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shoe7ess

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Everything posted by shoe7ess

  1. Has this been abandoned or is there a new thread for devo?
  2. Little suggestion: It's very easy to change the first line of the config associated with this mod from: @PART[launchClamp1]:FINAL to: @PART[*]:HAS[@MODULE[LaunchClamp]:FINAL This will apply the mod to all launch clamps, even those from other mods (so long as they have the LaunchClamp module). I understand this is meant for the stock launch clamp, so you may not be interested in changing it in your own config, but I thought I'd leave this here for anyone that may be using extra launch clamps from mods.
  3. In the meantime, I hear this works pretty well: https://spacedock.info/mod/250/T-MEME (The most essential mod ever)
  4. Could be the umbilical does. Not sure about the Mercury or Redstone clamps (they may do this, wouldn't really make as much sense as the umbilical). I'll have to check next time I have the 30 minutes or so it takes to boot up my RO install (that's not an exaggeration either, and it's via SSD). It's the reason I spend more time making configuring mods and patches than playing lol.
  5. Will this work for launch clamps from things like the FASA pack as well or just stock? If not would I be able to create an MM patch to make it so? Also, if it can't already, it'd be nice to be able to pump the fuels from the Real Fuels mod, or really any resource an engine can take, but I'm not that good at creating MM patches for resource stuff. I'll take a look regardless of the above answers but something like this would be great for an RO install, where you have to ignite the engines until they build enough thrust to launch.
  6. I like the idea of this mod, but the name kind of threw me off. Seems more akin to a modular launch pad. I think it has a lot of potential though in that regard. As some people have asked, making patches for tweakscale is very easy to do on ones own (I make them constantly, just need the part name), also, as pointed out, .dds would be the best way to output the texture for a variety of reasons, one being they are more easily accessible, meaning if others wish to add textures to replace or incorporate into alternate parts, I guarantee you there will be a lot of people willing to donate their time to make this happen (me included). I think the modular route would be great, like I said, and just have: Base Type > Variations Tower Type > Variations Umbilicals > Variations Crane > Variations That's just my two cents anyways. Will be following this mod because it looks amazing and I can't wait to see where it goes!
  7. Was wondering the same thing... answer was a little ambiguous.
  8. A few pages back someone was having trouble with the space station contract. For the moment when it gets stuck on "return crew home: incomplete" the only thing you can do is alt+f12 and cheat by marking the contract as finished, at least as far as I am aware.
  9. Hey, so I was messing around, editing some of the 8k .dds textures for planets, customizing them to my liking and got to earth. After pulling it up I remembered "Hey, I don't care much for the bright cyan spots scattered about the map". They have no bearing on biomes and to me they seemed kind of sightly, so I took the time to smooth out the textures (they are at the edges of certain shorelines) of the water. The difference between the original and the one without those bright spots is negligible, but noticeable when seen side-by-side. If anyone else has noticed this and is interested, I've uploaded the edited EarthColor.dds to my dropbox (link below). Just pop it in RSS-Textures and replace the original (or rename original as a backup). https://www.dropbox.com/s/vyhu9u7ppoav5bc/EarthColor.dds?dl=0
  10. In KSP like 80% of my rockets look like that...
  11. Woop Woop. Thanks again JPL. I worked a long day today so I don't know that I'll be able to test these tonight. However, if I am able, I'll try and load it up for a bit to see if it throws any compatibility issue errors with the mods I'm currently using and post back here.
  12. I exactly said that yes, the V-2 was available from when the starting technologies were available, which isn't what I'm arguing about. I just don't like the idea of being able to use the unclad V-2 engine (a pretty strong engine) with my sounding rockets from the career start. Sure, for realism-sake you'd want all parts developed by 1949 available at start, which is why I thought adding another tech-node (directly above or below "start") that costs 1 science would be a way of keeping the V-2 available from 1949, but not immediately from the beginning. The X-1 can't be built from the start of my career, I need to spend 1 science to unlock the aviation parts in order to unlock it, but it was flown before 1949...
  13. Whoa, you are awesome! Thanks so much for taking the time to compile it for 1.1.2. Funnily enough, I had forgotten that I used DeepFreeze back when it was just getting started (figured it'd be the easiest way of playing with KSPi and USI Life Support at the same time), and saw it in your signature. Gonna have a good day in my fun (non-RP-0) install tomorrow with it.
  14. Well, I guess that's better than nothing until the mod is integrated into a more compatible resource system.
  15. That's good news, I'm assuming in-situ mining is not available in RSS though?
  16. I'm very interested in a mod like this for my realism series. Does anyone know of another mod or .dll that simulates background electrical resource usage like this one did?
  17. I literally just came from the RSS board to ask the very same question. I would love for this mod to be more compatible for an RSS build. I mean, there are RSS Extrasolar mods that add solar systems light-years away, and the recommended mods list KSPi - Extended (cause, how the hell else would you get there in less than 6 hours of time warp without an updated time warp mod). Since you seem to be on the same page and are clearly more knowledgeable than I am, do you know if things like anti-matter collectors work in RSS?
  18. Ah, I got ya. I just checked the plugin folder for it and it's one of the newest compiled files from the version I've downloaded. There is a folder called Planet Resource Data that includes resources from atmosphere, water, and land, but the celestial bodies are all from the Kerbol system, as well as land maps that are accessed from the planetaryresourcedefinitions.cfg so I'm assuming a compatibility patch or complete overhaul would be needed before it could work with RSS. Time to head over there and make a request. Thanks for the information Kerbas, I still have a lot to learn about modding in KSP (and by proxy, Unity).
  19. I'd have to re-read your post to figure out what issue you are talking about, but you can do the following to increase signal throughput speed. First, check out a couple of examples of how to make an MM patch in this post: Also check out the module manager handbook here for a collection of various functions and nomenclature MM uses, and here for further information. If you want every antenna to multiply its' transmission rate by a certain integer, you can create an MM config with: // Increased transmission speed for anything part capable of transmitting data @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:FINAL { @MODULE[ModuleDataTransmitter] { @packetInterval *= 0.01 } } I have not tested this personally, but it should work. The code above should work for any and all parts that have the Data Transmitter module. Looking through the antennas in my gamedata folder I found that all things that transfer data use this module. The setup is pretty straight forward, it finds any part with that module and multiplies the packet interval by .01 (i.e. dividing it by 100). This increases the throughput from anything that transfers data. If you only want this to only be able to transfer data faster when an antenna is installed, you can use the following: // Does same as above excluding parts with Command Modules (i.e. probe cores and command pods) @PART[*]:HAS[@MODULE[ModuleDataTransmitter],!MODULE[ModuleCommand]]:FINAL { @MODULE[ModuleDataTransmitter] { @packetInterval *= 0.01 } } I literally just spent about 2 and a half hours pouring through any module manager guides and examples that could help me figure out how to do this, so I really, really, hope it helps (I've only just started creating module manager patches within the last couple of weeks myself). To make a module manager patch work, simply create a .txt file inside your gamedata subdirectory (I'd suggest throwing it in the Squad folder), and name it something easily recognizable like IncreasedAntennaSpeed_MM and change the .txt extension to .cfg (final product should read IncreasedAntennaSpeed_MM.cfg). Then simply copy and paste one of the two patches above into the file and save it ... just make sure you have module manager installed before doing so lol. If you are using any mods that overhaul the transmission system (i.e. RemoteTech, Antenna Range, etc.), you may want to change the end of the first line of either patch from :FINAL to :AFTER[RemoteTech]:FINAL or :AFTER[AntennaRange]:FINAL to ensure that other mods don't make any changes to your patch. Lemme know if it works for you.
  20. Awesome, thanks for the answer on the USI Mods question, that's my biggest and most immediate concern. How certain are you on the KSPi extended running on ORS presently? Looking at the latest version it comes bundled with CRP, however since I don't know a damn thing about modding (besides editing configs and creating custom parts/textures) for KSP, I don't know that means it's running with CRP or it uses CRP to run under the open resource system (wondering because I was checking out the Real Solar System Expanded mod which [obviously] suggests using KSPi due to it adding new galaxies to the game, and theres no way I'm traveling millions of lightyears without the updated timewarp mod with a regular ship... lol).
  21. Question I could not find an answer anywhere: If anyone is familiar with the Karbonite mod, is it possible to mine for Karbonite in RSS? I'm looking through the CRP config for Karbonite and all planet names are for the default KSP planets. I am not entirely sure how mods that add additional resources to the game act, whether resources are randomly generated on a planet or if additional configuration is needed to make Karbonite available in RSS. Hoping someone may be able to help me out with this answer, as I'm not far enough in career mode to start attempting to collect/mine for Karbonite. An extension to this question would be the same for KSPi, and whether the resources needed for their ISRU's are available in RSS. I'll try to figure out more by poking around config files, but any help would be greatly appreciated.
  22. Not sure it's high priority but I think it may be a good idea to make a few minor changes to the Taerobee mod parts (X-1 and V-2 A4 Bumper). They are both available at start, which makes sense as the V-2 ran from 1944-1952 and the X-1 ran around the same time. The problem lies with the V-2, to be more clear, the fact that it has engine gimbaling enabled at the start of the game (when one's first rocket is almost always a sounding rocket, usually with Aerobee's, a solid-kick motor, and spin-stabilization). Although the V-2 did have aerodynamic steering tabs on the fins, the part supplied through the Taerobee mod instead has engine gimbaling enabled. So while technically the V-2 was controllable to an extent, I feel that maybe gimbaling should be locked, and subsequently unlocked via a T1 tech node (if possible) to add a little more challenge. It's just my two-cents. Maybe this makes it less realistic, but I feel the start is slightly cheaty with this mod installed. In the meantime, I've edited the tree.cfg in RP-0 and changed tech required from start to engineering101 (until I can create my own tech tree node for something like Early Rockets or Advanced Sounding Rockets)
  23. Looking so forward to 1.1.2 compatibility. Love this mod, and I feel like it should be one of the necessary mods for a realism overhaul playthrough
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