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Aelfhe1m

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Everything posted by Aelfhe1m

  1. There are quite a few external command parts from various mods (open plane cockpits, helicopter cockpits, boat parts, rovers, etc.) but all the ones I'm aware of use the KerbalSeat module.
  2. Looking at the contract source for that parameter: https://github.com/pap1723/Career-Evolution/blob/master/GameData/ContractPacks/CEContracts/Contracts/03-MoonExploration.cfg#L500-L508 There's a mismatch between the flavour text "Gather Science from space around the Mun and Return it home, DO NOT TRANSMIT" and the parameter setting which requires the science be gathered while landed ("situation = SrfLanded"). The contract is not completing because the thermometer reading was not taken while landed on the surface.
  3. MM allows you to reference parts with spaces in their names provided you replace the spaces with ? wildcards. e.g. @PART[Decal?curved]
  4. It works fine provided you DO NOT use the included version of Firespitter. Download the latest version from here and use it instead.
  5. The logs are automatically generated whenever you start the game. You don't need to do anything to enable them. This thread tells you where to find the logs:
  6. There's no conflict between MKS and PortraitStats. In fact PS has code specifically to handle the additional professions.
  7. The shapes are procedural - as opposed to being defined by a mesh file. The parameters in the config define the rules for the procedural algorithm to generate a specific profile. Edit: In order to have shape switching I think procedural fairings would need some sort of collection of shape nodes in the config that could then be switched between on demand sort of link procedural parts' tank shapes. This would involve code changes in the PF mod however not really something part switchers like B9 are designed for.
  8. Depends how you want to balance things. I've never found it to be much of an issue but I almost always play with Community Tech Tree (or RP-0) which needs a LOT more science to unlock. Another way you could reduce the rate of science gain would be to turn the science rewards from contracts way down in custom settings or maybe use one of the administration building strategies to turn science points earned into funds or reputation. Then there are mods to change the science multipliers from the different bodies.
  9. It' should be in the main game log. Just search for "[ModuleManager] Error".
  10. @Enorats OK I've looked at Kerbalism and RoverScience in an otherwise clean 1.3 install and I can confirm that they are not currently compatible. Kerbalism seems to remove the science container module that RoverScience expects to find when it tries to generate and store its science result. This throws up a series of errors that prevent it from working. I also tested with "Science = false" in the Kerbalism/settings.cfg and confirmed that RoverScience is compatible with the rest of Kerbalism. So at the moment I'm afraid your options are to either disable the Kerbalism science module or not use RoverScience. I'll try to find a solution that will work cleanly but this will probably be rolled into an extensive rewrite of the UI and general module architecture that I've just started and expect to take several weeks to complete.
  11. Not absolutely required. It adds a bit of branding to the main menu Kerbal Space Program logo. It can be seen in the first image of the above post but is a bit difficult to make out against the technicolor background.
  12. No that's the equation for orbital velocity and 13ms-1 is about right for Gilly. Have a look at this thread:
  13. Here's a good reference for the basic (and some not so basic) orbital mechanics equations: http://www.braeunig.us/space/orbmech.htm
  14. From context probably SMA. Depends what the equation is supposed to calculate.
  15. For small parts you don't need any extra KIS storage since workshop must be manned (in its default configuration) and each Kerbal has seat inventory. Unless there's a large demand for it I've no plans to re-instate volume limitations to the workshop module. Also I'm a coder not a modeller so no plans to add any extra parts to this mod. Various other mods (including those linked in the OP) add workshops of different sizes and profiles.
  16. Err, is that maybe a mistype? Because Gilly's SOI (according to the wiki) is only 126km.
  17. Out of curiosity, any idea what that gives for Gilly? I ask because the science low space threshold is lower than the highest elevation making getting low orbital science something you need to be careful about (or only do while also landing).
  18. The readme file looks like it's not been updated recently but the latest download DLL does have an internal version of 0.18. You crash is probably unrelated to this mod but without log files there's no way we could tell.
  19. That shou That should work for stock and similarly sized planet packs but may not cover every eventuality (especially in real scale systems - highest "mountains" in the real life solar system are 22km on Vesta and 20km on Iapetus don't know if these are reflected in RSS). Haven't tested in game but did you look at CelestialBody.getBounds().max ?
  20. Generally true, although some mods can add much larger KIS containers like USI's 5m Kontainer with a capacity of 128,000 litres (compared to KIS's largest container's 18,000 litres) - this is an extreme example and I'm not aware of any other parts that come close to this volume. The manipulation challenge can also be mitigated by having certain helper parts (like the forklift and crane from USI Konstruction) nearby that add to the mass a Kerbal can handle (a single forklift adds 22t equivalent to having a whole mob of EVA Kerbals clustered around). I can see arguments for or against reinstating a printer volume limit as well as the storage limit. On the one hand there would be a physical limit to how large a part could be printed inside a workshop but on the other hand some KSP parts could be assembled from multiple smaller printed units or maybe printed "outside" the workshop itself (like the "printed" buildings that have been done IRL)
  21. That parameter was removed as part of the original mod's 0.14 release: At the moment printable part size is constrained only by the size of the largest KIS container on the vessel.
  22. @Enorats I've never tried Kerbalism but from what I've seen mentioned on various other mod threads it makes some very substantial changes to several of the stock game mechanics. I'll take a look at it in a day or two and see if anything obvious pops out as causing the error.
  23. @Jimbodiah You can add the needs as a qualifier on any node (even nested ones) so: FUELTYPE:NEEDS[ModB] { name = FuelB ... }
  24. An example of a mod part with FS switched normal maps: https://github.com/raveloda/Coatl-Aerospace/blob/v0.15BETA/GameData/Coatl Aerospace/ProbesPlus/Parts/Command/quetzal.cfg#L177-L185
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