PringleMan
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Everything posted by PringleMan
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I was about to say I wonder if the guys at Universal Storage would mind you working on it as an Addon. Universal Storage already has the code and setup to utilize KAS for resource integration, so I imagine with some work and a couple of plugin hooks you could write something that allows you to add living space and what not. Then just have a component scale-up for the central spar and the wedge size, and model in / config some new wedges for more station centric things.
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TT NeverUnload - Vessel Unloading Preventer
PringleMan replied to TouhouTorpedo's topic in KSP1 Mod Releases
I think the issue is more that it would be nice to be able to, not so much whether it is worth it or not. On the matter of whether it is worth it, look up the cost for most rocket engines and why refurbishment is not really feasible for most. It's value in scrap metal is not great, same with tanks since they are really just pressure vessels (e.g. cheap). Having said that I like to try and play "Clean Space," and if the chute plus the booster is recovered for more than the cost of the chute I would probably do it. As well, if you are using something like Real Chute, it may be possible to arm a chute on decouple and not even have to have a probe core. It will be interesting to see how that works out with the .24 upgrades for mods. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
PringleMan replied to MacTee's topic in KSP1 Tools and Applications
Thank you for your timely response! I guess I must have been really tired when I was messing with it because I normally am pretty good about spotting menu options like that. Your mod manager just won the bid for what we will use! -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
PringleMan replied to MacTee's topic in KSP1 Tools and Applications
I have a question, when you export a modpack, does it save the install information too? For example when you tell it to install the plugin from this mod rather than this mod do to a conflict. I have been unable to tell in my own personal tests. Along with that, is it possible to tell it to just overwrite things and ignore conflicts? In particular, my set of mods were carefully chosen to not have any actual conflicts, so any listed conflict is pretty much just a shared dependent plugin that is included in both folders. Where I am really running into trouble though is with the things like Better Atmospheres where is depends on a couple of other mods that it merges folders with. After some jiggling I got it to do what I wanted, but for a while the Mod Admin was trying to install one folder or another, but not both merged. Admittedly this is a pretty easy thing to solve by just manually going in and extracting the folders, but I am trying to come up with an automated process so that I can get some of friends to play DarkMP with me and have them use as little effort as possible. -
[1.0.5] Versatile Toolbox System (Added USI Support)
PringleMan replied to Nazari1382's topic in KSP1 Mod Releases
Can you release a supplementary MM patch to adjust resources for the new version of TacLS. He switched to a liter-based consumption system from his previous unit-per-day system. -
I have a question. I am trying to make an MM patch to change the science transmit scalar for purely number-based experiments. I has always bugged me that transmitting the temperature or the air pressure is not a 100% transmit when the qualitative evaluation of a crew report is. So this is what I tried to do with my patch: @PART[*]:HAS[@MODULE[ModuleEnviroSensor]] { @ModuleScienceExperiment { xmitDataScalar = 1 } } As I understand it, that should make it scan through all of the parts for any part that has the ModuleEnviroSensor (the ones I want to change are the only ones with this module like the thermometer, barometer, etc.) and replace the line xmitDataScalar with the value 1 rather than what it natively has. I also tried it @xmitDataScalar = 1 since the wiki syntax page suggests that the @ is the operator to edit rather than insert, but neither worked. Any ideas?
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I have a question. Is there any way to code the import of a mod.txt file. Perhaps if it was output as a CSV instead, you could set it up so that friends could share their mod lists. Since you already have an existing-mod check in place you are already going to avoid accidental doubles, and with the growth of KMP and such having an easy method of synchronizing your mod lists with a friend would be a huge help.
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Indeed. In my case I was concerned that I was going to get a connector wrong on my PSU, but they when I actually started building computers and realized they basically use a different form factor for each output type (most of the time), I just giggled and went to town. It is especially easy these days because they try to design as much as they can to be as plug and play as possible excepting some driver installation.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
PringleMan replied to Paul Kingtiger's topic in KSP1 Mod Releases
If you have the external shell removed, does that reduce the weight? Or is it just aesthetic only? -
in configs, experiment ids are written as experimentID = (whatever), perhaps that is your problem, since experimentID[(whatever)] does not actually exist in the code anywhere. edit: Although I have never been able to find any real solid documentation on MM, so I cannot say for sure that is not how MM would search for that.
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[0.90] Kerbal Mechanics: Part failures
PringleMan replied to IRnifty's topic in KSP1 Mod Development
Yes what yankee said. Basically if the config for your mod loads in before another mod that changes the engine config, then their mod is not going to function. Off the top of my head the ones that will be immediately broken are thrust managers. What will be the easiest to change in the code would be as HoneyFox says. Unless you have a really specific reason (I have not looked at the source code yet) to have put it as an inheritance of the ModuleEngines, you should really try to put it as a different module which can be added with few changes to new parts. A good place to start would be looking at any conditions that can be checked easily. If temperature is a failure condition, it is really easy to check the part temp. Another slightly more complicated condition could be if the part is radial or in-line. The point is I am not sure why you specifically need to tie in to the engine module. -
[0.90] Kerbal Mechanics: Part failures
PringleMan replied to IRnifty's topic in KSP1 Mod Development
IRNifty, if you would like I would be happy to help you write a config set utilizing module manager so as to remove the need for stock over-write. From what I saw looking through the mod, you are just adding a reliability module to the configs. Using Module Manager enhances compatibility with other mods, and also protects base game files from breaking your mod immediately in the case of a sudden version update etc. edit: and when I say "just" adding, I mean it is amazing work, your work, and very impressive. Sorry I realized the way I wrote that downplayed your efforts a bit. edit 2: Also using module manager, it will be possible to have it automatically add your module to any part containing a specific module. For example, you can have it do something like @PART[*]:HAS[@MODULE[ModuleEngines],!MODULE[ModuleEngineReliability]] { (Whatever you want added to all parts with engine modules that do not contain a ModuleEngineReliability) } Now to make it REALLY work well, I think you would have to change some things with how your plugin is operating internally, but it will be much easier and save a ton of headaches for everyone later. Plus, mod compatibility. -
KERBAL NRAP - Adjustable test weight for lifter building
PringleMan replied to kotysoft's topic in KSP1 Mod Releases
I would be interested in seeing a new part added to this mod that is an adjustable balance weight. Sometimes I run into problems with rocket design where I have parts that unbalance my rocket because it would be horribly redundant to have multiples, but you have to in order to maintain a centered CoM. So a radial adjustable weight would be awesome! -
I think it is actually permissable to make a page where it links to those posts, or to post what changes need to be made. But you cannot post an edit of the config. A simple work around is to post a MM config file, but that requires that you atleast have the PART{} added to the appropriate parts.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
PringleMan replied to Paul Kingtiger's topic in KSP1 Mod Releases
Great work guys! Glad to see you got it out! -
yes. Every reference to every path, command, or variable needs to be case matched across the board to the modding API. KipEng\Parts could potentially load differently than KipEng\parts, Kipeng\parts, etc. I was under the impression that as a multi-platform environment that Unity would take care of such things, but I saw in another thread where that was causing some problems for someone so I guess the case rules are still OS dependent. So in short, make sure that your CFGs are case sensitive with the commands, variables, and paths.
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1) Not at all 2) It is not a bad idea, it is just difficult to balance it. As well, make sure that you have all of your proper transforms 3) Dunno on that one myself. edit: The reason it is difficult to balance or relatively undesirable, is because with an LF engine you need a pretty good amount of tank in order to not just burn through it instantly. If you only have a sliver of tank, you might as well just have the engine by itself. If you have a big tank, it becomes unwieldy. And the reduction in part count probably wont really help THAT much, though I guess it depends. But as for the basic idea of it, that is precisely what the SRBs are. They are a thrust transform with a solid fuel tank
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I am not sure what to say other than triple check the utilities tab again, item by item, just to make sure you have not missed it. The log you posted does not really say anything except that it loaded the textures, which it would have done anyways. I can verify that the mod works with the current version of KSP, so if the files are in the right place and you have not messed with the cfg, deleted, or moved anything (other than the optional CFG which as Kipard says, delete that unless you want that specific behavior), then the problem is not on the end of the docking ports.
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First, are you playing career mode? If so, did you remember to go back into the research screen and unlock the specific parts? If the new parts are on a node you have previously unlocked, you have to go back and unlock the specific part on a per-node basis. You will recognize it by a little number hovering over the corner of the node. Second, the location you placed it in will work, but mods are now intended to go more like GameData -> KipEng -> (All other subfolders as they are in the zip). It does not really matter much, it will just be easier to keep track of. Basically just drag and drop the KipEng folder from the zip into GameData and that will be that as far as the pathing.