Jump to content

Mapoko

Members
  • Posts

    303
  • Joined

  • Last visited

Everything posted by Mapoko

  1. It worked. Kind of. Although since they are with symmetry it counts all as the position of the original part. I did save/load it with 1 leg down and 3 up. Anyway it is a way to work around it so thank you and +rep
  2. Hello. I am trying to make a tug with RCS blocks on extendable legs, so they will point outward when the tug is free and move towards the cargo to compensate a bit for CoM. The problem comes when I can not use your mod to balance them in extended position. No matter what position they are in it counts them as default position (see the arrows). Not sure who should I speak to. You or the creator of the part ?
  3. Problem is that when I get back to main menu it is also zoomed, so the hitboxes of the menus are messed up as well and I can not click them.
  4. Basically : 1. Game loads, 2. I load my save game, 3. This happens, 4. Restart If this happens again, then I need to restart again and eventually it works. Problem is that my KSP is heavily moded and sometimes it takes 2-5 min to load and once I had to restart the game 7 times until it finally worked properly.
  5. Hello, I have just a simple and possibly stupid question : So, with this mod I build my lifter for 100t for example, then wield all the parts together, then save it (like subassembly, but making it 1 whole part) and then when I want to lift 100t part the total part count will be payload+1 ? Or simply wield together my station modules, so core + 6 module station will be 7 parts instead of 150 ? This will add to loading time, but will help with fps later ?
  6. Good point. Then the request remains only for the flammable stuff. So red cap it is.
  7. Very good textures! Just 1 request - make the caps of the LFO orange or red ? White is OK, but those are flammable liquid and catalizator stored next to each other. So something more flashy and warning worthy than white, please. I thought about the other 2 duo options, but thought it will make too many options. The decision to split it into different parts may be the sane idea. Also have u considered painting the bottoms of both types of duo tanks, so the labels will look like glued to {color name} colored tank. Like the waste water is.
  8. I need to reinstall my PC, but after that I may have some free time and try to integrate a science container module to the bag. No promises, but if it is not much of a work can you velcro it ?
  9. As you can see I did left out the food + water option on the bag in the 1.5:1 TACLS consumption ratio. So please help with the texture and thank you in advance for the tank ones.
  10. For now I just changed few values of the containers, but if I find some spare time I will try to somehow link the values/limit of the containers to appropriate TACLS tanks, so they can change dynamically. It is blunt and raw change of few values. If I make the dynamic volume link or do some math and produce actual values of the volumes, according to TACLS values then I will post it properly for people who want exact science. For now pretty much everyone can change this lines however they feel, but they are just rough values and nowhere near accurate, based on visual volume similarity with some tanks. resourceNames = Structural;Oxygen;CarbonDioxide;Water;WasteWater;LiquidFuel;Oxidizer;MonoPropellant[B];LiquidFuel,Oxidizer[/B] initialResourceAmounts = 0;50000;0;250;0;36;44;50[B];18,22[/B] resourceAmounts = 0;50000;50000;250;250;36;44;50[B];18,22[/B] Maybe I will try to reinvent the wheel with 2 different tanks, but to be honest (I suck at modeling) I much rather try to add multi option LF+Ox option on the dual tanks, but have 0 experience and will not be able to make the "paint job". Because the Food+Water option rather belong in the bag and who carries Food and Liquid fuel at once. Well, Jeb does but he tends to put himself in such situations often. Actually adding this will be easy code wise, but I need the graphics for 2 different tanks at once. textureRootFolder = CargoTransferBags/Parts/PressurizedResupplyDuoTank/ textureNames = EmptyTank;OxygenTank;CO2Tank;WaterTank;WasteWaterTank;LiquidFuelTank;OxidizerTank;MonopropellantTank[B];RocketFuel //Just doubled the LF model and renamed it for the example picture.[/B] objectNames = Right_Tank;Left_Tank textureDisplayNames = Tank;Oxygen;Carbon Dioxide;Water;Waste Water;Liquid Fuel;Oxidizer;Monopropellant[B];Rocket Fuel[/B] useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4;5;6;7[B];8[/B] Also need texture for bag that have Food + Water, but not oxygen, but that is another matter. But here is a link of my current folder. All credit goes to the original creators. http://www.filedropper.com/cargotransferbags-unofficial-personal
  11. Thank you for your support. I downloaded the basic pack 0.7x and took the double tanks from one of your links. I then tinkered with it and made it suitable for my needs. Your (Blackhearth) decision of leaving the bag for food only came natural to me, so I left it only for food. Using the double tanks for water 1:1 with the bag, while the single tank is half the value. I went with values close to TACLS, but rounded up or down for my own comfort with not too huge deviation, but not perfect volume ratios. For example it is unnatural to have volume for 250 water and that volume can only store 250 Oxygen. According to TACLS it should be ~55000. Rethinking the purpose I realized I do not need smaller version, because those are not EVA extenders(Already got suitable backpack for that), but rather big containers I will use to move big amount of resources between ships.
  12. Yes, my numbers are the same as yours (default). I just simplified it as ratios. Thanks for the confirmation !
  13. Hello again. The parts are great and brought live into my space program. Just few questions on basic math. Since I packed so much resources on my base I do not want to calculate so big numbers, so I am going to the source. The default consumption rate of TACLS is 1.52 food : 1 water : 78.97 oxygen. So roughly 1.5 / 1 / 80 We eliminate the oxygen need. So speaking of 20% food and 10% water may seem like I need 2:1 or rather 0.2:0.1 of food:water, but it is wrong. Right ? The correct calculation should be 1.5*(20%) : 1*(10%) = 0.3 : 0.1, so if we pack 1 module of 100 water we need to pack 300 food.
  14. Yes, exactly, but I did not find the double tank in the first post download. I am scrolling through the pages, but it is hell to find it. Would love to add the double tanks into my part collection ! Also I encountered a bug ? Or I just messed up something ? When they attached everything is fine, but when I pick the bags or tanks I can freely change resources and they magically fill up, so I can have infinite life support for example. Do I need to change this ? : MODULE{ name = FSfuelSwitch resourceNames = Structural;Water;Food;Oxygen;Water,Food,Oxygen resourceAmounts = 0;250;250;250;80,80,80 hasGUI = false switchableInFlight = [B]true // This[/B] } and only this or I need additional changes? And maybe this one too, so I can switch them only in SPH/VAB MODULE{ name = FStextureSwitch2 nextButtonText = Next resource prevButtonText = Previous resource statusText = Current resource switchableInFlight = [B]true // This[/B] repaintableEVA = false textureRootFolder = CargoTransferBags/Parts/CargoTransferBags/ textureNames = CargoTransferBags;Water;Food;Oxygen;LifeSupport;Science objectNames = CargoTransferBags textureDisplayNames = Empty;Water;Food;Oxygen;Mixed;Science useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4;5 } EDIT : Picture
  15. But about twice as big, so it will cover from Kerbal's neck to knees and 2 tanks as a backpack ? Kerbals have proven they can carry Tanks for water, oxygen and other liquids and something more boxy / square for food ? About storage : The hex food is 16.20, round one is 25.00 for water it is the same. Maybe half the length of the hex can, but 2 tanks, so same amount ? The idea behind it is (or how I would like to use your mod) : I park my rover near my Mun base, I EVA, pick up the backpack, go to the support tunnel (for technical reasons put the bag on the wall, fill it up, take it) then go to the rover and attach it there, get the empty water backpack and repeat with it and oxygen. Then go on my journey. I am well aware of the ability to just transfer the food, water and oxygen, while the fuel hose is attached, filling up with propellant, but ever since I moved from vanilla to moded I am trying to keep it real. One of my planes went out of fuel and I could not glide to the base on Eve, so it was time sensitive rescue mission I enjoyed planning and executing a whole day. P.S. I am sorry, but last few days I am on mobile internet and could not see (m)any pictures besides the one with Jeb's lunch, which seems huge to me.
  16. How big are the containers in comparison with those backpacks ?
  17. Thanks! So, basically building a frame with wheels and then putting the tank over it is the way to go. I have [0.25] Adjustable Landing Gear v1.0.4(doors fixed) - Nov 14 which are better looking than stock, but still feels a bit unnatural in my eyes. They also come with very weak motors. I will try to be creative and make a frame. Maybe my biggest flaw is that I try to make really huge cistern with 5k LF, 6K Ox, 6-8 drills and converters in 1 go, so I can refuel my mk3/4 carriers. It worked pretty well with 2K LF 2K Ox tank and only 2 drills with only 4 wheels. I guess 1 big refinery and 2 small cisterns is the way to go. But I still want to have huge 5m tank So my drills will not be idle. It will go there empty, then possibly use landing legs as well to stabilize my rig and use the small trucks. The problem is that even the empty 5m tank seems too heavy to move. I am planning to colonize Mun, Minmus, Ike and Duna and I know the gravity there is lower, so those problems will not exist, BUT when I think about Eve ... That is why I want to make them stable on Kerbin. EDIT : ofcourse I can chop the rig into pieces, but I have problem docking things on ground. On my rig when I separate the 2 docks the weight of the load tilts the rig, because of wheels' suspension and I can not re-dock. I can not find enable/disable suspension option on the stock wheels.
  18. If we consider "Impact tolerance" = 2000 that means 2 tons with 1m/s in 1g. I did split my rig for now. It seems that it considers the total mass of the vessel when moving down a slope, so when only 1 wheel touches the slope, but the other 7 (or 9) are firmly on the other plane it considers the full inertia + mass of the vessel forced on 1 wheel and breaks it. With the full rig I used 10, even 12 wheels and they always break on the same terrain. I did split it into 2 with the added mass of 2 Docking port Sr and 2x 4 wheels are more than enough. About using landing gear + propulsion hardly seems realistic in my eyes. Now I am considering splitting the refinery and the cistern.
  19. Hello. Where can I see how many tones can a wheel take ? I am trying to make a cistern that will drill for karbonite, make fuel, then via KAS fuel my planes, so I can simulate reuse. Not just "recover" it from landing strip and relaunch it with full tanks. But while moving my cistern is just unreliable. Making it store less fuel starting to make it not worth the hassle.
  20. I have 2GB worth of mods and it took less than a hour, but I guess it depends on the configuration. i7 CPU. If you are on slower CPU it may take 2x 4x 8x or even 16x the time. May pretty much blow up to 16-32 hours. It took 8 solid hours for a friend of mine, but he started it in the evening and in the morning it was OK. Now his KSP loads pretty fast, compared.
  21. I hope I can get my hands on the Pegasus' cargo bay part. Ramp going downwards like that ... I have not seen it in any other mod :S
  22. Are those working like "fuel tanks" ? I mean Attach them to food heavy station, fill them up, pick up, run to the next base, unload ?
  23. Thank you for the lighting fast response ! EDIT : I am using retro future and it has micro legs, but they are legs, not wheels. B9 seems too extensive for me and from what I read not on 100% compliant with stock aerodynamics. KAX have pretty nice landing gear for mk3/4 lifter. Adjustable Landing Gear seems right on the spot! And about tweakscale - I wonder how I missed this great mod when I was choosing. Thank you again! Took awhile to load the pictures, hope the mods will be here in time.
  24. Hello fellow kerbals, I remember I browsed different add-ons and I saw somewhere there were different size landing gear included. *Due to Mun eclipse my satellites went out of power and Jeb is on vacation, so I can not sent him with new batteries* For the next 10 days I am down to free mobile internet (10kb/s) so I am confined to forums and 90% of my game time is KSP, but I decided to finally move from rockets to space planes exploration. I mapped Kerbin and want to land near all the anomalies first, then move to the Mun and so on. landing gear clipping is OK, but it started to bother me. I am playing mostly with IVA, but still, when I land near anomaly, EVA and want to make a picture ... I am sure different size landing gear exists, but I can not browse the full mod catalog to find them in next 10 days. Please give me a link, so hopefully I can download and use them tomorrow. EDIT : P.S.: For some reason my post formating is messed up. Sorry about that.
×
×
  • Create New...