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theJesuit

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Everything posted by theJesuit

  1. Thanks. I think I'll just go for an update anyway rather than have a dependency. And it does look like a in-save show rather than a menu warning. No dpubt will upset a few peeps... the current (prior version) is pretty much up to date and is okay for 1.8.1 so I'll sit with that. I'm guessing when (Soon!) Kopernicus gets updated many people will start new games anywho. Does CKAN always download and install latest version in the background or is there a requirement for users to hit Go! Or something? Thanks for your help as well. Peace.
  2. In testing my patch only works with the BEFORE. If not then the decals get stuck on one particular, unasked for, decal (the diamond one). This is the only way I've been able to make it work - unless I'm missing something. Away from my computer currently, I think when I've used FOR it gets stuck on am OreDecal. But that might be the MetallicOreDecal. Thanks for the sugggestions and help though!
  3. Yea, that's what my patch does in effect - re-create the list . I guess that also means I can support through my own mods different variations... Or I could ask Nertea to support KerbalismSimplex. The SIMPLEXResources mod has to do teh dirty patch though because the mod specifics don't seem to allow for a sub directory. I may give key by number a go, but that's beginning to push my MM ability - if it doesn't work I don't know if its me or simply won't do it! Peace.
  4. Hi @blowfish, Still having issues with the SSPX tank decals but I've narrowed it down. What the issue is is that in SSPX the tank cfg files define the decals for the tanks which are hidden by default (except Ore) Then a SSPX file patches all SSPX containers to disable the DisableTransform transforms And as a result, I can't seem to patch into it. Instead, I have to do this: Note that my patch disables the transforms I want for my mod, but I need to do it with a BEFORE. It seems that multiple MM patches can't override each other's transform. This is the only way to make this work, but it feels quite ugly, especially as I want to be able to patch it nicely with KerbalismSimplex as well, but have them work independently. Is there a way to patch this better do you know? Thanks, Peace.
  5. I'm updating both Tech Trees TETRIX TechTree 2.1 is simply an adding Near Future Exploration. SIMPLEX TechTree 1.11 will break saves. If you are wanting a lightly modded game, then ReStockPlus by itself will fill almost all their nodes expect the final tier of the crew branch. There is some reorganisation of the tree, yes, using the Tetrix logic and adding three more nodes. Mk3 and Mk2 plane parts ave been swapped in their tiers. Kerbalism is now supported as it is in the Tetrix Tech Tree. Playing a non-crewed game is now more straight forward and so is planes before rockets. Peace.
  6. Hi @HebaruSan. I'm about to update Simplex Tech Tree to 1.11, but this update will break saves. Is there anyway to warn CKAN users about this? Peace.
  7. Probably by me on the JNSQ discord?
  8. I wonder if a XKCD planetary system be created that would be similar in scope to the JNSQ system - i.e. 2.7 scaled? https://xkcd.com/2258/ Thanks... Peace.
  9. Possibly. It is in the AngleCan mods folder... I'll try LAST[StationPartsExpansionRedux].
  10. UrlConfig { parentUrl = StationPartsExpansionRedux/Parts/Containers/sspx-cargo-container-25-1.cfg PART { name = sspx-cargo-container-25-1 module = Part author = Chris Adderley rescaleFactor = 1.0 node_stack_bottom = 0.0, -1.962, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0,1.962, 0.0, 0.0, 1.0, 0.0, 2 TechRequired = largeVolumeContainment entryCost = 12200 cost = 6000 category = Payload subcategory = 0 title = KRDA-PPD-30 Logistics Module manufacturer = Kerbin Resource Development Administration description = A long 2.5m logistics module, storing a wide variety of possible commodities. attachRules = 1,0,1,1,0 bulkheadProfiles = size2 mass = 2 dragModelType = default maximum_drag = 0.40 minimum_drag = 0.40 angularDrag = 4 crashTolerance = 10 maxTemp = 1400 skinMaxTemp = 2000 tags = sspx cargo contain commodity transport stor logist MODEL { model = StationPartsExpansionRedux/Parts/Containers/sspx-cargo-container-25-1 position = 0.0, 0.0, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } MODULE { name = ModuleB9DisableTransform } MODULE { name = ModuleB9PartSwitch moduleID = cargoSwitch switcherDescription = Cargo baseVolume = 15000 switchInFlight = True affectDragCubes = false SUBTYPE { name = RareOre tankType = ACRareOre title = RareOre transform = RareMetalsDecal } SUBTYPE { name = NaturalOre tankType = ACNaturalOre title = NaturalOre transform = MetallicOreDecal } SUBTYPE { name = HydrateOre tankType = ACHydrateOre title = HydrateOre transform = HydratesDecal } } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModulePartInfo originalPartName = sspx-cargo-container-25-1 } } } the ModuleB9DisableTransform is blank for all the sspx-cargo-container files.
  11. Hello! I'm having an issue with SSPX where I wish to alter the contents of the cargo containers to add the Simplex Ores (HydrateOre, NaturalOre, and RareOre) and also use the fancy decals that come with the mod for RareMatels, MetallicOre and Hydrates. B9_TANK_TYPE:NEEDS[B9PartSwitch] { name = ACHydrateOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = HydrateOre unitsPerVolume = 1 } } B9_TANK_TYPE:NEEDS[B9PartSwitch] { name = ACNaturalOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = NaturalOre unitsPerVolume = 1 } } B9_TANK_TYPE:NEEDS[B9PartSwitch] { name = ACRareOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = RareOre unitsPerVolume = 1 } } !B9_TANK_TYPE[SSPXOre] {} @PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux] { @MODULE[ModuleB9DisableTransform] { transform = OreDecal !transform = MetallicOreDecal !transform = RareMetalsDecal !transform = HydratesDecal } } @PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[cargoSwitch]] { !SUBTYPE[Ore] {} SUBTYPE { name = RareOre tankType = ACRareOre title = RareOre transform = RareMetalsDecal } SUBTYPE { name = NaturalOre tankType = ACNaturalOre title = NaturalOre transform = MetallicOreDecal } SUBTYPE { name = HydrateOre tankType = ACHydrateOre title = HydrateOre transform = HydratesDecal } } } I remove the Ore, However, the decal on the parts doesn't change and only displays an Ore picture, regardless of the type selected on the SPPX containers. The Ore is removed (planned), and the three SimplexOres are in place but the decal doesn't change. Any ideas?
  12. Hi @Nertea, I'm putting the NF Exploration into the Simplex and Tetrix TechTrees currently and have a quick question... and a bug/typo! When the reflector in their descriptions say <<1m>>, what does that mean? Does it mean it multiplies it by a million, or by some other factor as both giant and huge reflectors say the same in their descriptions. Also, #LOC_NFEX_nfex-antenna-reflector-giant-1_description = An advanced dish reflector made up of fourteen individual array modules. Useless without a feeer antenna. Should read feeding. Thanks for all the heavy work that you do! Peace.
  13. I guess another idea... have the contract simply as a hire mechanic rather than a pseudo generator (training) thing. Then make a new contract take a while to reappear? Could that be an option? Peace.
  14. The unfortunate thing is... (which is very disagreeable for me) is that Making History made the Jr ports passable as canon by the MEM and top of the cone thing for the mk 1-3 command pod. But I say keep them non passable. Peace.
  15. This... is... awesome. Without complicating matters this works well. I assume this works for all docking ports, or stock only? can that be changed in a cfg? Asking as this might allow the Pico ports to be used to enter a craft from miles away! Also, this will make getting to the top of custom launch towers a little easier. Thank you! Peace.
  16. Ah. Will do. Thanks. My coding is non existantant unfortunately. It would be great if someone did want to code this as a click on part, wait, spawn at its most basic... maybe a message to say that a kerbal is ready to spawn... Maybe now that we will have a spawing colonist mechanic in ksp2 there may be some desire for a person to do it? Back to CC then...Is it possible then to have a contract to spawn kerbals to occur once another contract has completed? Then the first (a training prior to hire if you like) can be completed?
  17. Hi Di Hi Contract Configurators! I'm once again on my quest to create a 'colonizing' mod, this time it may actually get some completeness. The concept is that one you have landed a base with a 'colony arcology' - available high up the tech tree - you will then have contracts available to spawn kerbals. I'm also thinking that you take a particular part on a survey ship then once landed a contract would remove that craft and replace with your base. I can spawn them fine, in a part. However I'd like some time limit before they spawn once you accept the contract - this time would be their 'training' of the unseen colonists. I seem to be able to use the contract once though, for my 'colony part' (a copied hitchhiker) and the kerbals appear immediately. How do I nestle the spawn behaviour after the duration, or have the kerbals spawn at the end of the contract? Thanks! Peace.
  18. @Arco123 I use hullcamVDS and clip the cameras into the cockpit. Takes a while to set up but then I'm always going to get the same shots. Peace.
  19. Galileo tool it down as he felt he no longer wished to support it. I'm not sure if there is a repisiotory anywhere as it was always a Github install methinks. Is KSRSS going to add more moons at some point? Peace.
  20. What features are you trying to turn on and off?
  21. @Kebra shielding that you add to each part is averaged across all parts that are habitat enabled. So you need shielding on all. If you have a active shield then this will help too. If you have RTGs, modpart nuclear generators or use Nuke engines then put thme far away from any habitat space. If you get a solar flare then, if your ship is tanks/engines at one end then point retrograde to the sun so that you are shielded. Just realised I was ninaj'd. Thanks @Gotmachine.
  22. I think I see the problem. The Monoprop and Air ones work but not LFO. You switch them on in the Processes in the right click menu. I've found why LFO doesn't work. I'm sorting it now and will post a patch. Thanks for finding and reporting the bug! Also, I've reduced massively the amount of MP that is used for the MP and Air fuel cell. Patch being uploaded now. Peace.
  23. Once I get back to civilisation and have home fibre to download KSPIE updated I'll look at the patches again for the TETRIX TechTree. Doing the Kerbalism patches has given me some more confidence in getting it right. PEACE.
  24. @Silent1_87 in what way? Are you able to post a screens hot or at least a link to one to explain what you mean? Peace.
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