into full swing. Speaking of which, here's a sneak peak at what I'm working on. Also, I have to package up the Multipurpose Colony Module but once I do it'll be ready for some beta testing.
  24. Not to be a pest, but is this mod still in development?
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