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MacLuky

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Everything posted by MacLuky

  1. I love this mod! Here's a little patch for Kerbalism, not fully tested yet: //----------------------------------------------------------------------------------- @PART[FusTekStationUtil] { @title = Fustek Utilty Module @mass = 3.5 @description = Though cramped it beats the vaccuum of space. } @PART[FusTekStationUtil]:AFTER[Kerbalism] { @MODULE[Habitat] { volume = 7.33 surface = 16.82 } } //----------------------------------------------------------------------------------- !PART[FusTekStationResupply] {} //----------------------------------------------------------------------------------- @PART[FusTekStationSci] { @title = Fustek Lab Module @mass = 3.6 @description = The science module provides a fresh place to work, specializing in microgravity the thing was not doing any good on the surface, so get it to space asap. } @PART[FusTekStationSci]:AFTER[Kerbalism] { @MODULE[Habitat] { volume = 19.63 surface = 31.41 } } //----------------------------------------------------------------------------------- @PART[FusTekStationNode] { @title = Fustek Karmony Node @mass = 2.6 @description = The Karmony Station Module is the core of command module for your station. } //----------------------------------------------------------------------------------- @PART[FusTekStationAirlock] { @title = Fustek Kuest Airlock @mass = 2.0 @description = Rumours that this airlock was created from a defect Karmony module are greatly overrated } @PART[FusTekStationAirlock]:AFTER[Kerbalism] { @MODULE[Habitat] { volume = 3.61 surface = 8.41 } } //----------------------------------------------------------------------------------- @PART[FusTekStationHab] { @title = Fustek Habitation Module @mass = 3.5 @description = This habitiation module provides a home away frome home and an coffee machine too. } @PART[FusTekStationHab]:AFTER[Kerbalism] { @MODULE[Habitat] { volume = 19.63 surface = 31.41 } } //----------------------------------------------------------------------------------- @PART[FusTekStationLogistics] { @title = Fustek Habitation Module @mass = 3.6 @description = This habitiation module provides a home away frome home and an coffee machine too. } @PART[FusTekStationLogistics]:AFTER[Kerbalism] { ContainerVolume = 10500 @MODULE[Configure] { //name = Configure title = Supply Container slots = 4 SETUP { name = Supplies desc = Store a balanced supply of <b>Food</b> and <b>Water</b>. RESOURCE { name = Food amount = 0.7224224 maxAmount = 0.7224224 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } RESOURCE { name = Water amount = 0.2775776 maxAmount = 0.2775776 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Waste desc = Store solid and liquid organic waste. RESOURCE { name = Waste amount = 0 maxAmount = 0.4949706 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.5050294 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Food RESOURCE { name = Food amount = 1 maxAmount = 1 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Water RESOURCE { name = Water amount = 1 maxAmount = 1 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Oxygen desc = Store liquid oxygen RESOURCE { name = Oxygen amount = 809.22 maxAmount = 809.22 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Nitrogen desc = Store liquid nitrogen RESOURCE { name = Nitrogen amount = 659.4 maxAmount = 659.4 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Hydrogen desc = Store liquid hydrogen RESOURCE { name = Hydrogen amount = 788.1 maxAmount = 788.1 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Ammonia desc = Store liquid ammonia RESOURCE { name = Ammonia amount = 913.0 maxAmount = 913.0 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = CarbonDioxide desc = Store liquid carbon dioxide RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 601.36 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } } } I really miss an IVA on the Karmony module, may throw some temp together
  2. I can't seem to get Ven's small inflatable to deploy outside the VAB. The patch looks ok to me: @PART[SmallInflatableHAB]:NEEDS[VenStockRevamp,FeatureHabitat]:AFTER[Kerbalism] { @MODULE[Habitat] { inflate = SmallHabInflate state = disabled } !MODULE[ModuleAnimateGeneric]:HAS[#animationName[SmallHabInflate]] {} } animation lines up with Vens but stays deflated when I enable it. (Kerbalism 1.4, KSP 1.3) log is not showing anything relevant.
  3. New issue: when I try to enter my return vehicle with EVA reports and samples, I must dump them. The pod has a ModuleCommand and a harddrive as a result, but not sure why I can't store experiments. Crew reports get stored fine. Update: weird. can't reproduce, maybe a glitch
  4. Ran into an issue where I was unable to leave the astronaut building and even a complete lockup of my persist file due to the renamer. Apparently I had a scenario running for a Kerman, but he got renamed to Galean. The mismatch caused the game to freak out. Workaround: remove the renamer Prevent: don't use old save files with new mods ;-)
  5. Ah this seems to work (partly) // first create the part +PART[landerCabinSmall]:AFTER[Squad] { @name = MacLuky.LanderCanMk12 @title = Mk1 Lander Can Refurbished @manufacturer = MacLuky Space Solutions @description = After observing subway commuters during rush hour our lead engineer figured out how to add 2 more seats to the interior. @mass *= 1.02 @entryCost *= 1.2 @cost *= 1.2 @CrewCapacity = 3 @INTERNAL { @name = MacLuky.LanderCanMk12.Internal } } // then patch the model @PART[MacLuky.LanderCanMk12]:AFTER[MacLuky] { !mesh = DELETE MODEL { model = Squad/Parts/Command/mk1LanderCan/model texture = ksp_s_landerCan_diff, MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_diff } } However, the new texture is not showing up, probably due to Ven's stock revamp. I'll create a vanilla install to resume testing but at least the part now shows up.
  6. Hypothesis: creating and changing can't happen in the same pass. (But how to test)
  7. Just download and drop it in the GameData folder. Sorry for the late reply, I was on holiday
  8. It might be the panels. Not all are pivoting so could get obscured by the vessel.
  9. Ah, I had mistyped the name of the texture I was trying to replace: texture = ksp_s_landerCan_diff, MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_diff but this leads to a new can of worms: [LOG 12:15:15.075] PartLoader: Compiling Part 'Squad/Parts/Command/mk1LanderCan/mk1LanderCan/MacLuky.LanderCanMk12' [ERR 12:15:15.078] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0 [ERR 12:15:15.078] PartCompiler: Cannot compile part This time the files _are_ present :-)
  10. co2 poisoning, I saw lightheaded for a second and then death. I believe KAC has some code that slows down in time. It seems to pause quite accurately, might be worth to take a look at. I'll be more careful in the future. Awesome mod btw. did some testing for my patches on 1.3 with TAC but switched back to Kerbalism as soon as they were confirmed to work,
  11. Hi, I've wrestled through the many hints on texture replacements in this forum, but am still stuck. I hope you can help me. I tried: +PART[landerCabinSmall] { @name = MacLuky.LanderCanMk12 @title = Mk1 Lander Can Refurbished @manufacturer = MacLuky Space Solutions description = After observing subway commuters during rush hour our lead engineer figured out how to add 2 more seats to the interior. @mass *= 1.02 @entryCost *= 1.2 @cost *= 1.2 @CrewCapacity = 3 !mesh = DELETE MODEL { model = Squad/Parts/Command/mk1LanderCan/model texture = ksp_s_landerCan_normal, MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_normal } @INTERNAL { @name = MacLuky.LanderCanMk12.Internal } } The new IVA shows up just fine, but I can't get the replaced texture to show up. The original texture is at Squad/Parts/Command/mk1LanderCan/ksp_s_LanderCan_normal.dds, the new one at MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_normal.dss What am I doing wrong? (KSP 1.2.2 MM 2.7.5 and KSP 1.3 MM 2.8.1 tested. Puzzled
  12. I just killed Jeb :-( using time warp. There was a warning message from Kerbalism, but before I could slow down he was gone :-( It would be nice to set a "pause" flag on alerts as kerbal alarm clock does or did I do something wrong?
  13. Though they work at 1.3, I have an issue with the solar panels which do not recharge properly. Even when fully exposed it will be blocked by another body. I'll grab the latest build from GitHub and will try.
  14. Me too, but I think a mod is to blame. Added a lot of mods recently and can't pinpoint the culprit
  15. Hmm, on MacOS the JPG's are corrupted. Install is heavily modded so that could be it. Will try using png only.
  16. Yes I got that part :-) my early panels have no pivot, and time warp kills.
  17. How do the scrubbers work? I've had a couple of mission aborts due to co2 poisoning. I believe that once power goes down for a short period of time the scrubbers either don't recover or don't have the efficiency to diminish the build up. Jeb barely made it to spacelab2 where 3 modules had scrubbers and now it seems to improve. But his ship is a flying death trap
  18. No they show up, just not at the zoom level I like. Once I zoom in/out they disappear. I run at 1680x1080, Mac but maybe I can tweak the graphics settings or hook up my 30"
  19. Ah that makes sense. So increase the resolution at which I play should help, or drawing bigger pixels ;-) thanks for the insight. Nice readably code btw.
  20. I am an idiot. I am using kerb size real solar system. That probably screws up the sizing, still worth fixing. I'd poke around the code myself but can't really pinpoint where scale is used.
  21. Ah, I was using the map view. There it shows only when I zoom out pretty far. I went over the code, but can't really find the cut off point, I guess I can use the map view too but I wanted to send a probe to map the field and position it in a belt. Btw. totally in love with the mod. Adding support for it to my next spacecraft mod
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