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Everything posted by MacLuky
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Would you expose the Fuell Cell's "fill amount"
MacLuky replied to Laie's topic in KSP1 Suggestions & Development Discussion
Necro, but just discovered you can actually do this and it's not in the wiki: Add: FillAmount = 0.10 To the ModuleResourceConverter -
[1.6.1] NodeHelper - tool used to edit node positions
MacLuky replied to Felbourn's topic in KSP1 Mod Releases
This is amazing!! Life saver! -
[1.3.1] LonesomeRobots Aerospace: HOYO CSM
MacLuky replied to silentvelcro's topic in KSP1 Mod Releases
Then make the first line: PART[HOYO_SM]:NEEDS[TacLifeSupport] I'm still learning about module manager- 92 replies
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[1.3.1] LonesomeRobots Aerospace: HOYO CSM
MacLuky replied to silentvelcro's topic in KSP1 Mod Releases
Here's a little TAC patch for the SM. It seems odd to have it flying around without any supplies in it: @PART[HOYO_SM] { RESOURCE { name = Food amount = 109.7 maxAmount = 109.7 } RESOURCE { name = Water amount = 72.5 maxAmount = 72.5 } RESOURCE { name = Oxygen amount = 11103.8 maxAmount = 11103.8 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 9591.3 } RESOURCE { name = Waste amount = 0 maxAmount = 10.0 } RESOURCE { name = WasteWater amount = 0 maxAmount = 092.4 } }- 92 replies
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Hi
I would like to update the cfg of the legacy pod to ksp 1.2.2. is it okay if I redistribute it afterwards? with full credits of course? its a great pod!
regards
Chris
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Hi it may have been mentioned before, but I have a hard time getting kerbals to board after Eva. The door seems to be at the window and the ladder is slippery causing kerbals to slide off it. otherwise: awesome mod. Dragon competes with the Orion capsule just as in real live
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Thanks
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Ah no, not sure how that old stuff got there. Learned a bit about module manager since then. Thanks for the patch, but running into a bug now I believe. Ignore first part of message. Thanks for the lightning quick reply though looking at the code i'd say the container does not exist:
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@Domfluff that thing is amazing! I've run into a little snitch after updating SSTU. My Orion 1B is 4 hours out of a manouvernode and I can't seem to save the ship anymore: Not sure what went wrong there, but it's bad enough to make ksp not save. Since the crew is on a collision course with Eve, dumping the drive unit will probably not be a good idea.
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Really a pity dev has halted. This is my all time favorite mod, it actually pulled me back into KSP. Just updated and whoha, got station parts! I understand texturing is not done, but is there a workaround to put something on these wonderfull parts?
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So to understand this: - create a cfg file in GameData - @PART[*] match any part - that HAS[@MODULE:[SSTUVolumeContainer] - provided that USI-LS in stalled: NEEDS[USILifeSupport] - Add to each section that has a @Module[SSTUVolumeContainer] - @Container, 0 [*] ? match any if 0 add??? That would mean I can add the camera mod with to any SSTU capsule: @PART[SSTU-SC-*] { MODULE { name = DockingCameraModule allowedDistance = 1000 nightVisionArgs = 0.5,0.7,0.5,0.5 targetCrossColor = 0.9,0.0,0.0,1.0 targetCrossColorOLDD = 0.0,0.0,0.9,1.0 noise = true } } Need to test! thanks for the info
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Hi I want to write a patch for SSTU tanks that allow me to add supplies (USI-LS) to them as a configurable resource. For me it makes sense that engineers would stick those inside a tank, rather than adding them to the outside. However I have no clue: 1.) (even after some googling) how the patch format works 2.) what configuration parameters need to be changed in SSTU to add these Anybody that can help me out with an example? Regards Chris
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Sorry for reviving an old topic but... This l ooks like something I need, but where do i put this? do I make separate cfg file under GameData so module manager (i presume) knows what to do? and what happens if MJ is not installed? can one make it a dependency?
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Thats what I did, Jeb and Val are exchanging war stories while docked. Thanks for pointing me in the right direction. Works like a charm
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Sorry i didn't check your issue tracker. Can I just take the https://github.com/ferram4/Kerbal-Joint-Reinforcement master to test or is the dev branch in a separate repo?