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theJesuit

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Everything posted by theJesuit

  1. KerbalismConfig has a support profile. Can't remember if i put one in for KerbalismSimplex. Peace.
  2. Will update the tetrix and simplex techtrees soon. In light of the 1.875m parts, the 1.25m parts will be movinv earlier to the 2nd tier (currently on tier 3). 1.875m will be tier 3. Currently the largerst rigid centrifuges are tier 7. They stay there and the new 5m centrifuge will be tier 8. Most 5m parts will be tier 7 except the domes. The domes will also be tier 8. I like the cupola dome. That's funky! Thanks Nertea. Peace.
  3. Thats great. But for some reason it feels backwards. Great find though! Peace.
  4. That seems to be the experience of others. So apparently you can go to 1.11 without problems either. In the end Squad changed the way craft are called and stored so things break.
  5. That's right. Currently only 1.10 is supported. Taniwha will update when he finds the energy to do so. Asking lots is likely to result in energy being drained.
  6. Yup seems the EL GUI won't work hence questioning whether it was Sandcastle that you select the craft file and hit build through. That's my plan although it is for a EL to build a colony part that is 350tons on the ground anchor
  7. Which will be confusing in a sense because it will take kerbin 730 days to actually complete an orbit of the sun. But the game will flip to year 2 at 426 days .
  8. Okay. I'm looking to release a beta/trial version in the next day or so. All parts will be able to be manipulated in construction Inventories will still be in for crewed parts. But this may be temporary. Additonal cargo containers and increased volume inside them. What is strange is that the bounding box of LGGs part mod sugggests the the hitchhiker it is a shade under 1500 litres volume. It also the same size as three stacked large stock cargo containers. These collectively hold half the volume. This seems quite odd. Hence why I'll adjust it cargo container volume. Actually, i may be put be a factor of ten. I was tired when i looked at it. To be done will be integration for SandCastle. I'll be looking to take some crewed parts and remove inventory so that they can be printed insitu. Maybe cabin parts only, and parts like the hub and fuselage and tanks. All basic parts that look like they would fit within the bounds of a lab and be under 3.5 tons. Like tanks.
  9. @Angel-125 Excellent thanks! The functionality is all I'm looking for. What is great is that i can provide my own containers and manipulate the configs to do what i want... except print new containers! Sounds like many modders such as Nertea, taniwha, yourself are out of energy. This totally understandable. Thanks for the effort you have put in to provide this. I assume an external 3d printer will print a part directly to the outside? Or will it print a craft file? I couldnt see an EL patch anywhere, and i assume it is hard coded. So does this bypass the EL gui which seems to be issue people are having in 1.12.x with EL?
  10. Sure! Which node would you recommend? The BDB config qas provided for me. So suggestions are welcome. Also 1.12.2 update this weekend.
  11. Also, these parts require part volume as well. Which, to be fair, the Part Volume mod is needed to make work. I'm thinking then that I would need to provide cfgs for all mod parts in that case. Further contemplation may be required.
  12. In questions asked on the Ore to Parts thread, it may be that crewed parts (inventory also parts) may not be able to be created. If that is the case I will remove inventory from crewed parts. looks good. in terms on the cfg look at the exoskelton mod in the OP.
  13. Potentially, I haven't really explored this too much hence the thoughts... 4 kerbals on Kerbin on the launchpad (the orange suits), with the exoskeletons, are collectively are able to manage up to 3.7 ton parts. This is about 95% of all the stock parts, even the lab (3.5 ton). I'm not sure what this is like in orbit on on the Mun or Minmus though - if you can lift heavier things, then anything might be possible! The exoskelton part author said that weird things happen for kerbals able to manipulate 15times their stock ability. But we could give it a go I guess. If you try, can you feed back here please?
  14. Yea. I've been having that discussion about inventories. I'm looking at a Simplex Assembly mod that would work in with Part Volume potentially as well. It may just remove the inventories from crewed parts. But making cargocontainers could be an issue.
  15. Question: is it possible to make parts that are not able to be stored in the inventory? Like mk1pod?
  16. Question: Does the 3D printing allow you to create parts that have the inventory in them? Or is it just other parts? I.e. can you print the mk1pod or a cargo container?
  17. Further advice please - I have this working, but it is strange - please see the end of this post. @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } @PART[*]:HAS[@MODULE[ModuleInventoryPart]:HAS[!MODULE[ModuleCargoPart]]]:FINAL { +MODULE[ModuleInventoryPart] {} @MODULE[ModuleInventoryPart],0 { -* = delete name = ModuleCargoPart packedVolume = -1 } } For some reason, this results in two ModuleCargoParts being added to crewed parts (as they have inventories). When I switch the patches around like this: @PART[*]:HAS[@MODULE[ModuleInventoryPart]:HAS[!MODULE[ModuleCargoPart]]]:FINAL { +MODULE[ModuleInventoryPart] {} @MODULE[ModuleInventoryPart],0 { -* = delete name = ModuleCargoPart packedVolume = -1 } } @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } Then crewed parts that originally had both ModuleCargoPart and ModuleInventoryPart such as the Mk1pod, and the cargo containers now have two ModuleCargoParts. However if I do this then it all appears as it should. : @PART[*]:HAS[@MODULE[ModuleInventoryPart]:HAS[!MODULE[ModuleCargoPart]]]:FINAL { !MODULE[ModuleCargoPart] {} +MODULE[ModuleInventoryPart] {} @MODULE[ModuleInventoryPart],0 { -* = delete name = ModuleCargoPart packedVolume = -1 } } @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } The top patch seems to be ignoring the :HAS[!MODULE[ModuleCargoPart]] Is that expected behaviour? As I've noticed this occurring in my other mods.
  18. The inventory and cargo construction issue has been resolved apparently through a patch order thing. However, in creating parts in say Sandcastle or Ore2parts I'm unsure for the possiblity of crewed parts becaue of the inventory. I'd like this to be a possibility, so I'm still considering it.
  19. Yea. I'm putting a packedVolume = -1 in. Just seems odd KSP it removes the patch added, but doesnt remove that module from parts where it is in the original cfgs like the mk1pod. This works : // Make all parts that don't have an inventory manipulable in EVA @PART[*]:HAS[!MODULE[ModuleCargoPart],!MODULE[ModuleInventoryPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } // Parts that have a ModuleInventoryPart can have a ModuleCargoPart to make them // manipulable in EVA, but only if : // - the ModuleCargoPart index is lower than the ModuleInventoryPart index. // - the ModuleCargoPart can't be placed in inventories (packedVolume must be < 0) @PART[*]:HAS[@MODULE[ModuleInventoryPart]:HAS[!MODULE[ModuleCargoPart]]]:FINAL { // To achieve that, we duplicate the ModuleInventoryPart : +MODULE[ModuleInventoryPart] {} // Then change the first instance to be a ModuleCargoPart : @MODULE[ModuleInventoryPart],0 { -* = delete name = ModuleCargoPart packedVolume = -1 } } This has been brought to my attention. Thanks @Gotmachine
  20. Hi everyone. I wanted to add a patch that allow construction ability to ALL parts so that you could send craft to say Duna, or the Mun, and have your kerbals build a base that is attached to the ground. So part by part. This would give a great use for the construction exoskeleton mod that increases kerbal mass likit on construction 15 fold. (Link below) In looking into patching all parts that aren't already capable (i.e. larger tanks, 2.5m crewed parts) KSP doesn't allow the patch (1.12.2) using Module Manager if the part has an inventory. (See below for the link to the MM discussion). It has to so with parts with inventories not being able to be put into an inventory. So... I'm thinking of a SimplexAssembly mod. The caveat is that the crewed parts would have their inventories removed so that every part would be able to be at least manipulated by the Construction engineers. It would also mean 2.5+m parts could be manipulated for proper construction in space. Hitchhikers could be attached to surface bases. This is only a thought at this stage. OreToParts and Sandcastle would be supported as well. I wonder how people would feel if the hitchhiker and mk1-3 had inventories removed. Any mod with crewed parts that didnt have the Cargo module would have its inventory scrubbed as well. It would mean a trip to Duna with the right equipment could then construct a whole base manually. I realise that EL could do this as well, but this is a more stockish feel. The big issue is the inventories. Obviously the cargo containers would continue to have inventories, they become more important as parts to include on a ship. Module manger patching discussion and example of the patch: Exoskeleton mod:
  21. Patch is being loaded into the MM cache, but KSP is overruling after MM.
  22. Hi @linuxgurugamer. There is an issue with adding ModuleCargoPart to parts with the Inventory Module. I've asked about it on the MM forum page here. This also affects this mod. If you have suggestions or patch to fix it please let me know! Peace.
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