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Aelfhe1m

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Everything posted by Aelfhe1m

  1. You need to upload your image on to an image sharing website (e.g. imgur.com) and then paste the "share" link here.
  2. Explodium Sea ring a bell? You can use Lasso scoops to extract it from Eve's oceans and the Nukeworks will convert it to enriched uranium and water or vice versa (or at least it does with the CRP templates I haven't checked the other templates although I'm pretty sure I remember it being used differently in classic stock).
  3. This is what I got using the Intel Texture Works plug-in for Photoshop (DXT1 no alpha): https://1drv.ms/u/s!AoMBZCPKpMrQvkajAj3esTAT3E-m
  4. You need the RealGecko versions not the ones in the OP: https://spacedock.info/mod/1006/Lights Out or https://github.com/Real-Gecko/LightsOut/releases
  5. For your specific example: @PART[*]:HAS[@MODULE[SOMEMODULE]] { MODULE { name = addStuff // first create new variable stuff and initialise it to the value of "mass" in the part's root (/) stuff = #$/mass$ // now multiply stuff by 0.35 @stuff *= 0.35 } }
  6. @katateochi Try GameEvents.onPartCouple. That's the one used by the docking port sound effects mod.
  7. I'd been wondering what was causing that. Until mods catch up I've written this little MM patch to find any agents without a title and add a copy of the name: @AGENT:HAS[~title[]] { &title = #$name$ } Seems to work fine. One contract orbit that was showing a blank agent in the tracking station now shows "DMagic" as it was supposed to.
  8. They work very well together. KAS/KIS is a system for allowing Kerbals on EVA to detach, carry and attach parts or small groups of parts from a vessel. By default a Kerbal can move a part massing up to 1000 kg (plus an extra tonne per nearby Kerbal) Konstruction provides parts for building cranes, gantries, fork-lifts and other construction vehicles that allow you to move around much more massive parts/vessels. Some of the Konstruction parts act as force multipliers for KAS and allow single Kerbals to move 20t or more. The other main strand of Konstruction is the Konstruction docking ports. These behave like normal docking ports except that once your craft are docked together you can choose to permanently merge them together with the docking ports disappearing in a puff of smoke.
  9. Oh ouch! As a confirmed odontophobic I really feel for you. Get well soon.
  10. @Mine_Turtle I was able to get the latest CLS and SM to work together by copying the CLSInterfaces.dll file from the folder GameData/ConnectedLivingSpaces/Plugins and pasting it into the folder GameData/ShipManifest/Plugins replacing the file of the same name that was already in that folder.
  11. Engines using unrecognised fuel mixtures (from the rename list) are no longer appearing in the advanced=>engines category (e.g. Aerozine50,NTO from SSTU). While it's easy enough to write an MM patch for an isolated instance or two (tested with the Az/NTO mix mentioned above), there is real fuels to consider... (probably KSPIE as well though I don't have either in a 1.3.1 install at the moment)
  12. @cphartland Your image shows "Incorrect path(s): GameData/Mechjeb2 2/Plugins/Mechjeb2.dll" There must be a single Mechjeb install folder and it must be GameData/Mechjeb2/
  13. Mod varies by OS. For Windows it is the left Alt key (option key on OSX and right shift on Linux - full keybindings here)
  14. I agree completely but some mods package their own filter extension configs and it would have taken a while for them to realise they needed to update and in the meantime you'd have had people complaining about FE being broken. But you've already fixed this so problem avoided . The latest beta seems to be working perfectly as far as I can tell. I've also put a PR on GitHub with a few suggested updates to improve support for SSTU and KSPWheels.
  15. Not an exhaustive list and based on my personal biases/experiences with both mods (and their associated ecosystems) but here are my opinions about some of the differences and similarities in no particular order: In general they both do a lot of the same things although approaching the same features from slightly different play-styles/emphasis One thing that MKS doesn't do much about is science gathering/research activities. Pathfinder (especially when combined with M.O.L.E.) has more options in this regard. Many of the MKS parts are usable for both surface base and space station construction while most of the Pathfinder parts are styled more towards ground operations (not that they can't be used on stations with a little creative design - space station specific parts are more the scope of some of Angel's other mods) They take different and not completely compatible approaches to ISRU and manufacturing. MKS has a fairly complex multi-step resource mining and manufacturing chain; Pathfinder's manufacturing chain has fewer steps (by default - there are alternative chain's selectable) MKS has deprecated support for ExtraPlanetaryLaunchpads in favour of GroundConstruction, while Pathfinder is expanding its support of EL. Both have had local resource transfer/sharing for a while but only MKS had planet wide resource sharing until the new mass driver parts (which I haven't had a chance to play with yet) were added to Pathfinder. The mass drivers also support shipping resources off-world without having to manually transport them in a vessel which is currently missing from MKS (has been promised for a while now). MKS parts each focus on a single role (e.g. manufacturing, life support, habitation, storage, ...) although have configurable options within that role; Pathfinder parts usually have several selectable roles (with more becoming available as you progress up the tech tree) which also have configuration options (example: the Hacuienda can be several types of manufacturing plant, a power station, a greenhouse or nuclear fuel processing plant - these are each different parts in MKS) MKS feels as though its more focused on building towards permanent self-sufficient settlements (although it has a few parts for temporary constructions too). Pathfinder used to feel much more transient with temporary bases geared towards packing up and moving on once after a particular location had been explored/exploited. Some of the more recent parts (and teased parts) have a bit more of a permanent feel to them though and this may just be my own expectations based on the design style differences between the two mods. Pathfinder also feels more like its trying to encourage you to go new places and research/prospect. MKS has a more settled flavour - investing time and effort into building up efficient and self-supporting bases (usually with a scattering of smaller support bases/automated mining drones scattered across other biomes to feed it needed resources) as an end goal by itself. MKS is fairly tightly integrated with USI-LS (several parts are useless without it) although it has compatibility patches for other LS mods as well. Pathfinder doesn't favour one particular LS mod in the same way and will adapt to each of the main ones. Finally, I'm sure there are a lot of points I'm missing here but I'd just say that both Roverdude's and Angel's mods are excellent. Both have their complexities and learning curves with some aspects of both mods being confusing until you become familiar with them but the forums contain a lot of good information and help for both. Both are well worth the time of getting to know them and while they don't fit together perfectly in terms of game balance and resource chains they can be used in the same save with minimal conflict.
  16. It's showing for me in CKAN and checking the CKAN repository of GitHub shows USI Tools 0.10.1.0 was indexed on 9 Oct.
  17. @Faustmouse Welcome to the forums. You need to get the latest version of USI Tools. It's slightly newer than the version bundled with MKS and fixes the missing custom categories problem. When installing copy the files and folders from a mod zip's GameData folder into your KSP GameData folder (i.e. mks.zip/GameData/UmbraSpaceIndustries folder becomes <KSP>/GameData/UmbraSpaceIndustries)
  18. @danfarnsy Actually the module MultiModeEngine is just the switcher. Right below it in the parts' configs are two ModuleEngineFX modules (one fore LH only mode and one for the LH+Ox mode). Just checked my own install with 6.4x and SMURFF - the Sctlla aerospike gets its augmented mode thrust buffed from 4350 kN (vac) to 6525 kN (vac) with engine mass unchanged. The unaugmented mode (LH only) was unchanged at 1450 kN - is this supposed to be untouched?
  19. That fixed the Manufacturers filter thanks. New issue: if the player defines a custom category that doesn't have a displayName entry (it's new after all) then FE throws an exception to the log and stops working completely.
  20. @linuxgurugamer That latest build (#51) seems to have fixed all the issues with categories and sub-categories (at least in en-us ). But the filter by manufacturer tab has reverted to stock behaviour rather than showing buttons per mod folder (the config setting has no effect either). This may be related to the following message in the log:
  21. @Twitchi Your posted example is missing braces { } around the MODULE definition. Also, although I've not played with part testing configurations I suspect the situation mask is important to include (this has the same values as used in science experiment definitions) I did a quick test with the below config (it uses a stock part for speed of testing) and it worked as expected: You'll probably want to change the situationMask to flying (or in space?) and copy some of the constraints from another Squad part with the same situationMask.
  22. This patch should copy the radar module from the example config you gave into the stock part: @PART[avionicsNoseCone] { #@PART[bdRadome1snub]/MODULE[ModuleRadar] {} }
  23. Nothing wrong. You can do other missions while you wait for automatic completion.
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