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Everything posted by LitaAlto
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A minor usage question--maybe I'm overlooking something but I can't get this to work: @PART[foo*bar]{ RESOURCE { name = Foobar amount = 100 maxAmount = 100 } } @PART[fooXbar] { !RESOURCE[Foobar] } This is intended to add a resource to parts whose names start with "foo" and end with "bar", but then go back and remove the resource I just added to the part fooXbar. It... doesn't remove anything. Is there a gotcha, or a silly mistake, I'm missing?
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I found the problem with my T-hub config. You have to specify which resource you're editing, like this: @PART[kipthub]{ @RESOURCE[Snacks] { @amount = 20 @maxAmount = 20 } } The deletes still fail though: @PART[kip6hub]{ !RESOURCE[Snacks] } I've posted in the MM thread asking about deletes. Failing that, I'll grit my teeth and write individual configs. It'll make things a bit messier for maintenance, having to do things individually, but hopefully we won't need to make a lot of changes. Also, I'm reminding myself, there's only six hubs that get resources. Another update: Shasol, who's maintaining ECLSS, got back to me and he'll try to provide me the new rebalanced resource utilization numbers for that mod this weekend--if real life will stop being real long enough. I'll keep at it for the next few days, and one way or another I should have working configs this weekend. Update: Although the examples I followed suggest that deletes don't need empty curly braces, I've been told otherwise, so I'll try that tonight. (And now sarbian has weighed in and fixed the example.)
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3D printing ships n stuff
LitaAlto replied to lordmuffin's topic in KSP1 Suggestions & Development Discussion
I see "Kerbal Space Printout" in the future of some dev.... -
Also: http://forum.kerbalspaceprogram.com/threads/100185-WIP-TheWriteStuff-v0-6-0 This is for placing only text on rockets, if you don't want or need to design your own graphics.
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The large T-hubs are getting the config for the generic part name (kip*hub) and not the specific exception I defined after the fact (kipthub). Unless you're up for renaming kipthub, we'll have to define each hub's config separately. Not a huge deal, just adds complexity to the config. What do you think? Also, this is testing with the current release of the hubs.
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LOL, no, sorry. I'm ill and not thinking all that clearly either. I have Snacks! and can easily try that. I'll download IFI and TAC if I have time tonight and see if those load OK as well. Since I have never use IFI or TAC the best I can go by is seeing if the parts load both in the editor and on the launchpad/runway--but if that's enough testing for you, that's no issue.
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And now I'm glad I merely found the card. Good catch!
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...Forgive me, I am sick and apparently cannot spell "Rowsdower" for the life of me.
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...On the occasion of his getting married becoming collectible.
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Do we want to continue to wait on ECLSS? I did ask if I could get the figures used for the rebalanced mod, but haven't heard back from Shasol (who's continuing the mod from asmi) as of yet. I did just send Shasol a private message so hopefully he'll answer soon. The rest are done, so if you don't want to wait I can just archive what I have and post it.
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That's what I had in mind when I started writing all this up--how to account for the game as it currently stands. I'm sure that Squad will add features that will squash this headcanon like a kerb, but until then.... At this point in the story Kerbin hasn't had any dreams of the Long People yet. (That's us, BTW. And yeah, it's a hand-wavey way of dealing with references to human culture in the game. Deal. ) In the general story arc, Kerbin has a fair number of original ideas, but housing is an alien concept so far. So are rockets, but that will change.
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Why, does it arouse your headcanon to do battle with mine? Do we need to strap head cannons on? (Don't mind me, I'm sick and thus alternating between silly and crabby.) YAY REFERENCES!
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Shasol, do you have numbers for your planned rebalance? I'm working on a MM config for ECLSS and would like to make sure the config works for the new version.
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Check out Stockalike Space Station Parts. Nertea, the creator, is still working on the IVAs but what he has so far is very nice: http://forum.kerbalspaceprogram.com/threads/91814-0-25-Stockalike-Station-Parts-Expansion-%2817-11-2014-CTT-compatibility%29 Porkjet's Habitat Pack, which focuses on inflatables, has some nice IVAs: http://forum.kerbalspaceprogram.com/threads/64442-Habitat-Pack
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This may be relevant to your needs: http://forum.kerbalspaceprogram.com/threads/100984-0-25-NEBULA-space-engineering-Decals! There is another mod for adding text stencil decals to craft, but I'm having trouble finding it.
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I suspect it's an artifact of how they apply physics to every part, but I can't imagine it'd be too hard to add a mask for parts in-between the light and the part in question.
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Yes, her, thank you. Sorry I've been elsewhere. Right now I'm waiting on a new and rebalanced build of ECLSS which should be dropping fairly soon. PunkyFickle just released a TAC part resource calculator, which will let me finish that config much more quickly than expected. Snacks! and IFI shouldn't take long to write or test. If anyone wants to try those out with the current hubs, I may have something on Friday. TAC will be done over the weekend and I'd like testers for that as well.
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The timing here is immaculate. This weekend I was planning on making another stab at adding TACLSS on a project I'm helping with. I wasn't so much worried about the cfg part, but figuring out how all the resources should be balanced was frustrating. The calculator is going to be a huge help. Thanks!
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I may be remembering wrongly, but I think Ship Manifest lets you put crew in a capsule even if it's empty. It's kinda cheat-y (and may require its new God Mode) but it can be done. http://forum.kerbalspaceprogram.com/threads/62270-0-25-0-Ship-Manifest-%28Crew-Science-Resources%29-v0-25-0_3-3-2b-28-Oct-14 I'm also sure you could manually edit Kerbals into the craft but I haven't done that yet....
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Decoupler/Sepratron weld only decouples via staging
LitaAlto replied to LitaAlto's topic in KSP1 Mod Development
Thanks! I got busy last night so I'll update this post tonight once I have those.