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Everything posted by rabidninjawombat
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[WIP] Mining and Processing Extension [KIMP] resumed
rabidninjawombat replied to riocrokite's topic in KSP1 Mod Development
Im brainstorming the best way to go about it. I'm thinking the "easy" way would be to fake depth with the drill basically, since the planets dont have any actual depth. A plugin that would allow you to set the drill depth in the drill UI, then based on what you select it it increases output, and increases power / Other requirements (lubricant, water, or whatever else the drill may need) OH and the new Model looks AMAZING! -
Those are awesome looking! Id love a copy of the (what looks like) the EVE enhanced Kerbin! Ive been working on a few few satellite icons in Inkscape for inclusion in new flags the more icons to use with this pack the better!.
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- mission patches
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Small issue i noticed yesterday. CRP has the unitcost for rocketparts @ 5/unit. Consulting the Resource config for the EPL source files, Taniwha has the cost of RocketParts set at 1.5/unit. This is causing some issues for anyone using the CRP and using EPL's resource containers (negetive costs)
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[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
Actually i noticed this the other day. The CommunityResourcePack has Rocketparts at 5/unit. I think your resource file has them at 1.5? I belive values should be the same as the curating mod for the resource, and RocketParts originated from EPL Ill drop a post on the CRP thread. -
[DEVTHREAD] Deep Space Exploration Vessels
rabidninjawombat replied to Angelo Kerman's topic in KSP1 Mod Development
Regarding the FLM-100. The LFO is indeed fixed. All the other resources are also totally out of wack vs. the size of the container. Example, the FLM-100 contains 3144 rocket parts vs, 2800 for the FLM-900 Looks like its the same for all resources but LFO and Mono. (those two seem correct. Apologies for not specifying it was all resources EDIT: was looking into the code for the resource switcher system, I really like it Cant for the life of me figure out why it works for the 900, but not the 100 without overrides. I tried putting in overrides for all the other resources into the CFG file and that seems to fix it. (like it did for Mono and LFO) SECOND EDIT: Went ahead and opened a pull request on GitHub, if it will save you the trouble -
[DEVTHREAD] Deep Space Exploration Vessels
rabidninjawombat replied to Angelo Kerman's topic in KSP1 Mod Development
The new mini-reactor is so cute! Thank for the super quick update! -
I like this! Though im always hesitant to replace stock files There should be a way to do this via Module Manager id imagine (adding the TRReflection, and re-assigning the texture should be easy). Course that would mean a double up on said textures in memory If nothing else, may i recommend a .bat file or something of the like. Similar to what Ven uses in the stockpart revamp. for easy adding and removal.
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- texturereplacerreplaced
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This is pretty awesome! The files are really well layed out and should make putting together some mission patches a breeze Thanks for doing this!
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[1.12.x] Freight Transport Technologies [v0.6.0]
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
Yup can confirm this as well.. exact amount 4,458,890 kerbucks Looking at the cfg, looks like just a couple extra digits got typed in... the tankcost line reads tankCost = 31500;36;13500;36000;14400;4131;[U][B]4500090[/B][/U];630000;720000;360000 This could be intended for all i know. IMHO rocketparts SHOULD be expensive to help encourage people to go get them off planet. -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
The base add-on only contains the one type of smelter. There are other smelters models out there build for the add-on (I have one linked in my signature, formerly my addon to adapt EPL to Kabonite/Regolith, now just a parts pack to add parts to EPL, now that EPL supports stock, check it out if you want) The fact that you got a UI to build, means the plugin is working. There are several things affecting how fast you can build, and even if you can build. One is the "Workshop" they are using , in the case of your video its the Cupolo's you are landed in. Any basic crew cabin has a productivity rating of .25 so it doesnt take much in the way of stupid kerbals to drive it into the negative, You can use the Workshop (the blue pill looking part) to counter act this, It has a Productivity rating of 5 - Think of it basicly packing all the tools neccesary to build rockets! Your standard pod isnt gonna have such tools. And two, is the stupidity of the kerbals, high stupidty kerbals will negatively effect your build rate, and if productivity drops in the negatives, you cant build, You can see the productivity level by right clicking on the pods. Hope this helps holler if you have more questions -
VTS: The Versatile Toolbox System
rabidninjawombat replied to Nazari1382's topic in KSP1 Mod Development
Have not converted the textures to DDS yet. If you have already done so your welcome to throw them up to save some time -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
rabidninjawombat replied to nightingale's topic in KSP1 Mod Releases
Thanks! I did have a quick question. Is there a PARAMETER for checking completion of a scan using the new stock orbital scanner parts that dropped with 1.0 yet? Or is there a possible way to detect completion even if their isnt?- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
rabidninjawombat replied to nightingale's topic in KSP1 Mod Releases
Hey, just getting started diving into the Contract-Configurator! And really enjoying working out these new contracts. Just wanted to drop a line and say a BIG THANK YOU to Nightingale (and anyone else who may have contributed) for the great documentation and well done wiki Thanks again for putting this together.- 5,206 replies
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VTS: The Versatile Toolbox System
rabidninjawombat replied to Nazari1382's topic in KSP1 Mod Development
Thanks! Forgot about the rack. fixed and updated the download above. Only issue i'm running into is when you reattach the toolboxes to the rack they attach backwards They work fine though can reattach and attach Toolboxes just fine Will try to track that one down. Already have a texture made up for the USI NOMS, which ill pass along to Nazari when he does his official update. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
rabidninjawombat replied to KospY's topic in KSP1 Mod Releases
Thanks! I seem to have got it. Experimenting with US looks like clicking on the Hexicore and hitting release releases all the modules there too. So im assuming that just the way it works. On the plus side, attaching and reattaching works fine. except for the modules attach upsidown from the way their were attached. I can figure that one out. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
rabidninjawombat replied to KospY's topic in KSP1 Mod Releases
Question for anyone who may have an answer. Is it possible to have a container mount with multiple nodes (and still be able to release them using the ModuleKISPartMount module?) Playing around with the VTS mod and hopeing to update the Racks to work with KIS. EDIT: hey, got it partway figured out MODULE { name = ModuleKISPartMount mountedPartNode = bottom sndStorePath = KIS/Sounds/containerMount allowRelease = true MOUNT { attachNode = bottom01 allowedPartName= vtsfood } MOUNT { attachNode = bottom02 allowedPartName= vtsfood } MOUNT { attachNode = bottom03 allowedPartName= vtsfood } MOUNT { attachNode = bottom04 allowedPartName= vtsfood } } This actually lets me release them, only thing is it releases them all at once. Any way to fix that? -
VTS: The Versatile Toolbox System
rabidninjawombat replied to Nazari1382's topic in KSP1 Mod Development
Yup sorry bout the delay, here ya go =) Unofficial 1.0 Fix Should fix all node attach issues. Also removes the KASAttach modules (as it is depreciated) added the KIS modules to make all VTS toolboxes equip-able to the Kerbals back. Keep in mind that with the changes to KAS/KIS you now require an engineer (with a tool-wrench or drill) to detach or remove toolboxes) EDIT: Also Nazari will be looking into an official update of this mod soon, YAY! -
[DEVTHREAD] Deep Space Exploration Vessels
rabidninjawombat replied to Angelo Kerman's topic in KSP1 Mod Development
Awesome mod - Angel-125! Im really diggin the direction this is going Only small thing ive noticed. The FLM-100 radial tank seems to be holding way to much in the way of resources. It actually seems to hold more than the FLM -900. -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
It shouldnt break the drone, once the Launchpad.dll is loaded into memory (from EPL's folder) the Drone should be able to address the needed modules. (The same way other parts can address firespitter modules with only one copy of firespitter, for example) -
WIP - Environmental Visual Enhancements Development
rabidninjawombat replied to rbray89's topic in KSP1 Mod Development
Rbray I confirm this ONLY happens to me in openGL mode, switched over to DirectX and have not had that issue with the blue box. Did not know about the reapplying layers, but will try it when i get home with OpenGL and see if that fixes it. -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
Ore IS the stock resource. im assuming your meaning to ask if the Stock Ore can be converted into metal --> Rocketparts? EPL uses its own resource "MetalOre" not the stock ore. -
Thanks! I was actually able to import the model to blender (using the KSP mu plugin) and it looks like i have the object name =) EDIT: So i have the object name, then i read this in the Wiki: [COLOR=#000000][FONT=Arial][B]WARNING: If the part name has an underscore in it, KSP translates this to a period. This will trick this module into not finding the part and its textures. Drop the underscore in part name (in folder names it’s OK).[/B][/FONT][/COLOR] the object name does indeed have a underscore in it. it looks like this "Fuel_Tank" Ive tried writing it in the config as FuelTank or Fuel Tank. Neither get the module to work. I already did this for another part (which does not have an underscore in the objectname) and it works fine, which leads me to belive this may be what im doing wrong. Sorry to be a bother Any ideas ?