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Everything posted by Aelfhe1m
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@strudo76 Depending on how a particular module (ModuleReactionWheel in this case) is coded then no value may simply get assigned a default value (that may in turn depend on some other parameter's value). Disabling those parameters from being in the right click menu usually requires a code change in the module unless the module author already has special code to handle optional parameters and treated those parameters as optional. You can check whether your patch is changing the config by looking inside the ModuleManager.ConfigCache file in GameData to see what the post patching values are. How the values are handled after the config is read by the module is out of MM's hands.
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The cheating way to change a Kerbal back from Tourist you need to edit their entry inside the LifeSupportScenario and ROSTER sections of the persistence file. Non-cheating method is to rendezvous another vessel with spare seating capacity within 150m. The hab values of the two vessels will combine and your vet should decide they're no longer a tourist and you can EVA them to the rescue craft.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Aelfhe1m replied to JPLRepo's topic in KSP1 Mod Releases
There are other mods that add greenhouses. Off the top of my head: SETI Greenhouse, USI Kolonization, Planetary Base Inc, Pathfinder, Airline Kuisine As far as I remember the excess just disappears. I suggest using the mod Ship Manifest which allows you to dump the contents of any tank whenever you want. (There are other mods for dumping resources but this has the best mix of features in my opinion) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
Planetary logistics only works for landed bases not for space stations (see wiki). -
Replied by PM to avoid cluttering thread further.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Aelfhe1m replied to IgorZ's topic in KSP1 Mod Releases
In addition to Pro props, other packs include: Kerbal Hacks: Wearable KIS Props Medieval Weapons Pack for KIS Surface Experiment Pack (includes golf club and attachment tool) There are probably several more I can't think of at the moment. -
There are two results defined for Laythe surface EVA reports in stock. The one you are trying to change and "This place seems nice and comfortable. So comfortable you feel like taking your helmet off. You check the box on your report for -Looks breathable-." (this is in the dictionary as #autoLOC_501323). The game will choose between them randomly each time an EVA report is requested. If that's what you saw then you may just need to take an EVA report several times to test whether the update worked. If you have Crowd Sourced Science installed then it also defines a whole list of EVA reports for various Laythe biomes. These can be found in various files in GameData/CrowdSourcedScience/planets/laythe/<biomename>/evareport.cfg. For example: LaytheSrfLandedCrescentBay = You feel drunk because of the thin air. Mission Control asks you to put your helmet back on. These can be patched with ModuleManager
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That's unfortunate. I guess for the meantime the only solution is to manually edit the dictionary file itself much though I'm loath to suggest modifying Squad files directly.
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@Tyko, @DStaal Fixing USI-LS to look up the day and year length should be straightforward. I've created pull requests on the dev branch for @RoverDude and team to consider.
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The default science results are defined in GameData/Squad/Resources/ScienceDefs.cfg. A search in there found: LaytheSrfLanded = #autoLOC_501324 //#autoLOC_501324 = You take your helmet off... After a few long seconds of gasping and haphazardly flailing about you manage to secure your helmet again. You erase the checkbox on your report for breathable atmosphere. The #autoLOC... refers to an entry in the localization file (GameData/Squad/Localization/dictionary.cfg) that can be should be modifiable using a ModuleManager patch file like (note I haven't actually tried this with a #autoLOC key yet so don't know if the # causes issues for MM): @Localization { @en-us { @#autoLOC_501324 = Whatever you want the science report to say } }
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Aelfhe1m replied to SuicidalInsanity's topic in KSP1 Mod Development
It's an interaction with Near Future Electrical the M3X patch is out of date with recent changes to that mod. See: If you use M2X there's also a fix for that:- 863 replies
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I'm having trouble with DialogGUIScrollList
Aelfhe1m replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
An example scroll list can be found in DMagic's ScienceRelay mod's source code. I got this by looking at the examples in the thread (it's @DMagic's 3rd post): -
[1.4.X] OSE Workshop Continued - KIS Addon
Aelfhe1m replied to Aelfhe1m's topic in KSP1 Mod Releases
@mechanicH Note that the Kottabos video that @goldenpsp linked is for a much earlier version of the mod. Custom modelled parts and revised Ui were added quite some time ago (see the image I've added to the OP) and it uses MaterialKits rather than RocketParts by default. However the basic concepts still hold true. -
Roslyn is built in .NET 4.5 which is why it requires it. But the C#6 compiler is capable of generating framework 3.5 code - all "recent" versions of the C# compiler have been able to target older versions of .NET. The Csc error you quote means that your machine does not have an up to date version of .NET installed (a potential security hole by the way) needed for the compiler itself to run rather than it being unable to compile to an older target framework. Is there a reason you're using VS2012 rather than the (free) VS Community 2017?
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Aelfhe1m replied to ObiVanDamme's topic in KSP1 Mod Releases
I sent a PM to @ObiVanDamme about this mod and he is sadly unable to continue support at the moment due to time constraints. He has given me permission to launch a "continued" version which you can find here: -
This is a continuation of the mod by @ObiVanDamme - original thread here ---------------------------- Download from GitHub or SpaceDock Changelog Previous versions by ObiVanDamme DISCLAIMER This mod is not in a final release state yet and everything you see is subject to change. I will do my best to make every update compatible with your savegames from the last version, but cannot guarantee it. This mod is science mode ready. All parts are placed at there correct node in the tech tree. This mod is career mode ready. The parts and the printing process itself (cost of MaterialKits plus EC) is scaled so that costs of MaterialKits and other resources match the cost of the printed parts. What does it do? The OSE - Workshop is a new Part that is meant to be used together with Kerbal Inventory System (KIS). It allows you to create parts in flight. Current Features Queueing of items for production All Items require MaterialKits, ElectricCharge and a crew of two Kerbals to be created The amount of MaterialKits needed is depending on the mass of the created item => To create an item with the mass of one ton you need one ton of MaterialKits (not one unit) Recycling of items stored in your vessels inventory Processing of Ore into MaterialParts Cancelation of item production Selection of target inventory Efficiency based on Crew Traits Planned Features Specialized Workshops for different categories Known issues and restrictions N / A Required mods KIS by KospY, Winn75 and IgorZ FirespitterCore by snjo CommunityResourcePack by the KSP Community ModuleManager by sarbian & ialdabaoth NOTE: As of version 1.2.2 the above required mods are no longer bundled in the OSE Workshop download and must be downloaded separately. Recommended Mods Pathfinder by Angel-125 Kerbal Planetary Base System by Nils277 USI Modular Kolonization System by RoverDude License OSE Workshop is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which means You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivatives in the download and forum posts: ObiVanDamme and Enceos (OSE Workshop), KospY and Winn75 (Kerbal Attachment System), Alshain (category icons). Credits and Thanks Portions of this codebase include source by taniwha, used under GNU general public license. KIS is the original Work of KospY, Winn75 and IgorZ - Thank you for creating this awesome mod. Original coding pre version 1.2.0 by ObiVanDamme and Angel-125 Authors Aelfhe1m: continuation of mod from version 1.2.0 ObiVanDamme: mod idea and C# programming Enceos: 3D models and textures Angel-125: Maintenance during ObiVanDamme's absence Alshain: category icons
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[1.12.x] Near Future Technologies (September 6)
Aelfhe1m replied to Nertea's topic in KSP1 Mod Releases
@Nertea This is a misspelling of artificialIntelligence in the CTT patch (I've put a pull request on GitHub for you) -
How to determine if a part is unlocked?
Aelfhe1m replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
function bool isAvailable(AvailablePart part) { return ResearchAndDevelopment.PartModelPurchased(part) || ResearchAndDevelopment.IsExperimentalPart(part); } That also checks if the part is temporarily available because of a testing contract. -
UI system is driving me bonkers.
Aelfhe1m replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
At the most basic level a two column layout using the new UI in code it would look something like: var content = new DialogGUIHorizontalLayout( new DialogGUIVerticalLayout( // various UI elements for 1st column ... ), new DialogGUIVerticalLayout( // more UI elements for 2nd column ... ) ); -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
Thanks @DStaal that's a much clearer way of stating what I was stumbling about trying to explain. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
As I understand it, the logistics model works on a sort of batched process. Grab some input resources into local storage, process them and store outputs into local storage, next batch push excess outputs to planetary logistics if connected. While the base is focused these batches can be quite small so only a little storage is needed but if you leave the base unfocused to go do something else for a while then catch-up comes into play. When you return to a base a cycle of 6 hour batches is run to catch up on work that would have been done while it was unfocused. So for best results you probably want a bit more than 6 hours worth of directly attached storage for each input and output resource.