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Aelfhe1m

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Everything posted by Aelfhe1m

  1. If you're asking can you change the name displayed for the resource in the UI then its quite straightforward: @RESOURCE_DEFINITION[MonoPropellant] { @displayName = NewPropellantName // or whatever @abbreviation = NPN // or whatever } This won't change part titles or descriptions that include the word Monopropellant but will change the resource as listed in the resource panel, tank contents, engine fuel requirements etc. If you wanted to change titles of parts (e.g. "Small monopropellant engine") and to globally replace the word monopropellant in part descriptions to your new name then you can use MM regular expression syntax:
  2. The RDNodes are inside a parent TechTree node so you need to include that in your patch:
  3. Yes, the parameter stayed grey after exceeding 80 km (low space for JNSQ) and didn't go green until I entered the SOI of the Mun after throwing the probe at the Mun on a collision course (luckily I try to do the contracts with "accurate" craft rather than minimum necessary, even though that means making a loss on some of them, and the BDB launcher had enough dV). So far on this run through I've only needed to force complete contracts through the cheat menu when they haven't played nice with Kerbalism's science system (mostly because Kerbalism makes science take a very long time for some experiments)
  4. I don't think there's any official support from either side, but I did find a user supplied patch:
  5. Contract Pioneer-P-30 should require a fail during launch (as described in the flavour text) but at present is set up to require sub-orbital flight over the moon prior to vessel destruction. This is because targetBody is set to HomeWorld().Children().First() on line 37 before the reachstate parameter is defined. Also line 43: title = Launch the Pioneer-P-30 probe and fail to reach @targetBody should read title = Launch the Pioneer-P-30 probe and fail to reach @theMoon NOTE: I only looked at the stock version of the contract since that is the one I'm currently playing with JNSQ.
  6. Did you download both the Kerbalism and KerbalismConfig zip files from the releases page or the source from the "Code" button? Based on the error messages LGG highlights it suggest you got the latter since the code zip won't include those compiled kbin files but they are included in the zip available from the releases page.
  7. The file GameData/JanitorsCloset/PluginData/WinPos.cfg stores the x, y position of the mod filter window, You can edit the numbers in a text editor while KSP is not running and they should apply after KSP is restarted.
  8. @linuxgurugamer has now adopted support for this mod. Could a moderator please lock this thread.
  9. Not to my knowledge. I can't see any way to pre-build two separate craft and then pull them into the editor for merging. The main KCT UI in the space centre scene doesn't have any options to select more than one vessel at a time for editing and the KCT build queue UI in the editor does not have any options to merge from the build list. At the moment for reusable launchers, (e.g. spaceplanes; shuttles; Falcon 9 etc.), after landing the launcher I would use KCT to recover it to the VAB/SPH then from the KCT menu select to edit the craft to refuel/repair/replace parts. Then merge it (from sub-assemblies or the load menu) with a new payload and any expendable parts (e.g. shuttle external fuel tank and SRBs) then add the new combined vessel back onto the KCT build queue. This means that it would take the full build time of the payload and expendable items as minimum turn around before relaunch. Unfortunately this means that, as far as I can see, you can't have one payload building while flying a prior mission with a reusable launch vehicle that you then intend to use to launch the payload with after the launcher has been recovered and refurbished. Launch vehicles that recover multiple stages separately (e.g. Falcon Heavy or Starship) are also a problem. You can speed the build process a bit by using Scrapyard to recycle previously flown parts into new vessels.
  10. You need the image URL rather than the album. Easiest quickest way I've found in Chrome is to right click the image in the Imgur album page and "Open image in new tab" then copy the URL from that tab. There should be similar options in other browsers. After that the "Insert image from URL" button should accept that URL for inserting into the post.
  11. According to the wiki it should probably be validVesselList = $stationList.Concat($highOrbitList)
  12. Yes, lots. Venus is one of the sparsest rocky bodies and it still has 8. The more explored bodies (Moon, Mars,... Pluto/Charon!) have many named biomes (up to 20ish). Unexplored places like Triton [3 biomes] or tiny moons like Deimos [3] may only have a few.
  13. The config menu uses a couple of pages in the stock settings -> difficulty options available from the pause menu. The cog symbol in the row of icons next to a vessels name in the flight UI is a status indicator for part failures (white if none, yellow for warnings and red for failures) - see wiki for details.
  14. I'm currently playing JNSQ with the stock versions of the contracts and it works fine. The contracts re-calculate altitudes so they are properly scaled for alternative planet packs. Some of the missions also try to pick target bodies using various rules rather than names so for example Pioneer 11 will ask you to fly-by Jool then Lindor. Not all the bodies will be covered by missions, none of the Moon missions seem to target Minmus. The RSS versions have hard-coded altitudes in many (most?) of the contracts so will be rather high for KSRSS. Possibly impossible in some cases because Ap exceeds SOI limit. The body names won't be a problem though unless KSRSS only includes a subset of the full RSS bodies (I haven't checked)
  15. Sorry can't help you with a plot since I'm playing full scale RSS and JNSQ (2.7x scale) saves at the moment. But as for what the (saved) output of KSPTOT looks like - here's a JNSQ solution for a two planet fly-by I've got queued up: That's just the output of the fly-by finder, using the Launch Vehicle Designer to do a full mission plan is more involved.
  16. The best tool I've found for calculating multi-planet fly-bys is KSPTOT. There's a bit of a learning curve to using it but the results are worth it.
  17. The method I use is to open the GameData/ModuleManager.ConfigCache file in a text editor and then do a search for the experiment name. You should find a section of the file that looks something like: UrlConfig { parentUrl = Bluedog_DB/Resources/Scidef_bd_bioexp.cfg EXPERIMENT_DEFINITION { id = bd_bioexp title = Biological experiments ... } ... } Now use the shown id (bd_bioexp in this example) to do a further search for "experiment_id = xxxx". This should take you to a part that implements that experiment: UrlConfig { parentUrl = Bluedog_DB/Parts/ProbeExpansion/Biosat/bluedog_Biosat_Adapter.cfg PART { name = bluedog_Biosat_Adapter module = Part author = CobaltWolf ... title = Biosat Adapter Section ... MODULE { name = ModuleScienceExperiment experimentID = bd_bioexp experimentActionName = Perform Biological Experiments ... } ... } } This gives you the title of the part to search for in the VAB ("Biosat Adapter Section" in this case) I don't have an exact match for the other two experiments in my current game - check the exact text being displayed in the contract. My best guess is they are the Tantares experiments "Ultraviolet Light Camera" and "Infrared Light Camera". (If you have Tantares and TantaresSP installed then there are multiple experiments with the same name but different internal ids which come on separate parts)
  18. There are two ASET rovers now: ASET PRC (Portable Rover Components) and ASET ERS (Exploration Rover System) [this one]. Both CKAN packages have the same file /GameData/ASET/License.md which is causing a conflict if someone tries to install both rovers at the same time. Either individually works fine. Edit: ninja'd by LGG
  19. Basically yes. Each Kerbal needs 4 nom-o-matic 5000 type greenhouses to keep them supplied. (Well they actually only need 3.78 each but you need to round up the total so that supply exceeds demand, e.g. 3 Kerbals need 11.4 greenhouses - rounded up to 12). Also note the small greenhouses don't benefit from having a specialist in the crew for improved conversion efficiency but some of the MKS agroponics parts do which can be taken into account when designing a larger vessel.
  20. It's all defined in ModuleManager patches so it should still be fine. The change to science labs is applied to specific named labs only so only some mod added labs are affected.
  21. Your Kerbals are using the supplies faster than the greenhouses are producing them. Assuming you haven't changed the default rates then each Kerbal turns 0.0005 supplies into 0.0005 mulch per second (0.0015 /s for 3 Kerbals). Each Nom-o-matic 5000 takes 0.00012 mulch and 0.00012 fertilizer to produce 0.000132 supplies (0.000528 /s for 4 greenhouses). That's a shortfall of 0.000972 supplies per second. So your Kerbals drain the supplies down to zero (slowed somewhat by the greenhouses producing some replacements). Then once it hits zero then each time KSP updates the resources the greenhouses make a small amount which immediately gets gobbled up by the Kerbals putting the supplies back to zero.
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