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Aelfhe1m

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Everything posted by Aelfhe1m

  1. @Gordon Dry Are you using RemoteTech? There's been some recent discussion about RT and X-science Science Relay and this might be a related issue. Edit: faulty memory for which mod - I blame advancing age
  2. I'm speechless! Although to be honest I've never noticed tongues on Kerbals ever! Guess I've not been paying enough attention.
  3. One way to reduce its impact on a struggling PC is to turn down the particle count in SmokeScreen. From the RealPlume's continued OP:
  4. This is one of those game-play mechanisms that Squad have added to try and balance between getting some value immediately and having to do repeated tasks to get full value (like having to take and return multiple copies of some experiments e.g. surface samples to get full science). In the case of transmitting science they're balancing between "do I get some of the value now but have to repeat the effort to get the full value" and "do I wait longer to return this for the full value". Partial transmission then extends on the "some now" option by allowing an electricity poor vessel to send a broken up partial result now (and then have to take a repeat reading to try and transmit the rest) versus a heavier vessel with larger batteries being able to transmit its available science in a single uncorrupted batch. Partial transmission may not give you the full value of the transmittable science as displayed in the science result dialog on the first attempt but retaking the science reading (if the experiment allows and you're still in the same biome location) will give you a science result including the "missing" part which you can then try to transmit again (you will still likely only get part of the value if still using partial transmission). The science is still available for a future vessel to visit the same biome and collect the "missing" part even if your current vessel is unable to collect and transmit it. I hope this rather rambling explanation makes sense .
  5. The heavy duty seat is another model reskin around the KerbalSeat part module. @HaArLiNsH Programmatically it should be enough to check if the part hosting a Kerbal has the KerbalSeat module. if (part.FindModuleImplementing<KerbalSeat>()) {...} That code snippet needs optimising of course. Better to cache the result after the first check rather than call the search function every time. Probably less hassle than trying to maintain a list of all the seat parts separately since this will need to be updated whenever a new part mod adds another seat. Edit: Actually thinking about it there may be an exception needed for KerbalSeat modules that are modelled as enclosed spaces like in the Omicron Space Car mod.
  6. As I understand it, there's a limitation of the stock animation system that prevents nodes from being on the end of any animated part. You can see this with the stock shielded and Mk2 docking ports as well. They don't have nodes on the docking port side because of the animation either.
  7. Try searching your output_log for " to Squad/Parts/Utility/parachuteMk1/parachuteMk1/parachuteSingle" that will tell you all the patches that are being applied to that part.
  8. I'm having no problem with this mod, Space-Y expanded and a ton of other mods, so it's probably something install specific The message displayed on the loading screen when your load halts may be completely unrelated to whatever the underlying problem is. You need to take a look inside your log files to see what the last recorded messages are. This mod doesn't alter the stock docking ports so unlikely to be related.
  9. What's the problem? That seems to affect the Mk16 Parachute exactly as I'd expect:
  10. I tend to go a bit overboard on parts packs. An example list I extracted for one of my KSP 1.2 games (GPP by the way) that I created before I started using the MM patch:
  11. Pumping fuel isn't a standard function of launch clamps. It would be added by another mod - Real Fuels for example. Edit: I was mistaken - see below.
  12. It's the tags = cck-lifesupport part of the config that specifies where they will appear when Community Category Kit is installed. Edit: to clarify CCK looks inside the tags list for specially formatted tags that it recognises from its configs. The cck-lifesupport tag is one of these.
  13. Just set up a clean test build to make sure but yes there are five Tokamak parts in the life support category in the VAB/SPH (bottom of the part menu). With just USI-LS and Tokamak your GameData should look like this: GameData -> 000_USITools -> CommunityCategoryKit -> CommunityResourcePack -> Squad -> TokamakIndustries -> UmbraSpaceIndustries -> FX -> LifeSupport -> ModuleManager.2.8.1.dll If your folder matches (plus any extra mods you have) then I can't really suggest anything else unless you post a link to your log files. Edit: PS the @category = none just stops them from showing up in the default categories as well as the life-support category.
  14. In the config it says "nodeType = size1" which is the same as the medium size (1.25m) clamp-o-tron. With the number of docking ports from different mods I now have I wrote a patch to add the node type to the description text shown in the editor part list: If you mean in terms of aesthetics then maybe pop one onto the launch pad with a KIS container full of alternatives for an EVA Kerbal to try attaching one-by-one? Make sure you've got the Community Category Kit correctly installed because with USI-LS they should appear in the custom life-support category that CCK adds.
  15. Add a MM patch (cfg file) like this to your GameData folder: @KISConfig:AFTER[KIS] { @MainScreenTweaker { @enabled = false } }
  16. Actually the name of the PartOverhauls pod is mk1podNew (case sensitive). Put that into the file as CheesCake suggests.
  17. Add a MM patch to your GameData folder (I suggest creating a patches folder to store your personal patches if you don't already have one - they tend to accumulate over time ) with this content: @PART[*]:HAS[@MODULE[ModuleDockingHatch]]:FINAL { !MODULE[ModuleDockingHatch] {} } Edit: You can also do it by deleting file GameData/ConnectedLivingSpace/Configs/CLSModuleDockingHatch.cfg but you'll need to remember to re-delete it every time you update this mod when a newer version comes out.
  18. Interesting. I should have tested just stock before assuming it was an MFT conflict.
  19. I think the recent dev builds (#716 and later) have a conflict with Modular Fuel Tanks when calculating delta-V for jet engines. Did a clean KSP 1.3 build containing only MJ and MFT and built the below simple test craft: After saving this craft then exiting and re-entering the SPH, MJ began spamming my log with exceptions and the delta-V window was just an outline - logs here. Edit: @sarbian this is probably related to this commit: https://github.com/MuMech/MechJeb2/commit/57be08f16d380e7bf8ddede1d55b384bdfec3869
  20. The stock ISRU gets extended to do Ore -> LH2 and Water -> LH2 (also makes LH2 + Ox from both). If you have Karbonite installed then the distiller will make LH2 from Karbonite as well.
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