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Aelfhe1m

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Everything posted by Aelfhe1m

  1. Yes, it's documented on the MM wiki at: https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook As for tankage, most engines do not include any integrated tankage and you can't write a MM patch that will get a part to change it's behaviour depending on what it's attached to. So to be consistent you would probably want any calculated value to try to be based on just the mass of the engine not any other "frills" that might be included in the same part model - but it's your patch so whatever feels best/most balanced to you.
  2. First thing I'd recommend is to go into your Steam folder and make a copy of the entire Kerbal Space Program somewhere else on your computer. Use that new copy as the version you mod. When KSP updates, Steam will automatically update its version of the game but quite often mods you might have installed will not be compatible with the new version and may even prevent the game from running. By only modding a separate copy you can reduce the risk of this happening to you. Second piece of advice. Start slowly. Install only a few mods at a time and resist the urge to try everything at once. There are a lot of shiny treats on offer but moderation (at least at first) is a good thing. Third - the simplest way for someone new to modding KSP to install mods is using CKAN - it's a pretty decent mod manager tool that will usually make installing mods easy (not that installing mods manually is difficult in KSP and is the route that I would suggest for the more experienced but CKAN makes it just a few button clicks). As to what mods to install - well that depends what you are looking for in your game. More challenge? More pretty parts to play with? New worlds? Better graphics? Tools to help build better/more efficient rockets? etc.
  3. @Cadet_BNSF As far as I know CCK was a dependency for all KSP 1.2 versions of USI-LS - it's been bundled since at least USI-LS 0.4.3.0 (oldest zip I still had)
  4. @Cadet_BNSF I don't see Community Category Kit in your GameData image. That's the mod that has provided custom categories for a while including the last few USI core versions for KSP 1.2.2
  5. Yes, MM has a variables syntax and can do simple arithmetic on values. For your example (you'll need to experiment to find the right multipliers): After loading the game you can look in GameData/ModuleManager.ConfigCache to see what values were assigned. Any syntax errors will be written to the log.
  6. @wile1411 Thanks for pointing this out. I guess I was in too much of a rush to get out of the house earlier when I initially packed and uploaded it. However, third times the charm and I've uploaded a corrected version with consistent folder paths.
  7. It won't show up in the search because it's in a custom category and stock's search only finds things in the stock categories . It will be in the life support category near the bottom of the parts bar - the category icon is:
  8. No, a run of three is pretty short odds (and there's actually 6 possibilities as no stars is also an option). I just had a look through the roster section of my current save for rescuees and they were: 2, 0, 3, 3, 3, 3, 2, 5, 3, 3, 1, 4, 2, 0, 5, 0, 2, 2, 4 after which I had a strong enough cash-flow to start hiring people rather than spending time rescuing them. So a run of four and a couple of runs of two. Perfectly expected for random events. Clumping is random. Never getting clumps would not be. It's linear - in the code: var KLevel = rnd.Next(6);
  9. You pick and choose the elements out of that folder that you want. Some of them get copied into GameData and others have a nested GameData folder that needs to be merged with your main GameData.
  10. @tjsnh Although KSP (and Kopernicus) don't support axial tilts, I've seen it faked using EVE to give gas planet's clouds an axial tilt. See https://forum.kerbalspaceprogram.com/index.php?/topic/140580-130-122-kopernicus-release-6-aug-25/&do=findComment&comment=3150822 and https://forum.kerbalspaceprogram.com/index.php?/topic/149733-13-122-environmentalvisualenhancements-122-1/&page=23&tab=comments#comment-3131986
  11. It's hard coded in the FireSpitter plugin code. You can get around it by hand editing craft files before launch or the persistent/quicksave files after launch but it's tedious to do often. The KIS interaction limit is modable by a MM patch. Example: @KISConfig:AFTER[KIS] { @EvaPickup { @maxDistance = 20 } }
  12. New version 1.2.1 for KSP 1.3.0 available now. (Spacedock, GitHub) Hotfix to account for changes to KIS in version 1.6+ NOTE: this version is NOT compatible with KIS version 1.5 or earlier
  13. OK. It's a change in KIS version 1.6 (and 1.7) - the parameters used to add items to inventories have been changed in KIS and I'll need to update Workshop to use the new interface. The fix for this change look trivial but it might take a few days to test for any other changes.
  14. Unfortunately that doesn't tell me much just by itself. Can you post links to a full log (see here for details) and if possible a copy of your persistent.sfs from your save folder (or a quicksave file) as it will have information about the exact state of the various modules and resource levels on your craft. NOTE: please upload your files to a file sharing service like dropbox and then post links here. Do not copy and paste their contents into the forum as it causes issues for mobile users.
  15. If your EVA kerbal is close enough to both the inventory container where the antenna is stored and the place you want it to be attached, then you can open the inventory on the storage container and drag the part directly to its final location. If the container and attachment location are not both in reach then you may have to step the part along attaching it to several intermediate points and moving the kerbal in between each. Or with the improved velocity handling in the latest KIS you may be able to just drop it beside your kerbal, move the kerbal a little towards the goal, grab and drop again and repeat as needed.
  16. I don't see anything in the settings UI specifically for raw alarms but you could set up a repeating raw alarm to get an alarm to go off every 5 days (although I'd suggest changing the cadence later in game since even a simple flight to Minmus takes longer than that).
  17. TRR requires you to create subfolders inside the Heads folder for Female and Male head textures (with those exact names). The same applies if you were creating a mod of head textures except you'd use your own mod's root Heads folder and a config file to let TRR know to use them. I haven't come across any heads or suits that don't work provided they're put into the correct folders. TRR will convert any PNG textures to DDS automatically it just takes a little longer to load the game. Edit: Why is the forum attributing one of the quotes to Galileo? Weird. I definitely quoted MajorThomas for all of them.
  18. Try @PART[*]:HAS[@MODULE[ModuleCommand],~CrewCapacity[]] that should catch anything that does not have a CrewCapacity key but does have a MODULE[ModuleCommand] node
  19. @B-STRK Konstruction already has KIS pickup bonuses on those parts: https://github.com/UmbraSpaceIndustries/MKS/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/Konstruction/KIS.cfg
  20. @vossiewulf The MAL surface attaches to the roof of your module (opposite the flat side ). In flight right click on the MAL and choose "control from here" to set the correct control orientation. You should see the navball shift and MJ report correct ΔV.
  21. It might not be the Meerkats (haven't tested) but instead your control point. MJ calculates ΔV with respect to your thrust vector and forward vector. If your thrust is not aligned with your forward vector (e.g. by not controlling from the correct part) then it will report less or even zero ΔV. You can quickly test this by opening the delta-V window and toggling off the "ΔV include cosine losses" option - with this option off MJ will include engines even if they are pointing at right angles to the vessel's forward vector.
  22. @shoe7ess Because title is a key rather than node you would use # instead of @ in the :HAS clause. Also because MM is case sensitive and :HAS does not support OR you need two patches to catch both "spellings": @PART[*]:HAS[#title[*Truss*]]:FINAL { @attachRules = 1,1,1,1,0 } @PART[*]:HAS[#title[*truss*]]:FINAL { @attachRules = 1,1,1,1,0 }
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