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Everything posted by MatterBeam
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Lacking the Moon? Are you sure?
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Modifying the text inside the career popups
MatterBeam replied to MatterBeam's topic in KSP1 Mod Development
Thanks. I integrated the mod, but I also linked to the specific post you created. I highly suggest creating a separate add-on release page for it. It's actually helpful for many modders. I have no right to do it in your stead -
Hello. I'm getting ready to start distributing the files for my Project ROCK. Am I allowed to bundle USI-Life Support with License with my download, or do you prefer I linked to this page as a dependency?
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Oh, custom popup texts didn't take long. Major props to simon56modder and the mod posted here. I should be done with the Rock Colonization parts in a few hours, so I think it's time to ask for Testers. You can PM me for testing, since I cannot widely distribute the mod dependencies until I obtain their licenses and permissions.
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Modifying the text inside the career popups
MatterBeam replied to MatterBeam's topic in KSP1 Mod Development
Do you want me to link people interested in my mod to this page as a dependency, or can I integrate it in my mod's download and link to your page as well? PS: Where is your mod page? -
Thanks for the support! Update: Finished setting up the custom missions. Tweaked the first tech tree node to cost zero science. Managed to get the custom resource costs to work by directly supplying my own version of the Resources_Generic file, while keeping a ResourcesGenericOriginal.cfg if the player wishes to uninstall. Modified the USILIfeSupport resource cost and density. The original balance was too easy. We're safely past 50% of the project! Next up!: -Rock Colonisation modules. -Popup menus.
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Kopernicus: You have to find the file 'Distribution', and take the GameData from there. Or, you can go to another Kopernicus mod, like alternis Kerbol or SKY, and take their Kopernicus.
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Hello. I'm trying to modify the stock contracts.cfg file. Here's an excerpt of one of the stock missions configs: Base { MaximumExistent = 2 TrivialMobileChance = 0 SignificantMobileChance = 10 ExceptionalMobileChance = 30 AllowMobile = True Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2982 } Funds { BaseAdvance = 36000 BaseReward = 91000 BaseFailure = 0 MobileMultiplier = 1.5 } Science { BaseReward = 0 MobileMultiplier = 1.25 } Reputation { BaseReward = 21 BaseFailure = 14 MobileMultiplier = 1.5 } PART_REQUEST { Title = Have a research lab at the outpost Keyword = Scientific Part = Large_Crewed_Lab Module = ModuleScienceLab MinimumScience = 15 Trivial { Chance = 20 FundsMultiplier = 1.15 ScienceMultiplier = 1.5 ReputationMultiplier = 1 } Significant { Chance = 30 FundsMultiplier = 1.15 ScienceMultiplier = 1.5 ReputationMultiplier = 1 } Exceptional { Chance = 40 FundsMultiplier = 1.15 ScienceMultiplier = 1.5 ReputationMultiplier = 1 } } PART_REQUEST { Title = Have a viewing cupola at the outpost Keyword = Commercial Part = cupola Trivial { Chance = 20 FundsMultiplier = 1.25 ScienceMultiplier = 1 ReputationMultiplier = 1.25 } Significant { Chance = 30 FundsMultiplier = 1.25 ScienceMultiplier = 1 ReputationMultiplier = 1.25 } Exceptional { Chance = 40 FundsMultiplier = 1.25 ScienceMultiplier = 1 ReputationMultiplier = 1.25 } } PART_REQUEST { Title = Have an ISRU resource conversion unit at the outpost Keyword = Commercial Part = ISRU Trivial { Chance = 5 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Chance = 15 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Exceptional { Chance = 25 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } } RESOURCE_REQUEST { Name = LiquidFuel Title = liquid fuel Keyword = Commercial Part = fuelTankSmallFlat ChanceMultiplier = 1 Trivial { Amount = 2000 Chance = 5 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } Significant { Amount = 4000 Chance = 10 FundsMultiplier = 1.2 ScienceMultiplier = 1.2 ReputationMultiplier = 1.2 } Exceptional { Amount = 6000 Chance = 15 FundsMultiplier = 1.3 ScienceMultiplier = 1.3 ReputationMultiplier = 1.3 } } RESOURCE_REQUEST { Name = Ore Title = ore Keyword = Commercial Module = ModuleResourceHarvester ChanceMultiplier = 1 Trivial { Amount = 1000 Chance = 5 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } Significant { Amount = 2000 Chance = 10 FundsMultiplier = 1.2 ScienceMultiplier = 1.2 ReputationMultiplier = 1.2 } Exceptional { Amount = 5000 Chance = 15 FundsMultiplier = 1.3 ScienceMultiplier = 1.3 ReputationMultiplier = 1.3 } } RESOURCE_REQUEST { Name = ElectricCharge Title = electric charge Keyword = Scientific Part = batteryPack ChanceMultiplier = 1 Trivial { Amount = 2500 Chance = 2 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Amount = 5000 Chance = 4 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Amount = 7500 Chance = 6 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } RESOURCE_REQUEST { Name = MonoPropellant Title = monopropellant Keyword = Commercial Part = rcsTankMini ChanceMultiplier = 1 Trivial { Amount = 500 Chance = 2 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Amount = 1000 Chance = 4 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Amount = 1500 Chance = 6 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } RESOURCE_REQUEST { Name = XenonGas Title = xenon gas Keyword = Commercial Part = xenonTank ChanceMultiplier = 1 Trivial { Amount = 500 Chance = 2 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Amount = 1000 Chance = 4 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Amount = 2000 Chance = 6 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } } Here's an MM config I wrote for it: @Base { @MaximumExistent = 2 @AllowMobile = False @Expiration { MinimumExpireDays = 100 MaximumExpireDays = 400 DeadlineDays = 5000 } @Funds { @BaseAdvance = 7500 @BaseReward = 15000 @BaseFailure = 7500 } @Science { @BaseReward = 15 } @Reputation { @BaseReward = 25 @BaseFailure = 25 } PART_REQUEST { @Title = We need to conduct some long-term research. @Keyword = Scientific @Part = Large_Crewed_Lab @Module = ModuleScienceLab @MinimumScience = 15 @Trivial { @Chance = 2 @FundsMultiplier = 1 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } @Significant { @Chance = 3 @FundsMultiplier = 1.2 @ScienceMultiplier = 1.5 @ReputationMultiplier = 1.5 } @Exceptional { @Chance = 4 @FundsMultiplier = 1.4 @ScienceMultiplier = 1.75 @ReputationMultiplier = 2 } } @PART_REQUEST { @Title = Please create a living space for resident astronauts. @Keyword = Commercial @Part = cupola @Trivial { @Chance = 10 @FundsMultiplier = 1 @ScienceMultiplier = 1 @ReputationMultiplier = 1.25 } @Significant { @Chance = 10 @FundsMultiplier = 1 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } @Exceptional { @Chance = 10 @FundsMultiplier = 1 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } } @PART_REQUEST { @Title = Extract precious Ore to sustain our space program! @Keyword = Commercial @Part = ISRU @Trivial { @Chance = 50 @FundsMultiplier = 1.5 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } @Significant { @Chance = 50 @FundsMultiplier = 1.5 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } @Exceptional { @Chance = 50 @FundsMultiplier = 1.5 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } } @RESOURCE_REQUEST { @Title = Converting Ore into Fuel is more efficient in-situ. @Part = fuelTankX200-8 @ChanceMultiplier = 2 @Trivial { @Amount = 360 @Chance = 5 @FundsMultiplier = 1.2 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } @Significant { @Amount = 720 @Chance = 10 @FundsMultiplier = 1.2 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } @Exceptional { @Amount = 1440 @Chance = 15 @FundsMultiplier = 1.2 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } } @RESOURCE_REQUEST { @Title = Please make sure you have enough holding capacity for Ore. @ChanceMultiplier = 10 @Trivial { @Amount = 300 @Chance = 5 @FundsMultiplier = 1.2 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } @Significant { @Amount = 1000 @Chance = 5 @FundsMultiplier = 1.3 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } @Exceptional { @Amount = 1600 @Chance = 5 @FundsMultiplier = 1.4 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } } @RESOURCE_REQUEST { @Title = Extraction, conversion and research consume a lot of electricity. @Part = z-400battery @ChanceMultiplier = 5 @Trivial { @Amount = 400 @Chance = 2 @FundsMultiplier = 1 @ScienceMultiplier = 1 @ReputationMultiplier = 1 } @Significant { @Amount = 1000 @Chance = 10 @FundsMultiplier = 1.15 @ScienceMultiplier = 1.15 @ReputationMultiplier = 1.15 } @Exceptional { @Amount = 3000 @Chance = 20 @FundsMultiplier = 1.2 @ScienceMultiplier = 1.2 @ReputationMultiplier = 1.2 } } @RESOURCE_REQUEST { @Title = A monopropellant reserve is always handy. @Keyword = Commercial @Part = rcsTankRadial @ChanceMultiplier = 1 @Trivial { @Amount = 60 @Chance = 1 @FundsMultiplier = 1 @ScienceMultiplier = 1 @ReputationMultiplier = 1.05 } @Significant { @Amount = 180 @Chance = 2 FundsMultiplier = 1 ScienceMultiplier = 1 ReputationMultiplier = 1.075 } @Exceptional { @Amount = 360 @Chance = 2 @FundsMultiplier = 1 @ScienceMultiplier = 1 @ReputationMultiplier = 1.1 } } @RESOURCE_REQUEST { @Name = XenonGas @Title = Xenon gas is rare and expensive. It can be recovered for a great reward. @Keyword = Commercial @Part = xenonTank @ChanceMultiplier = 1 @Trivial { @Amount = 100 @Chance = 2 @FundsMultiplier = 1.05 @ScienceMultiplier = 1.05 @ReputationMultiplier = 1.05 } @Significant { @Amount = 200 @Chance = 2 @FundsMultiplier = 1.1 @ScienceMultiplier = 1.1 @ReputationMultiplier = 1.05 } @Exceptional { @Amount = 500 @Chance = 2 @FundsMultiplier = 1.15 @ScienceMultiplier = 1.1 @ReputationMultiplier = 1.05 } } } I was just wondering... how does the module manager know where to apply the changes? Am I missing something to add next to the RESOURCE_REQUEST, for example? - - - Updated - - - Who are you replying to?
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
MatterBeam replied to girka2k's topic in KSP1 Mod Releases
Thank you very much. -
KSP Interstellar Extended Continued Development Thread
MatterBeam replied to FreeThinker's topic in KSP1 Mod Development
Stock wings act as radiators. Otherwise, you can use HeatControl from Nertea. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
MatterBeam replied to girka2k's topic in KSP1 Mod Releases
Hello. I'm very interested in this mod. I have a few questions: -Are the precautions on the opening post still valid? For example, it says not to wold two landing legs or solar panels together. But can I weld, say, 6 flat solar panels to a fuel tank without a problem? -What happens to welded fuel lines or struts? -Does this work with mod parts such as procedural tanks or infernal robotics? -
I've found that the best ideas are never really original. If it wasn't me, it would have been somebody else. The project grew out of a desire to create a resource management strategy game out of the stock KSP, then I built a setting around it. I see you're the creator of New Horizons. I really liked it when I tried it, but found it too small to my liking (I usually play RSS career) to enjoy it to the maximum. Good luck with it, though, it's one of the more refreshing system mods (most others just resize the stock system to various scales).
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A few updates: -Getting storyline missions to work is actually pretty hard due to the way the contracts are built: they're supposed to be randomly generated missions, taken from a pool of possible configurations. Forcing them to appear rigidly one after the other is something that requires a bit more research. -To compensate for the above, I've decided on trimming the stock contracts to fit into the general theme and Rock setting, and let them be randomly generated as normal. -Finished a round of testing, time for rebalancing, hence the 0.04 version. -Also, I cleaned up the opening post a bit: Removed MKS as a dependency, shuffled around the WIPs and so on.
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Modifying the text inside the career popups
MatterBeam replied to MatterBeam's topic in KSP1 Mod Development
Thank you so much! +rep. J'apprécie ce que tu fais pour les francophones aussi. Yes, it for Project ROCK -
I saw that the Earth, Moon, Mars and Venus were in their places.
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I made RSS work. I put a folder called 'Source' next to GameData, and used 2k textures instead of 4k.
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Modifying the text inside the career popups
MatterBeam replied to MatterBeam's topic in KSP1 Mod Development
Take your time -
Apparently, adding KSC Switcher did nothing. Problem pictured above persists, sometimes it doesn't show KSC. Here's a big, fat output_log for you to mull over: https://www./?l9ddfk24xxgbqdg The Alt+F2 debug window continuously spammed the following message: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: bodies list does not contain Mercury and homeworldBody is the same!
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Do I need to install KSC Switcher separately?
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[1.3] The Plugin Workshop - Small plugins of varied function
MatterBeam replied to Crzyrndm's topic in KSP1 Mod Releases
This should be the default stock behaviour.... It's a wonder they chose the current system over something like this.