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Everything posted by theJesuit
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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:
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[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
Surface bases. -
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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Hi @sarbian and @JPLRepo, Above I was confused as I wanted to add the ModuleCargoPart to everything, to be able to construct (with many kerbals helping, and the Exoskeleton Mod) bases out of other parts. KSP seems to be pushing for ModuleCargoPart and ModuleInventoryPart to not be on the same part, even though the small command pods DO have this. The Log produces a WRN: This is a fresh download, KSP 1.12.2 from Steam, Expansions removed and nothing else install (not even MM): [LOG 05:21:36.318] PartLoader: Compiling Part 'Squad/Parts/Cargo/CargoContainers/smallCargoContainer/smallCargoContainer' [WRN 05:21:36.322] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [smallCargoContainer'. Removed ModuleCargoPart <snip> [LOG 05:21:36.409] PartLoader: Compiling Part 'Squad/Parts/Cargo/StorageUnits/CargoStorageUnit/CargoStorageUnit' [WRN 05:21:36.412] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [CargoStorageUnit'. Removed ModuleCargoPart [LOG 05:21:36.417] PartLoader: Compiling Part 'Squad/Parts/Cargo/StorageUnits/ConformalStorageUnit/ConformalStorageUnit' [WRN 05:21:36.420] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [ConformalStorageUnit'. Removed ModuleCargoPart <snip> [LOG 05:21:36.579] PartLoader: Compiling Part 'Squad/Parts/Command/mk1Cockpits/mk1Cockpit/Mark1Cockpit' [WRN 05:21:36.585] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [Mark1Cockpit'. Removed ModuleCargoPart [LOG 05:21:36.593] PartLoader: Compiling Part 'Squad/Parts/Command/mk1Cockpits/mk1CrewCabin/MK1CrewCabin' [WRN 05:21:36.597] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [MK1CrewCabin'. Removed ModuleCargoPart [LOG 05:21:36.604] PartLoader: Compiling Part 'Squad/Parts/Command/mk1Cockpits/mk1InlineCockpit/Mark2Cockpit' [WRN 05:21:36.609] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [Mark2Cockpit'. Removed ModuleCargoPart [LOG 05:21:36.617] PartLoader: Compiling Part 'Squad/Parts/Command/mk1LanderCan/mk1LanderCan/landerCabinSmall' [WRN 05:21:36.622] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [landerCabinSmall'. Removed ModuleCargoPart [LOG 05:21:36.630] PartLoader: Compiling Part 'Squad/Parts/Command/mk1pod_v2/mk1Pod_v2/mk1pod_v2' [WRN 05:21:36.636] [Part]: Cannot have ModuleCargoPart and ModuleInventoryPart on same Part [mk1pod.v2'. Removed ModuleCargoPart [LOG 05:21:36.645] PartLoader: Compiling Part 'Squad/Parts/Command/mk2CockpitInline/mk2CockpitInline/mk2Cockpit_Inline' And the game loads with these parts DEFINITLY having the ModuleInventoryPart and the ModuleCargoPart . Such as the mk1pod.v2 as an example above. However, MM can't patch ModuleCargoPart onto parts that have ModuleInventoryPart. KSP is removing it post MM it seems. But if I remove the ModuleInventoryPart, say rename it, KSP allows the ModuleCargoPart on former ModuleInventoryParts fine. But then if I rename back to ModuleInventoryPart, then KSP removes ModuleCargoPart. So, this works, but the Inventory obviously is removed from everything! @PART[*]:FINAL { @MODULE[ModuleInventoryPart] { @name = SimplexModuleInv } } @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } but this doesn't: @PART[*]:FINAL { @MODULE[ModuleInventoryPart] { @name = SimplexModuleInv } } @PART[*]:HAS[!MODULE[ModuleCargoPart]]:FINAL { MODULE { name = ModuleCargoPart packedVolume = -1 } } @PART[*]:FINAL { @MODULE[SimplexModuleInv] { @name = ModuleInventoryPart } } If I add the ModuleCargoPart manually to say the hitchhiker's cfg then it will throw a WRN in the log along with everything else, but it will still load with both modules. I should add with those examples, ModuleCargoPart is being applied to say the large tanks, so the patch is working. I don't know if this is a bug, a feature, or intentional. Can you please advise? Peace.
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Should KSP 2 have explorable cave systems on some planets?
theJesuit replied to gussi111's topic in Prelaunch KSP2 Discussion
* kerbaloid Fixed that for you. But in all seriousness: This I think. I really want a cave system where, if you send in a rover, the roof occludes the signal. So you need a relay at the entrance, or a couple of relays. Then at the end of a small connected network of caves you find: -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
theJesuit replied to linuxgurugamer's topic in KSP1 Mod Releases
Are you finding that recently things are loaded that you think have been removed? -
Hi MM gurus! I can't see why this patch doesn't work (latest MM 4.2.1, KSP 1.12.2) @PART[*]:HAS[!MODULE[ModuleCargoPart]] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } } Wanting to add the ability to all parts for kerbals to construct with them. So, want to patch all parts that don't currently have ModuleCargoPart. Thanks!
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The size of the planets are 2.7 but the distance between them is far greater. And yes it is so that the stock antennaes can reach. I fully recommend the JX2 antenna mod. It looks great. Peace.
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I do that as a matter of course. But for a while i kept the parts and removed anything else. Then ReStockPlus came along... I like this. I like it! I'll try it.
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*should be stock... Jks. Thanks for doing this Peace.
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Rofl. Congratulations on the release. Peace.
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[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
Think more of a part that you put the dome around - the dome being a structural piece only. -
[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
Is it possible to have a part with the IVA on the outside? Like a picnic table part that then has an iva which is kerbals sitting at it. -
Yes! Thank you so much. Peace.
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yes, changed the OP. It does, but I can't remember what it was called. My Googling can't seem to locate it.
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Hi everyone, There is a mod that adds a backpack to assist with EVA construction. It looked like a yellow backpack and increase mass that a Kerbal could manipulate . Can someone please point me towards that again? Peace.
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On launchpad. So yes.
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I tried on the launchpad today. Wouldn't let me place a part that was clipped into the launchpad. Part turned red i think. Yes. This will be the biggest issue for me. Hopefully a mod will produce a part that will reshape to be a level.
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So I had a quick tutu (play around) with the new ground anchor.... It seems even though we can rotate it prefers to be deployed, well flat. But when you add additional parts to it in construction mode you are able to rotate them. This means surface attached bases will have a ground parallel anchor but you need to rotate a part to make it flat and thisbis possible. It does appear that to can't attach a part to it that clips into the ground. Lookong forward to trying pistons as in some of the streamers videos pre 1.12. Peace.
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[1.12.5] Restock - Revamping KSP's art (August 28)
theJesuit replied to Nertea's topic in KSP1 Mod Releases
I would hate for Nertea to abandon this mod entirely given how awesome the rest of his mods are and how much time and effort goes into it. I also know he has been working on another of his mods more recently. Perhaps read the the supporting material and whitelist the parts that have issues if you wish to use the parts that are still buggy. This is something that you can do now. Peace. -
Regular Kerbalism does requires CRP. Kerbalism Simplex can use this if you want something other than ore. I see how this can be confusing sorry! I'll update the OP overnight to reflect this better. You can use this mod with Stock only, with Mining Extenstion or BahaEL, and with Kerbal Atomics and I think all the Near Future suite of mods. But regular Kerbalism is difficult to patch properly, hence why Kerbalism Simplex also exists. Peace.