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KerbinDriveYards

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Everything posted by KerbinDriveYards

  1. Also, I got the Interstellar seismometer working by itself. The absolute minimum files needed for using the redone seismometer experiment are: -CommunityResourcePack -InterstellarFuelSwitch/Plugins/Scale_Redist.dll -WarpPlugin/Patches/science.cfg -WarpPlugin/Plugins/Interstellar.dll -WarpPlugin/Plugins/OpenResourceSystem_KSPIE.dll -WarpPlugin/Resources/ScienceDefs.cfg WarpPlugin/WarpPluginSettings.cfg is not needed but without it the mod throws an error upon loading a save. The error has no actual effect, but I included the settings because the popup error window would be annoying to deal with every time. Now I'm gonna launch some Impact mod + Interstellar mod seismometer probe and impactor experiments!
  2. Ahh ok, misunderstood what you meant there. Thanks, it's working now! EDIT: Followup: The absolute minimum files needed for using the redone seismometer experiment are: -CommunityResourcePack -InterstellarFuelSwitch/Plugins/Scale_Redist.dll -WarpPlugin/Patches/science.cfg -WarpPlugin/Plugins/Interstellar.dll -WarpPlugin/Plugins/OpenResourceSystem_KSPIE.dll -WarpPlugin/Resources/ScienceDefs.cfg WarpPlugin/WarpPluginSettings.cfg is not needed but without it the mod throws an error upon loading a save. The error has no actual effect, but I included the settings because the popup error window would be annoying to deal with every time.
  3. This is great! Downloading it right away, this is what I was looking for and more. Thanks!
  4. Ok, thanks for the help with that. I'll continue trying different combinations of files and maybe I'll hit a working version.
  5. I've been trying to do this for a couple hours now, and can't get the seismometer to work. I know for sure I need to keep the WarpPlugin/Resources/ScienceDefs.cfg that defines the experiment and the WarpPlugin/Patches/science.cfg that adds the FNSeismicProbe module to the seismometer, but past that I don't know. I used a program to open interstellar.dll and saw that it contained a module related to impactors, but I don't know C# so I couldn't gather anything specific there, and even if I also include interstellar.dll with the two configs it still doesn't function. Also, there doesn't seem to be anywhere in the configs that actually removes the stock seismic experiment and replaces it with the defined Interstellar experiment. Do you know what files other than the two .cfg's and interstellar.dll I need to use it? Or am I just stuck?
  6. Getting the same issue. Only 47 seemingly random mods showing up, refreshing doesn't fix.
  7. This is an absolutely amazing mod. The entire solar sailing system is very well done. However, I can't use it in my career save like I want to because I would have to only control the solar sail probe for hundreds of days in a row while the rest of my agency falls apart. Are you planning to add the ability to use the sail on an unfocused vessel, at least when only interacting with the sun's SOI? With that feature, this mod would be one of my definite favorites in my career, but without that ability I don't even have an opportunity to use it.
  8. Ok, thanks! What about the impactor seismometer experiment? Is it possible to keep just that?
  9. I want to install this mod but don't have the memory left to run the entire thing, so I would like to use just the redone seismometer experiment from this mod. However the definitions and configurations for it seem to be spread between multiple places in the WarpPlugin folder. What files need to be kept in order to use the experiment? I'm also interested in using the solar sail, what files do I need to keep for it? Will I still have to deal with the WasteHeat mechanic with just the folders necessary to run the seismometer and sail? And finally are any of the other included plugins (FilterExtensions, Community Resource Pack, etc.) necessary to use these two parts of the mod? Sorry for all the questions, but I really want to get at least part of this mod in my career! Great work by the way, lots of really impressive additions to the game in this mod!
  10. I don't have nearly enough memory to run the entire KSP Interstellar mod, but I want to use the redone seismometer experiment with the impactor features. Does anyone know what files I have to keep in order to use this experiment? Basically, what do I have to have, and what can I get rid of?
  11. Interesting, if it's possible to expose those options in the first place, that would mean it could be affected by a strategy. I just don't know if it's possible to add new effects for strategies to use.
  12. Thanks BahamutoD! Clearly I didn't even understand it as well as I thought I did... That will help a lot though! Love this mod by the way!
  13. Ok here is what I have so far (hopefully this is all period)- 1.accuracy: Lower is better, correct? 2.bulletMass: I believe it affects how much the bullet drops, does it affect recoil as well? 3.maxTargetingRange is normally 5000 it seems, I assume because BDArmory makes 5km the load/unload distance, but how does onlyFireInRange affect that, or does it? If not, what does onlyFireInRange do? 4.What is the relationship between maxHeat, heatPerShot, and heatLoss? I'm pretty sure that is the damage-dealing aspect of the weapon, but what does each mean? maxHeat always seems to be 3600. 5.Is tracer start and end width just aesthetic? 6.Does maxEffectiveDistance control damage done by the weapon, and maxTargetingRange control aiming? Does onlyFireInRange relate to this? 7.On the Vulcan, what does oneShotSound mean, and why is hasFireAnimation falsewhen there is a muzzle flash animation for it? Thanks so much for the help!
  14. Since 1.0 added costs for hiring new Kerbals, I have been wanting to create a new strategy that would decrease the costs of hiring. The way I see it is a Space Camp type strategy in which your program inspires a love of aerospace in the general population, which makes them more willing to sacrifice themselves participate in the space program. The Space Camp costs a lot of Funds to maintain, but it saves you funds in the long run if you hire an unnecessary amount of Kerbals. The opposite of this could be something to the effect of the Mercury Seven, where your small team of elite Kerbonauts are made public icons, earning you money for their fame but raising costs of hiring new, lesser-known staff. Basically, is it even possible to add something like this? It would involve adding a new result for the EFFECT module in the config file, but since I have zero experience with C# I can't really look into it much myself. I welcome anyone's thoughts on the idea and its possibility (or lack thereof), and if someone wants to attempt it I would be happy to assist in any way (I can do the configuring, just not the programming).
  15. I'm looking to configure some weapons for this mod, just wondering if anyone could provide a summary of what each field does in the BahaTurret module. Some are self explanatory (like roundsPerMinute, etc.) but several others such as heatLoss, onlyFireInRange, etc I can't pin down what they actually do. Any help or explanation would be greatly appreciated.
  16. Thanks, this is exactly what I was looking for! I was hoping there would be an option to reduce/increase cost of hiring new Kerbals with a strategy, but no luck it seems...
  17. I have seen several mods that add new strategies to the game such as Strategem and Serious Kerbal Business. I would like to try my hand in strategy creation, but I don't know where to start. I have looked at the configuration file for SKB, but that still doesn't tell me how to use the options given and what options are available that I don't see used there. Does anyone know the entire set of options available for strategy creation, or at least have a straightforward way of explaining how the basic options work? Any help would be much appreciated. Thanks!
  18. Ok, will do that right away. Thanks for the advice, I still get a little disoriented around here!
  19. I have seen several mods that add new strategies to the game such as Strategem and Serious Kerbal Business. I would like to try my hand in strategy creation, but I don't know where to start. I have looked at the configuration file for SKB, but that still doesn't tell me how to use the options given and what options are available that I don't see used there. Does anyone know the entire set of options available for strategy creation, or at least have a straightforward way of explaining how the basic options work? Any help would be much appreciated. Thanks!
  20. Thanks, that's great to hear! I run 50+ mods and this is one of my top 5 favorites for sure, thank you for keeping it up!
  21. Has anyone tested this on 1.0? Really hoping it still works...
  22. I do plan on adding Interstellar compatibility with all small parts, including the smaller radiators.
  23. @WarrenSchultz: I would like to apologize for posting this mod when you were already working on practically the same thing. I wasn't aware of your mod until I was told about it above. I have not and will not copy any of your code, even if I do cover some of the same mods. I do however have some ideas of where I want to go with this mod in the long run that are different from the goals of MonkeyWrench, so I plan on sticking with it personally for a while.
  24. Thanks for pointing those out, I'd never seen them before! No, I won't be adding any parts (I'm no good at modeling or anything like that). The main goal of this mod is to add KAS features that feature some realism (small, light-ish weight parts only) to any and all mods that the community wants. And if I feel like it, I *might* add things like Tweakscale, TweakableEverything, etc. for mods as well. EDIT: I really do appreciate you pointing those out, it will help me get off to a solid start adding mods. Also, the USI mods are some of my favorites and therefore are close to the top of my list to check out, although I know Kolonization already has at least partial compatibility.
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