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Nerezza

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Everything posted by Nerezza

  1. At first I was trying to overwrite the Fuel_Conversion.cfg's changes with TACLS stuff from a TACLS script. I thought I'd be able to remake the TACLS script, but the stockalike RF monoprop script always ran after the TACLS ones no matter what. I think it you put !MODULE[ModuleFuelTanks] {} in front of the patches you're doing, then we won't need to bother with deleting or renaming the TACLS files. I haven't noticed the B9 problem yet, but I've not been looking for one so that might be why!
  2. Sorry about the long reply time, went out of the house for a bit. I've reviewed and double checked both of those. Your config cache comes out exactly as mine does (minus my extra mods) so there's little chance it's related to MM or MM .cfgs. However, my next suggestion is to delete the stockalike configs 4 at a time (or however many you wish!) until the monitors work again, then figure out which of the latest causes them not to work. Edit: Also, completely unrelated, that's a pretty neat avatar icon
  3. I spent a good long time reviewing your log and I'm pretty certain that the Stockalike configs aren't causing the problem. I've actually had this problem about a year ago myself, too! I don't remember exactly what was wrong, but I'd somehow installed RPM wrong. I know if I were you, I'd hate to have someone tell me to do this but humor me at least: Delete your RPM stuff, everything including any 'aftermarket MFDs' and then download and reinstall MOARdV's bugfix'd version. Edit: Also, if you're still having an issue after doing that, link me your ModuleManager.ConfigCache next time. It's in {KSP}\GameData for Windows and will let me be 100% certain that Stockalike isn't the cause of the problem.
  4. Could you describe the way it's not working? Are the screens staying black, turning gray, or looking like the altimeter's normal map? Also, which pod are you using?
  5. It's very late for me (is that the sun coming up?!), so I have to apologize that I can't check into those other fixes that are on the github to make sure I'm not redoing someone else's work here, but I immersed myself into MM and learned a bunch of neat tricks so I could get TACLS to work alongside the stockalike configs, while also letting me have my serviceModule tank types in capsules AND pre-distributed life support (including a couple hours of electricity!) First off, delete (or rename to .cfgbkp) two files in the TACLS folders: TacLifeSupport\MM_StockPartChanges.cfg (this only adds more electricity to command modules for life support, enough to sustain roughly 2 hours without solars.) TacLifeSupportMFT\MM_AddResources.cfg (this makes command modules use the TACLS defined LifeSupportAll tank type, but we really need the serviceModule type added for most pods) Next up, go to Fuel_Conversions.cfg and replace this: @PART [*]:HAS[@MODULE[ModuleCommand],@RESOURCE[MonoPropellant]]:NEEDS[RealFuels]:Final{ MODULE { name = ModuleFuelTanks volume = 0 // creates a blank volume for utilization @volume = #$/RESOURCE[MonoPropellant]/amount$ // searches for previous amount of MonoPropellant to use as volume @volume *= 5 // multiplies by 5 type = ServiceModule // this is best type to use for RCS tanks, holds more specialized stuff like Hydrazine basemass = -1 } !RESOURCE[MonoPropellant] // removes old MonoPropellant resources { } } With this: @PART [*]:HAS[@MODULE[ModuleCommand],@RESOURCE[MonoPropellant]]:NEEDS[RealFuels],![TacLifeSupport]:Final{ MODULE { name = ModuleFuelTanks volume = 0 // creates a blank volume for utilization @volume = #$/RESOURCE[MonoPropellant]/amount$ // searches for previous amount of MonoPropellant to use as volume @volume *= 5 // multiplies by 5 type = ServiceModule // this is best type to use for RCS tanks, holds more specialized stuff like Hydrazine basemass = -1 } !RESOURCE[MonoPropellant] // removes old MonoPropellant resources { } } @PART [*]:HAS[#CrewCapacity [*],~CrewCapacity[0],@MODULE[ModuleCommand],!MODULE[ModuleFuelTanks],!RESOURCE[MonoPropellant]]:FOR:[TacLifeSupport],[RealFuels]:Final { @RESOURCE[ElectricCharge] { @maxAmount = 100 @maxAmount *= #$/CrewCapacity$ @maxAmount += 150 @amount = #$maxAmount$ } MODULE { name = ModuleFuelTanks volume = 3.549 @volume *= #$../#CrewCapacity$ type = LifeSupportAll basemass = -1 } } @PART [*]:HAS[#CrewCapacity [*],~CrewCapacity[0],@MODULE[ModuleCommand],@RESOURCE[MonoPropellant]]:FOR:[TacLifeSupport],[RealFuels]:Final { MODULE { name = ModuleFuelTanks volume = 0 // creates a blank volume for utilization @volume = #$/RESOURCE[MonoPropellant]/amount$ // searches for previous amount of MonoPropellant to use as volume @volume *= 5 // multiplies by 5 type = ServiceModule // this is best type to use for RCS tanks, holds more specialized stuff like Hydrazine basemass = -1 TANK { name = Food amount = full maxAmount = 3.549 @maxAmount *= .309118 @maxAmount *= #$../../#CrewCapacity$ @maxAmount *= 100 @maxAmount /= #$../volume$ @maxAmount ^= :$:%: } TANK { name = Water amount = full maxAmount = 3.549 @maxAmount *= .204314 @maxAmount *= #$../../#CrewCapacity$ @maxAmount *= 100 @maxAmount /= #$../volume$ @maxAmount ^= :$:%: } TANK { name = Oxygen amount = full maxAmount = 3.549 @maxAmount *= .141507 @maxAmount *= #$../../#CrewCapacity$ @maxAmount *= 100 @maxAmount /= #$../volume$ @maxAmount ^= :$:%: } TANK { name = Waste amount = 0.0 maxAmount = 3.549 @maxAmount *= .028111 @maxAmount *= #$../../#CrewCapacity$ @maxAmount *= 100 @maxAmount /= #$../volume$ @maxAmount ^= :$:%: } TANK { name = WasteWater amount = 0.0 maxAmount = 3.549 @maxAmount *= .260188 @maxAmount *= #$../../#CrewCapacity$ @maxAmount *= 100 @maxAmount /= #$../volume$ @maxAmount ^= :$:%: } TANK { name = CarbonDioxide amount = 0.0 maxAmount = 3.549 @maxAmount *= .56759 @maxAmount *= #$../../#CrewCapacity$ @maxAmount *= 100 @maxAmount /= #$../volume$ @maxAmount ^= :$:%: } TANK { name = ElectricCharge amount = full maxAmount = 100 @maxAmount *= #$../../#CrewCapacity$ @maxAmount += 150 @maxAmount *= 100 @maxAmount /= #$../volume$ } } !RESOURCE[MonoPropellant] // removes old MonoPropellant resources { } !RESOURCE[ElectricCharge] We don't need this thing lying around anymore, right? { { } @PART [*]:HAS[#CrewCapacity[0],@MODULE[ModuleCommand],@RESOURCE[MonoPropellant]]:NEEDS[RealFuels]:Final { MODULE { name = ModuleFuelTanks volume = 0 // creates a blank volume for utilization @volume = #$/RESOURCE[MonoPropellant]/amount$ // searches for previous amount of MonoPropellant to use as volume @volume *= 5 // multiplies by 5 type = ServiceModule // this is best type to use for RCS tanks, holds more specialized stuff like Hydrazine basemass = -1 } !RESOURCE[MonoPropellant] // removes old MonoPropellant resources { } !RESOURCE[ElectricCharge] We don't need this thing lying around anymore, right? { { } Quick breakdown of what this changes: -The old changes now only apply if the command module is an unmanned probe with Monoprop. -Unmanned probes without monoprop don't get anything. -Manned pods with no monoprop get tank type LifeSupportAll (at stock TACLS per kerbal distribution) and a boost in resource electric charge (not MFT/RF type EC so you can't modularly expand it into the life support container. Not like you have much room in that tank for it in the first place..) -Manned pods with monoprop get the old changes AND the same initial resource quantities TACLS gives out per kerbal (once it vanquishes the maze of arithmetic and regex), along with the boosted Electric Charge stored inside the MFT/RF tank because you could always put that there anyway so why not? Furthermore, stocked graham treats are now automatically dumped into the honey reserves, as per Jebediah's request. No, this doesn't just mean the logistics team drop a package of graham treats into every honey bottle, where did you get that idea? Edit: Also, those two files I specify to delete are the cause of the incompatibility problems. If someone wants to just have entirely empty servicemodule type tanks in their pods, they can just delete the one trying to put lifesuportall in every pod!
  6. Darn it Taranis, I spent a couple hours last night trying to remember algebra so I could get ratios for MFT and not even a day later you fix it in an update! Serious note though: I'm assuming your maxTimeWithouts are in seconds, and after doing the math a Kerbal can go without food for 60 Kerbin days, water for 6 Kerbin days, and oxygen or electricity for 2 hours. The last three seem reasonable, but food seems a bit much still.
  7. Want to report something that should probably be in the red text about FASA's incompatibilities on the OP. \FASA\Apollo\Resources\ScienceDefs.cfg MUST be deleted or all science everywhere will be lost! Quite literally, every science experiment from Crew Reports to Gravioli scans will no longer show up when you right click the modules, simply because FASA has a duplicate ScienceDefs.cfg
  8. Git is awesome for a lot of things, including raising your blood pressure! Github, on the other hand, is well worth all the frustrations its program might cause. No more combing the thread for bug reports once people figure out they can file an issue, which will most likely be never ;P I might poke the code now and then, but RSS is a very heavy mod so I'm not sure I'll give it a go even if things become stable again.
  9. For modular fuel tanks, I edited this config to even out life support distribution so each resource lasts about the same amount of time, accurate to a few seconds. It replaces TankDefinitions.cfg under ThunderAerospace/TACLifeSupportMFT/ and it doesn't change consumption rates, it just changes the percentages of a Life Support tank that's given to each resource. Edit: Removed because last update seems to have also changed consumption rates, I think.
  10. Since MKS/OKS now no longer relies on Kethane, it would be neat if some of this pack's resources were set up for optional Ore mining equipment, so that we won't need Kethane's system alongside ORS for Extraplanetary Launchpads to work as intended alongside our Kolonies. Maybe texture adjustments, like more yellow/orange on drills/containers to differentiate.
  11. I didn't understand my need for 1.85m rocket parts, until I tried them. The jump between 1.25 and 2.5 meter parts is too much and your pack fills that void with something I can use! I'm really enjoying the Spud by the way, and the radish also fills another gap in the capsules, but I'm still not sure about the other capsules and things honestly.
  12. This looks like an AMAZING idea. I've only skimmed over this for now so these things might have been said already, but here's my input on the concept: I think that being able to reliably output this information into a web server that can be accessed by 'mission control' remotely should be an important feature, so that internet co-op is possible. At the least, the plugin itself doesn't need to be a web server, it just needs to output information to a web server. Helmet cams should be fairly easy. There's a mod for EVA helmet view already that could probably be helpful.
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