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Twinkee

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Everything posted by Twinkee

  1. I didn't know that. I am trying to remove stuff that I thought might clog things up with "not recognised" errors.
  2. Still struggling with this @PART [*]:HAS[@MODULE[FAR*]]:NEEDS[!FAR]:FINAL { !MODULE[FAR*],* {} } it throws errors. Help please.
  3. I'm trying to do some 'cobweb cleaning' of modules that I'm not using, but exist in the cfg of some parts I'm using. This code - @PART [*]:HAS[@MODULE[FARBasicDragModel]]:NEEDS[!FAR]:FINAL { -MODULE[FARBasicDragModel] {} } is throwing errors... While this code - @PART [*]:HAS[@MODULE[TweakScale]]:NEEDS[!TweakScale]:FINAL { -MODULE[TweakScale] {} } works fine?! What am I doing wrong? Please help.
  4. The 'each seat has an inventory' interface floods my screen when I use larger capacity habitats... I much preferred the single 'KAS container' interface. I don't realy get why you'd want to kit up your kerbals IVA pre or during flight. ITT a mix of the pretty KIS inventory and the KAS single entry per container/pod interface would be best. I know I'll have to stick with KAS unless KIS gets streamlined. Thanks for both of these awesome mods tho.
  5. Please retain the KAS containers in some capacity... the spearhead shapes fit very nicely in the mk2 cargo bay. Just saying.
  6. I'm having a weird problem... very unfortunately it's probably a mod confliction... but still worth asking about. The steering part of mechjeb, eg SMARTass, doesn't like vessels with engines... I'm sure you can see my issue with that. Other symptoms show up with certain windows up... a NaN appears as the horizontal & vertical speeds as well as the altitude (True)... I haven't checked other variables. The activate and control throttle part of mechjeb, eg execute node, does work... I have to aim at the node manually but the engine burns the correct amount of dV. pressing t activates stock steering assist etc but clicking on a smartass function or execute node doesn't turn it off or take over. NB same error with steering and altitude using curse release. the speeds thing is a symptom that appears when I use build 395. edit: I just found that mechjeb 395 works just fine with the stock 909 engine and that physics-less off-angle monopropellant engine... Wierd... More might work, but I the 2.5m engines don't.
  7. Hi I'm getting this problem "This fuel tank cannot hold resources" Right clicking on parts for 'more info' reveals that my volume = x units Modular fuel tank can hold: Which suggests to me that the TANK_DEFINITION s in Resources/TankTypes aren't working. I tried adding TANK s directly to the MFT MODULE in a part file... like in Tals spherical tanks part files.... no joy I tried removing the resources already in the tanks to make way for modular fuel... no joy Please help
  8. Great.. is there an instruction manual? A list of modules? I don't know where to look for this stuff. Great... I have looked, but not found. Where can I find a reactor using regolith code please? Thanks
  9. Try Alt+F12 to get the console then click Debug tab...see what it says.
  10. @Streetwind: Yeah that's my thought as well, but the Regolith discussion sent me here. I'm just posting in case someone sees something except the Module I'm adding. @All: The exact module code I posted was customised... like Streetwind said no surprise my tricklecharger experiment didn't work perfectly... but a direct copypasta of functional Regolith module code straight from the Karbonite generator part file should have worked. It didn't and threw the same error. @Techno65535 : In 0.25x I wanted to do something similar... I moved, not copied, the TACLS MM_AddResoruces file to a separate Gamedata folder and fiddled with it so when it added life support it also added other stuff I wanted. Then any time I updated TACLS I just had to delete it's new MM_AddResources file... As I knew the TACLS file worked I was confident my edit would work... it did.
  11. can someone please tell me why [FONT=arial]@PART[US_i_Wedge_FuelCell] { !MODULE[REGO_ModuleResourceConverter] {} MODULE { name = REGO_ModuleTrickleCharger startAnimationName = Risk It activeAnimationName = Combobulating // The ammount of electric charge (in kJ) recieved from 1 unit of fuel conversionRatio = 247 // The maximum output of the generator in MW maxOutput = 16 FuelResource = Hydrogen, 1, Oxygen, 0.5 GeneratorName = Fuel Cell } }[/FONT] results in a halt with debug code IndexOutOfRangeException : "Index was outside the bounds of the array." IndexOutOfRangeException : "Index was outside the bounds of the array."
  12. Sorry you're right that was rather a tl:dr moment Short version : Where can we find the parameters of your Modules? Does TrickleCharger accept any fuelresource or just kerbonite? FuelResource = Something can it work with FuelResource = Something, SomethingElse I want to use REGO_ModuleTrickleCharger but my initial efforts failed and my game wouldn't load. Without knowing what the variables can handle I can't troubleshoot successfully. I will also ask about the error on the MM discussion.
  13. I want to switch the cool Universal Storage Fuel Cell from REGO_ModuleResourceConverter to REGO_ModuleTrickleCharger . This is because until Radioisotope Thermoelectric Generators come along much later in the tech tree all the little energy nibblers, like probe cores and SCANsat etc that want 1.7e/min, render the following code useless. And I want my FCs to be Fire And Forget. @PART[US_i_Wedge_FuelCell] { @MODULE[REGO_ModuleResourceConverter] { @RecipeOutputs = ElectricCharge, 16, False, Water, 0.0000520721, True } } Unless you manually turn it off, the FC sees a gap of 0.028e and carries on full blast. If I turn it on at launch my FC runs out of gas before the mun. Without Actions Groups and even with... that's a pain in the bum that I feel sure we can avoid. That code works fine endgame if your craft has an RTG to feed the nibblers. However experiment #1 failed with a Module Manager halt that debug showed as IndexOutOfRangeException : "Index was outside the bounds of the array." twice. @PART[US_i_Wedge_FuelCell] { !MODULE[REGO_ModuleResourceConverter] {} MODULE { name = REGO_ModuleTrickleCharger startAnimationName = Risk It activeAnimationName = Combobulating // The ammount of electric charge (in kJ) recieved from 1 unit of fuel conversionRatio = 320 // The maximum output of the generator in MW maxOutput = 16 FuelResource = Hydrogen, Oxygen GeneratorName = Fuel Cell } } Using FuelResource = Hydrogen also failed in the same way I tried a control experiment, below, using a direct copypasta of the USI Karbonite generator code. And when MM halted with the same error IndexOutOfRangeException : "Index was outside the bounds of the array." twice, I sought your help. @PART[US_i_Wedge_FuelCell] { !MODULE[REGO_ModuleResourceConverter] {} MODULE { name = REGO_ModuleTrickleCharger startAnimationName = Toggle activeAnimationName = Running // The ammount of electric charge (in kJ) recieved from 1 unit of fuel conversionRatio = 1200 // The maximum output of the generator in MW maxOutput = 120 FuelResource = Karbonite GeneratorName = Generator } } I don't know what that error means, but I had expected the copypasta experiment to work. Ideally I want this to work. Or at least a FuelResource = MyChoice work around. @PART[US_i_Wedge_FuelCell] { !MODULE[REGO_ModuleResourceConverter] {} MODULE { name = REGO_ModuleTrickleCharger startAnimationName = Risk It activeAnimationName = Combobulating // The ammount of electric charge (in kJ) recieved from 1 unit of fuel conversionRatio = 247 // The maximum output of the generator in MW maxOutput = 16 FuelResource = Hydrogen, 1, Oxygen, 0.5 GeneratorName = Fuel Cell } } Hmmm the following FC has a built in RTG code might work. (At posting I don't know if it works. It's late for me and I need sleep.) @PART[US_i_Wedge_FuelCell] { @MODULE[REGO_ModuleResourceConverter] { @RecipeOutputs = ElectricCharge, 16, False, Water, 0.0000520721, True } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.15 } } } Thank for whatever help I get. And I appologise if I've answered my own problem. Tired.
  14. First... this is an awesome mod. Thanks. However I have a request... I know it's kinda silly... but could someone create a whoppie cushion sound for the vent valves. Or failing that could someone please point me at a tutorial to try myself. Again Thanks.
  15. In VAB / SPH : Mouse wheel scroll between pages when hovering cursor over parts list
  16. So to confirm... using an example: @PART[dockingPort2]:NEEDS[B9_Aerospace] { !mesh = DELETE MODEL { model = Squad/Parts/Utility/dockingPort2/model position = 0, 0, 0 scale = 1, 1, 1 rotation = 0, 0, 0 } MODEL { model = B9_Aerospace/Parts/Utility_Light_N/N1_White position = 0.0, 0.15, 0.0 scale = 0.75, 0.75, 0.75 rotation = 0, 0, 0 } %scale = 1 @title = Clamp-O-Tron - Illuminated @description = A docking port enhanced with lighting, courtesy of the B9 Engineering boffins and implemented by Ingenuity Ltd. } will ONLY try to illuminate the clamp-o-tron if the B9_Aerospace folder exists? PS thank you for your responses
  17. I'm something of a noob to coding and I'd like to get my head round this fairly cool way of adjusting KSP. Perhaps you guys can help. Please compare the following code @PART [*]:HAS[@MODULE[ModuleScienceContainer]:HAS[~allowRepeatedSubjects[]]] { @MODULE[ModuleScienceContainer] { allowRepeatedSubjects = True } } and this code: @PART [*]:HAS[@MODULE[ModuleScienceContainer]] { @MODULE[ModuleScienceContainer] { %allowRepeatedSubjects = True } } I think they both do the same thing. 1/ Am I correct? 2/ Which is better? 3/ Is there a way of using :NEEDS to look for a folder name rather than a dll name? I've tried to get my head round the instructions here, but I'm sure you'll know the answers straight away. I'm not usually squeamish with the 'socket and see' approach, but I've enough bugs while updating to 0.24 without creating my own. Thanks
  18. So many awesome mods rely on this mystical bit of code. I'd like to draw attention to Snjo's epic contribution to all Kerbalkind. I'm looking forward to that recompile. Thanks Snjo.
  19. I'd like to control how much of a given resource my tweaked parts contain. In this case Kibbal. I want two parts: a 1.25m part and a 2.5m part with 50 Kibbal and 160 Kibbal respectively. I've gotten the masses I want with SCALETYPE { name = KibbalScale freeScale = false scaleFactors = 1.0, 2.0 scaleNames = Medium, Large defaultScale = 1.0 } PART[KibbalStore] { // stuff mesh = TacContainer scale = 1 rescaleFactor = 1 mass = 0.25 // more stuff RESOURCE { name = Kibbal amount = 50 maxAmount = 50 } Module { name = TweakScale type = KibbalScale Module { mass = 0.25, 1.0 } } } But how do I code in RESOURCE's amount and maxAmount? I also suspect that there is a much more elegant way of doing what I have done already. Some insight there would be appreciated too.
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