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Badsector

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Everything posted by Badsector

  1. Try this one http://forum.kerbalspaceprogram.com/threads/121321-Stock-Fuel-Switch?p=1977116&viewfull=1#post1977116, stock fuel switch work only with default tanks, that one work with all
  2. Lab science don't get money rewards ? Thanks again for this great mod Regards
  3. what happens to me is that, outside kerbol sat points to minmus sat, minmus sat point to minmus body , mun sat point to mun body and kerbin sat point to kerbin, no lines between minmus mun and kerbin and i'm unable to transmit. Connection lines are a nice improvement and i wait for this great update. Regards Luca
  4. I agree, when you start have bases, stations, landers, rovers ecc... ecc. over some planets is only a pain open tracking station
  5. To me this mod is complete too, is only a little visual feature and to me don't make that big difference, but probably something for see if the filter is running can be usefull
  6. Finally something like this do the same work with firespitter and FSfuelSwitch for all the LFO tanks @PART [*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[FSfuelSwitch]] { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ %OX = #$RESOURCE[Oxidizer]/maxAmount$ %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ @totalCap += #$RESOURCE[Oxidizer]/maxAmount$ MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = #$../LF$,$../OX$;$../totalCap$;$../totalCap$ displayCurrentTankCost = False hasGUI = true showInfo = true availableInFlight = false availableInEditor = true basePartMass = #$../mass$ } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} }
  7. Just one more point, i have made 4 icons for that 1) All white: no active filter 2) filter green: filter is active 3) contract green: filter option window open 4) all green: filter option window open and filter active With that i don't want to rush you into one update but if you like the idea Regards again Luca
  8. If the code is the same still a bug, if you revert to hangar the icon is duplicated. Thanks for maintain this really useful mod Regards Luca
  9. Thanks for this great mod, i have try to make some icons for the app button If you like it download is here Regards Luca
  10. You can weld parts in 0.90 for have attach node and object path, after you can edit in the part.cfg file for match 1.0 values, not working is the plugin by now but /PART contents probably are loaded
  11. Overheated but in orbit again I have to improve a bit better and after i upload here the new version
  12. In my try i need 2 greenhouse for 1 kerbal for have a 100% recycling, kerbal consume 0,0001 supplies/s and greenhouse recycle 0,00005 mulch/s and work in background , but probably roverdude can explain it better, what i don't see is the eletrical usage, sometimes seems positive otherwise negative
  13. Idk if i can link somewhere the file but i can put here the cfg file. +1Probably is need first remove all resources from part then after add fuelswitch module, but i don't have MM knowledge for do that Edit2 solved, idk if is the correct sintax but now work @PART[Size3LargeTank] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch // the resources in each tank setup. Separate setups with a semicolon. Separate tanks that go together in a single setup with a comma resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer // the max amount of a resource in each tank in each setup. semicolons separate setups, commas separate tanks in a setup resourceAmounts = 6480,7920;12960;15840 // the dry mass of the part with no tanks basePartMass =9 // each type of tank setup can weigh a different amount. Batteries should weigh more than an empty LF tank. Some resources should require sturdy tanks. //tankMass = 0;0;0 // Additional Funds cost for the different tanks. This is added to the partÂ’s base cost. //tankCost =0;0;0 // If true, a line is added on the right click menu listing “Added CostÂâ€, because the price widget in the editor is not updated often enough to make it obvious displayCurrentTankCost = false // Whether the player can affect the tank setup selection directly, or must do it through a mesh or fuel switcher. hasGUI = true // If true, the user can switch resource types while playing. This will empty out the tank. Makes sense for converting a tank from LiquidFuel to Kethane after landing a mining base for instance. Default is off of course. availableInFlight = false // Is the player allowed to set up the tank in the hangar? In the above scenario, maybe you donÂ’t want that. availableInEditor = true // If true, it feeds info to the module info system that appears when you righ click a part in the part catalog in the hangar. In sets of mesh switchers and fuel switchers, you will want to turn this off in one of them showInfo = true } } @PART[Size3MediumTank] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 3240,3960;6480;7920 basePartMass =4.5 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[Size3SmallTank] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 1620,1980;3240;3960 basePartMass =2.25 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[fuelTank3-2] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 2880,3520;5760;7040 basePartMass =4 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[fuelTank1-2] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 1440,1760;2880;3520 basePartMass =2 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[fuelTank2-2] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 720,880;1440;1760 basePartMass =1 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[fuelTank4-2] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 360,440;720;880 basePartMass =0.5 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[fuelTankSmallFlat] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 45,55;90;110 basePartMass =0.0625 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[fuelTankSmall] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 90,110;180;220 basePartMass =0.125 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[fuelTank] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 180,220;360;440 basePartMass =0.25 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[fuelTank_long] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 360,440;720;880 basePartMass =0.5 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[toroidalFuelTank] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 27,33;54;66 basePartMass =0.0375 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[miniFuelTank] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 18,22;36;44 basePartMass =0.025 //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } //MK2/////////////////////////////// @PART[mk2_1m_Bicoupler] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 180,220;360;440 basePartMass =0.29 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[mk2_1m_AdapterLong] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 360,440;720;880 basePartMass =0.57 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[mk2SpacePlaneAdapter] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 180,220;360;440 basePartMass =0.29 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } //MK3///////// @PART[adapterMk3-Mk2] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 900,1100;1800;2200 basePartMass =1.43 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[adapterMk3-Size2] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 1125,1375;2250;2750 basePartMass =1.79 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[adapterMk3-Size2Slant] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 1125,1375;2250;2750 basePartMass =1.79 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[adapterSize2-Mk2] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 360,440;720;880 basePartMass =0.57 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[adapterSize2-Size1] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 360,440;720;880 basePartMass =0.57 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[adapterSize2-Size1Slant] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 360,440;720;880 basePartMass =0.57 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[adapterSize3-Mk3] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 1125,1375;2250;2750 basePartMass =1.79 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } }
  14. I have update fuelswitch with 1.0 values but seems have some problems with firespitter(7.1.1), tank switch to LF but other than LF value OX is added too
  15. For close 10k dv Eve Lander Jeb is Happy And here is how i have make balls Happy to use this ship again in 1.0
  16. That is my last entry, 10k dv , only cheat balls are welded (with structural part inside) for reduce part count
  17. Upgraded to 9400 dv but i don't test it becouse 215 pieces are too much for me (Squad improve performance is much better than change Round8)
  18. Oscar are for fuel lines, and probably i have no other way for make them , but i want see if i'm able to improve for a full stable orbit
  19. How FUN is this challenge !!!!! I want make my entry 8800 dv Round8 Eve Takeoff (near to stable orbit)
  20. /GameData/Hangar/MM/ Rename Squad.cfg to Squad.bak
  21. Mod Used KJR (Without you can add struts for make the plane more stable) Tac Fuel Balancer Karbonite VERY IMPORTANT Use Staging only the first time you activate Turbojet-Engines, after Use Only Action Groups, activate SRB with staging make your plane uncontrollable. Re-Entry From Low Orbit (100km-140km) put PE to 70km and pitch at 45° for aerobraking, at 20km altitude harvest few karbonite (put 1 eye on battery level) for use engine on landing fase , if you like you can disable RW and use trim for approach phase. Take-Off Refill all the tanks, close solar panel, activate RW, and retract Ladders, Open Karbonite Harvest and start climb with only turbojet Engines at 45° pitch. 30km Altitude pitch 30°, activate LV-N and wait 1000m/s speed for activate RAT-SRB, reach 70km AP and shutdown Turbojet, transfer all fuel from central karbonite tank to SRB (use TAc fuel balancer or something similar) and continue climb for reach a stable low orbit. If you do all right you end with 700dv~ left DOWNLOAD Keymap 1) solar panels 2) Ladder 3) Harvest Karbonite 4) Stop Harvest Karbonite 5) Reaction Wheels Toggle 8) RAT SRB Toggle 9) LV-N Toggle 0) Turbojet-Intake Toggle Happy flight and design suggestions are welcome
  22. The problem is because ships are tighten inside fairings, same is happened to me with my eve lander, when i drop fairings the ship is locked inside because decouplers enlarge
  23. Radial Hangar is really nice and usefull, i love them
  24. I have do some more testing and now i can reproduce it 1 Launch vessel, transfer , orbit and activate hangar = Bug 2 Launch vessel, transfer, orbit, reload scene and after go back to activate hangar = hangar work fine Is enought reload the scene or do a quicksave first to activate hangar, if the launch go wrong reload the save fix it Edit for some more test For vessel 1.54x4.55x2.66 i need hangar 1m for side more big, quicksave and reload quicksave and the hangar work fine For vessel 3.34x2.81x3.34 2m for side more big, quicksave and reload quicksave and work fine I have test it over minmus bop jool gilly eve and minmus seems the planet that gives more problems
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