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Everything posted by Enceos
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Is anyone having issues with the Filter Extensions mod along with KIS? In VAB I can't load saved crafts with KIS containers without glitching the parts filters. And the craft loads only partially. The problem disappeared after I removed Filter Extensions.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Enceos replied to ObiVanDamme's topic in KSP1 Mod Releases
The KIS mod is finally out, Obi, can you take a look if you can make your mod compatible? According to KospY KAS storage is gonna get obsolete soon. -
Its up to you Yemo or up to the creators of those mods to make a config that detects KIS and changes the storage type from KAS to KIS. I wrote a code on the previous page of how I do this.
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I'm so happy that I can replace the docking ports on my stations and upgrade the engines on my crafts in flight. The 1° incremets of attachment is what KAS always lacked + the anchor reverse, no more engines facing backwards! Previously I was tinkering with the adaptive docking nodes and was adding configs for KAS grabbability to many parts, used Chop It for detaching unwanted parts. This mod opened a whole new era of possibilities! - - - Updated - - - Github issue tracker: https://github.com/KospY/KIS/issues
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I'm reconfiguring all my containers for KIS, you can use the following config for KAS containers: @PART[KAS_Container1] { !MODULE[KASModuleContainer] {} MODULE { name = ModuleKISInventory maxVolume = 0.5 externalAccess = true internalAccess = true slotsX = 3 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 0.55 editorItemsCategory = false } } @PART[KAS_Container2] { !MODULE[KASModuleContainer] {} MODULE { name = ModuleKISInventory maxVolume = 0.8 externalAccess = true internalAccess = true slotsX = 5 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 0.85 editorItemsCategory = false } } They will still be grabbable and can be stored in the racks, but the inventory will be KAS style. Make sure you empty all your KAS containers before applying this, cause it will remove the KAS inventory from them. RESULT:
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There's a small mathematical inaccuracy, in reality there is one million cm3 in 1 m3, not 100. I think we could replace cm3 with decimals of m3.
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I have another problem/question. How do I make it work with Modular Fuel Tanks mod? Previously scaled tanks had their available volume also scaled. Now only surface scales, volumes stay constant. P.S. What are these warnings? My game throws them when I scale certain pats: [TweakScale Warning] No valid member found for cost in Part TweakScale.Tools:LogWf(String, Object[]) TweakScale.MemberUpdater:Create(Object, String) TweakScale.ScaleExponents:UpdateFields(Object, Object, ScalingFactor, Part) TweakScale.ScaleExponents:UpdateObject(Part, Part, Dictionary`2, ScalingFactor) TweakScale.TSGenericUpdater:OnRescale(ScalingFactor) TweakScale.TweakScale:OnTweakScaleChanged() TweakScale.TweakScale:Update() EDIT: Made an exponent which enabled the volume scaling of Modular Fuel Tanks: TWEAKSCALEEXPONENTS { name = ModuleFuelTanks volume = 3 fuelList { amount = 3 maxAmount = 3 } } Pellinor, please add it to default exponents. Don't know if I missed any other values, I clone it from RealFuels and deleted the lines I don't know.
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Enceos replied to Firov's topic in KSP1 Mod Releases
this plugin is awesome if you want to trigger actions on things without any command unit, or RT probes that go into the antennae blackout. -
I see, so we gotta define restrictions for each part where we apply TweakScale...
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[KopernicusTech] Terrestrial Planet Pack 0.3
Enceos replied to sdj64's topic in KSP1 Mod Development
Is it ok if I add this to an existing save? will it break my game? -
Thanks for the reply. I think TweakScale has had a tech limiter for career players before. Size limiting by Techs researched is implemented in many mods which can resize their parts, like Hangars and Procedural Parts. If you will ever try to implement this limiting, look at the PP configs, they have all the right numbers and Tech milestones written there. Its just doesn't feel right when I can use only 3m tanks from PP while TweakScale gives me everything up to 10m and more than 3000kN thrust even before I researched the mainsail.
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If only I could disable the debugging. All those pre-release versions have debugging enabled which generates an immense amount of log entries in the output_log.txt
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Hello guys, can anyone tell me please where can I grab a version of RemoteTech that works with action queuing from Action Groups Extended? I think it's 1.7.0
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Yeah, I'm giving a hint to Malah Scene Jumper was awesome while it worked. But it still was very limited.
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So what are the guidelines for making SCALETYPEs and SCALEEXPONENTS today?
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These quick mods are awesome. I wonder Malah if you will make someday a quick scene jumper (from any scene to any scene, from flight to VAB, Tracking station or the Tech tree).
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[0.90] FAR/NEAR usability Package - FARuP, v1.0.1, Feb. 25
Enceos replied to Yemo's topic in KSP1 Mod Releases
The books on aeronautics tell us to align spoilers with the center of mass. I always follow this rule and my spoilers give no unwanted torque to my planes. EDIT: Found a good answer on the web: Control surfaces in KSP can be used both as spoilers and as air-brakes, depends on where you place them. B9 Procedural surfaces are awesome for this job cause you can make them look cool. The Space Shuttle tail surfaces opened like a clam-shell during landing. The design is called "deceleron" - a control surface can split itself and serve as an air-brake when needed. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Enceos replied to Angelo Kerman's topic in KSP1 Mod Releases
I don't think so, this line always worked for me. -
Isn't it a very explosion prone path we're trying to take? The rover on the move will spawn right on the surface or in the air when switching to him?
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I never doubted your genius mr. Allista! If this pathfinding calculation took only 3 seconds - I'd certainly go with it. From my user point of view I'd stick with usability. I suggest basing the transfer time on simple distance between two vessels. I can't bear SCANsat's big map rendering time, but i have no choice if i want finer details.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Enceos replied to ObiVanDamme's topic in KSP1 Mod Releases
Great! Thank you again for this awesome mod. -
I like the idea about vehicle transfers between two hangars. But I would limit this ability only to a sphere of influence of one celestial body. There's a working algorithm already implemented in an MKS Orbital Logistics module, which lets you transfer any resources between two vessels in the same sphere of influence. I especially love how it helps me avoid the routine fuel hauling missions from the ground base to my orbital station. To make things even more realistic the Orbital Logistics' transfers come at a fuel cost of LFO or Karbonite, which is paid by the sender, recipient or both evenly. Plus there's a time counter until operation is done. If the sender or the recipient craft changes his orbit considerably the transfer is considered lost. Another question: Allista, I couldn't wrap my head around the formulas. I think I misunderstood at least one thing which make my calculations completely wrong. Could you please compute me the numbers I need to set in the SpecificMass and SpecificCost lines to get a dry tank mass of 0.14 and a cost of 500. And I use only the inline hangar which looks like a cylinder for all my needs. It's a quite universal shape. I wonder if I could make a hangar extension part using Procedural Parts, that wouldn't limit me to shapes and especially textures.
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Could you please tell us how to use the HangarPartResizer MODULE when applying to other parts. How to implement mass and contents scaling? You're right Hangars, don't nee this kind of tank, its just your plugin has the power we can use to tweak other parts of our choice. And yeah, I use only one out of three hangar extenders, which i resize for my needs.
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I mean a hollow tank like one from the Monkey Business pack: The sweet part is that it can contain a second stage engine in itself, making possible neat and compact designs for landers with a descent stage.
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Hello Allista, I've been looking for a way to make a hollow procedural tank, consulted some people at the PP thread and found that it's impossible with the current code of the mod. But then I remembered a brilliant guy who made his hollow Hangars semi-procedural, resizeable in two axis. Would it possible for you to make one hollow fuel tank? It has never been made before.
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