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Enceos

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Everything posted by Enceos

  1. Check out the Chaka Monkey parts, you'll find there almost everything.
  2. The part looks very good, but it's not meant for KSP. It has too many polygons for a part that should be used in quantities. I'd reduce the number of polygons to around 3-4k to make it KSP friendly.
  3. There are still fluctuations in resource concentrations in each biome, you can still find hotspots which have somewhat higher concentrations than the average across the biome..
  4. I almost finished the spaceplane style radial hangar:
  5. My cutie wouldn't look as good without the KAS backpacks.
  6. Do Monoprop engines disable the thing as well? I use them as an emergency braking system on my racing rovers. And this cutie:
  7. Oh my Dog! Malah, I knew you could maek it! I'm thrilled! You're the man!
  8. With this plugin you can make Kerbals wear and carry anything as long as you have a suitable model. You can change helmets, wear glasses and so on. There's a list of usable parts of Kerbal's body where you can stick any items. Making them usable is another thing. You gotta need some programming skills. Maybe someone will create a plugin for shooting pistols.
  9. After juggling with mods I found that RCS Build Aid is the culprit of such behavior in the VAB. I think it's a mod compatibility issue. Try removing RCS Build Aid from your install.
  10. Better not place items on ground without landing legs or without attaching them to the ground with current KAS.
  11. You were right, deleting the variables at the end of the script was the issue. - - - Updated - - - We can search for items with specific values, like in this string: @PART [*]:HAS[@MODULE[KASModuleContainer]:HAS[#maxSize[60]],!MODULE[ModuleKISInventory]]:NEEDS[KAS,KIS] @sarbian Is there a way to make this query broader, like searching for items with maxSize =>60 or between 60 and 160?
  12. Changed code to this: @PART [*]:HAS[@MODULE[KASModuleContainer],!MODULE[ModuleKISInventory]]:NEEDS[KAS,KIS] { mvar = #$/MODULE[KASModuleContainer]/maxSize$ svar = #$mvar$ @svar *= 10 @mvar *= 0.01 mvaro = #$mvar$ @mvaro += 0.05 MODULE { name = ModuleKISInventory maxVolume = #$../mvar$ externalAccess = true internalAccess = true slotsX = 3 slotsY = #$../svar$ slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = #$../mvaro$ editorItemsCategory = false } !mvar = null !svar = null !mvaro = null } RESULT, still missing lines where I try to return the calculated variables: MODULE { name = ModuleKISInventory externalAccess = true internalAccess = true slotsX = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem editorItemsCategory = false }
  13. I've been trying to master variables of MM. Here's a config I was trying to make for transition from KAS to KIS. By design it should add to parts with KAS containers a KIS container type. I'm trying here to get the maxSize from KASModuleContainer in a part and add ModuleKISInventory with values based on old KAS values. I'm not sure of how to return the value of variables and how to get it rounded for the slotsY line if the maxSize value wasn't a multiple of 10. After running the script my ModuleManagerCache shows in part configs that I'm missing the lines where I tried to return the calculated variables, like slotsY = #$svar$. Where did I make a mistake? @PART [*]:HAS[@MODULE[KASModuleContainer],!MODULE[ModuleKISInventory]]:NEEDS[KAS,KIS] { mvar = #$/MODULE[KASModuleContainer]/maxSize$ svar = #$mvar$ @svar *= 10 @mvar *= 0.01 mvaro = #$mvar$ @mvaro += 0.05 MODULE { name = ModuleKISInventory maxVolume = #$mvar$ externalAccess = true internalAccess = true slotsX = 3 slotsY = #$svar$ slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = #$mvaro$ editorItemsCategory = false } !mvar = null !svar = null !mvaro = null }
  14. There are currently three hotkeys: grab (g), use righthand item (x), open inventory (tab). Take a closer look at the settings.cfg you can find them there and remap. The EVA slot numbers are not remappable, and you won't need them to be.
  15. Yeah, with the current version in space you don't wont to let parts go afloat, you'd want to drag them around the vessel reattaching at each step. Tedious but works. In settings.cfg change the maxDistance to something bigger, that'll let you drag the part in fewer steps. EvaPickup [SIZE=1]{[/SIZE] [COLOR=#a9a9a9][SIZE=1] grabKey = g[/SIZE][/COLOR] [COLOR=#a9a9a9][SIZE=1] canDetach = false[/SIZE][/COLOR] [COLOR=#008000][SIZE=2] maxDistance = 2[/SIZE][/COLOR] [COLOR=#a9a9a9][SIZE=1] maxMass = 1[/SIZE][/COLOR] [COLOR=#a9a9a9][SIZE=1] dropSndPath = KIS/Sounds/drop[/SIZE][/COLOR] [COLOR=#a9a9a9][SIZE=1] attachSndPath = KIS/Sounds/attach[/SIZE][/COLOR] [COLOR=#a9a9a9][SIZE=1] draggedIconResolution = 64[/SIZE][/COLOR] [SIZE=1]} [/SIZE]
  16. KIS doesn't have yet any ground attachment option, but its gonna be there I'm sure.
  17. It sometimes behaves strangely with QuickScroll, but QuickSearch works fine.
  18. I haven't found in the wiki how to make a part attachable on static (ground). Has it been implemented yet?
  19. Hello nightingale, can you please tell me why the RemoteTech pack gives these warnings: ContractConfigurator.PartUnlockedRequirement: CONTRACT_TYPE 'RT_EelooRelay', REQUIREMENT 'PartUnlocked' of type 'PartUnlocked': Error parsing part (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ArgumentException: 'RTGigaDish1' is not a valid Part. at ContractConfigurator.ConfigNodeUtil.ParsePartValue (System.String partName) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[AvailablePart] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[AvailablePart] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[AvailablePart] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, .AvailablePart defaultValue, System.Func`2 validation) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, AvailablePart, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory) ContractConfigurator.PartUnlockedRequirement:Load(ConfigNode) ContractConfigurator.ContractRequirement:GenerateRequirement(ConfigNode, ContractType, ContractRequirement&, IContractConfiguratorFactory) ContractConfigurator.ContractRequirement:GenerateRequirement(ConfigNode, ContractType, ContractRequirement&, IContractConfiguratorFactory) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.ContractConfigurator:LoadContractConfig() ContractConfigurator.ContractConfigurator:Update() I have modded the Giga dish, changed name and description, but it's still there. These warnings appear right when game loads the main menu.
  20. You're talking about unbought parts, not tech locked. With filter issues please address the filter extensions thread, for most people the "EVA items" category appears with no probs.
  21. I see many people reduce the mass of Kerbals by roughly the factor if 2 for better buoyancy. Doesn't that mean that Kerbals will jump higher and have twice as much dV in their backpacks?
  22. @AccidentalDisassembly, I strongly discourage merging textures for this mod for the sake of conserving RAM. These textures are actually very very simple and those in need can resize them without noticing any visual difference. I'm bad at blendering but using the premade UVs in the textures I retextured many parts for myself just replacing the images. Merging textures based on their current looks in the mod gonna make it very hard to retexture parts individually. - - - Updated - - - Hello Luca, This mod is super useful I tell you. If you want to make a model of your own hangar, Allista kindly wrote a tutorial here: https://github.com/allista/hangar/wiki/HOWTO-for-Modders
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