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KSP2 Release Notes
Everything posted by Aelfhe1m
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
Looking at the resources pop-out it doesn't look like the base has any local storage space for either. How can it pull from PL if there's nowhere to put it until it's used? -
[1.5.1] Realistic Ascension (2018-10-26)
Aelfhe1m replied to lajoswinkler's topic in KSP1 Mod Releases
Not completely inactive: -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
Aelfhe1m replied to nightingale's topic in KSP1 Mod Releases
Did you look up? In my game the waypoint was ~500m above the monolith. Flying up using the jetpack triggered the completion dialog and marked the contract complete once I got close enough.- 502 replies
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- contract pack
- contract configurator
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Aelfhe1m replied to TriggerAu's topic in KSP1 Mod Releases
In TWP after finding a suitable transfer click on the Add KAC Alarm button in the bottom left corner and it will set up the alarm for you automatically. -
[1.5.0] Procedural Fairings 1.5.0.5 (2018/10/18)
Aelfhe1m replied to rsparkyc's topic in KSP1 Mod Releases
There are nodes there for min and max diameter that associate values to tech tree nodes. You'll also see several "parts" that are the upgrade nodes that appear in the tech tree. I did this patch to add an early 2.5m upgrade and a late "unlimited" (50m) upgrade for fairing sizes: Edit: generally addressing any other node is just the same as if it were a part. Use the correct (case sensitive) node name and filter just like parts: -
@linuxgurugamer There's a bug in Part Commander where some localization tags are being displayed instead of being formatted - the ones shown here are stock tags so I don't think it's an interaction with another mod:
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Aelfhe1m replied to SuicidalInsanity's topic in KSP1 Mod Releases
Urgh. I blame lack of sleep for my replies. I'd already added the updated patch to my game. Why couldn't I remember that and post the correct link instead? It was only a week ago!- 1,510 replies
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[1.3.0] Procedural Parts - Starwaster Branch
Aelfhe1m replied to Starwaster's topic in KSP1 Mod Releases
@PART[proceduralStackDecoupler] { @MODULE[ProceduralPart] { @lengthMin = 0.05 // was 0.2 @lengthMax = 0.5 // was 0.2 } } That patch should make it tweakable. Whether this breaks anything else I don't know. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Aelfhe1m replied to SuicidalInsanity's topic in KSP1 Mod Releases
That would prevent the changes from being applied. Note it's possible there may be other patches being applied by other mods in which case those would also need to be found and evaluated (one way is to search your log file for 'M2X_Reactor' or 'M2X_Pluto' or 'M2X_AtomicJet' there will be an entry for every module manager patch that gets applied to each part - of course you then need to work out what each patch does and whether it's safe to delete)- 1,510 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Aelfhe1m replied to SuicidalInsanity's topic in KSP1 Mod Releases
Define "broke". The patches to switch reactors and nuclear engines to adopt the NFE style are in GameData/Mk2Expansion/Patches/Mk2X_NFE_Functionality.cfg- 1,510 replies
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[1.12.x] Near Future Technologies (September 6)
Aelfhe1m replied to Nertea's topic in KSP1 Mod Releases
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Version 2.3.2 for KSP 1.3 Spanish translation by @fitiales Read anomaly information directly from game database rather than config file. Should support dynamic and mod added anomalies. Module Manager patch to add RoverBrain module to popular rover cabs without the need to attach the separate part. Known Issues: Trying to open the rover terminal while there are two (or more) vessels with rover brains in physics range causes exception spam Drawing of science spots (red domes) is sometimes a bit glitchy. Can usually be fixed by switching to another vessel (or Space Centre) and then back again. Upgrade and anomalies scanned information is not always reliably written to save file.
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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
No @Krakatoa is correct. The only limit on the size of the part that can be printed is the size of the largest KIS inventory container on the current vessel. The relevant section of code is here. Line 250 asks KIS for a list of all inventory containers on the vessel then line 260 looks to see which part has the highest available volume and sets the _maxVolume limit to that size. -
Hmm, looking in the Kopernicus section of the ModuleManager configcache for my RP-0 game doesn't seem to have any science parameters set for the Sun so I would guess it would use the stock value (1M km altitude according to the wiki). Good luck getting that close!
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This looks reasonable except that when deleting a value the syntax is: -valueName = something // I generally use delete here but anything will do it's the equals sign that matters So: @PART[structuralPylon|smallHardpoint] { @MODULE[ModuleDecouple] { -explosiveNodeID = delete %isOmniDecoupler = true } }
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Kerbal Construction Time/StageRecovery Dev Thread
Aelfhe1m replied to magico13's topic in KSP1 Mod Development
I've tried the last few of dev builds from magico's Jenkins server and they've been running smoothly for me in a fairly heavily modded 1.3 but I haven't really been pushing their integration with other mods so I can only really speak for core functionality. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
@Maj Solo I generally split the resources in USI into two categories in my head which map out how they are stored. Dry resources (minerals, supplies, ore, silicon etc.) are stored in the boxy kontainer parts Wet resources (fuel, water, mulch etc) are stored in spherical or lozenge shaped tanks. The red striped pack you mention is from MKS and stores dry resources. There is a matching part with two orange tanks on it to store wet resources (including mulch) Most of the storage parts from USI (but not all) can be found in the Logistics tab in the editor (if this is missing then you probably haven't installed Community Category Kit) and come from USI Core. There are a few other more specific storage parts elsewhere (such as Karibou Crates and tanks in rovers) but most are in Logistics. -
Minor update - version 2.3.1 Add support for localization (only en-us supplied by default) Clicking "Upgrade menu" button in sandbox mode no longer throws NRE spam. Update AVC version file to point to my GitHub repository for version checking ========================= Unfortunately I can't read/write any other language fluently enough to attempt to translate this myself. If anyone who is a native speaker (or very fluent) in one of the other languages wishes to contribute a translation I would be very grateful (PM me). Also if anyone wishes to contribute flavour text for science results from other bodies/biomes those would also be welcome. (e.g. Minmus: "This rock looks green and flaky but I doubt it's mint flavored"). I'm still familiarising myself with the code but a few things that I have on my ToDo list so far: Remove hard-coded "Kerbin", "Sun", "Mun", "Minmus" references for better compatibility with other planet packs that change the home world or parent body/moons Move various other hard-coded values into config file / part values for better mod-ability/customisation - examples would include things like upgrade pricing or distance/time between science spots Read anomaly information directly from the game rather than a config file for better integration with any mod that adds/modifies/moves anomalies and the random green monoliths that were introduced recently (KSP 1.2 if memory serves) ModuleManager patches for integrating rover brains into some popular larger rover mods (e.g. USI Karibou and Malemute, WBI Bison and Buffalo, FUR Lynx etc) - next version probably Investigate the various issues on @theSpeare's original GitHub Investigate various suggestions and issues from the original thread (including @etmoonshade's post about prediction/actual balancing) Longer term possibilities: Replace immediate mode UI with newer persistent UI A couple of KSPedia pages explaining basic features and operation Configuration menu for some settings Detect nearby waypoints/structures and interact with them (or avoid them possibly - no science spots within a minimum distance of a base?) Contract pack (or collaboration with existing RoverMissions pack by @linuxgurugamer if he's interested) Optionally make science spots more likely to spawn ahead of rover than behind (and detect direction of travel) Investigate feasibility of "splashed" science spots for Eve/Laythe (and other "watery" worlds added by planet packs) - or submerged spots around the shallow edges of water features?
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Support for this mod has now (2022-03-17) been passed to @linuxgurugamer new mod page is -> here @theSpeare has given me permission to continue maintaining his RoverScience mod. Original post copied below with minor edits: RELEASE 2.3.5 Plugin is now compatible with KSP 1.4.2. Download from GitHub or SpaceDock RoverScience is a KSP plugin that attempts to add more interactive functionality to the science system FOR rovers. You drive rovers to search for science spots which you may then decide to investigate and analyze for science gain. Rover Brain parts made by @akron Wonderful tutorial/showcase video by youtuber KottabosGames; thank you! There is one discrepancy, however: you do not get more science the farther away you are from the landing spot - you only generate science spots much quicker. What does give you more science (potentially) is scanning for science spots farther away from the rover (this is what the scan range is for): see here for the boost to science potential with distance from the rover. Quick Instructions Notes: Firstly, RoverScience will not function unless the Rover Terminal is opened. This is done through the right-click menu of the Rover Brain part. RoverScience will only search for science spots if your vessel has at least one wheel, and that it is in contact with the ground. Upon landing, your rover will establish a landing spot. Driving farther away from where you originally landed will increase chances of finding a science spot. Science spots detected far away from the rover will have a bonus multiplier added to them. You are rewarded for exploring and reaching far destinations. Bear in mind that a 50% increase to 10 is only 15 -> carefully consider whether the potential (or the prediction) is worth it. Each analysis you commit to will slowly degrade a rover's return of science. For the first 2 analyses you'll get normal values, and anything past that will slowly degrade the amount of science you get back. Soak up those high potentials as much as possible! CTRL + R + S will open the RoverScience menu. Download for KSP 1.3 from GitHub or SpaceDock Older versions of the mod are available from theSpeare's GitHub, and SpaceDock page. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin Everything should be running fine, but if there any issues please post here or, even better, on the RoverScience GitHub Issues page. Changelog: Known Issues: Opening the terminal window while two rovers with Rover Brains are within physics range will throw Null References and will break RoverScience. Drawing of science spots (red domes) is sometimes a bit glitchy. Can usually be fixed by switching to another vessel (or Space Centre) and then back again. Upgrade and anomalies scanned information is not always reliably written to save file. Some more thanks: Original mod coding by theSpeare with thanks to malkuth and RockStar04 for testing and assistance etmoonshade udk_lethal_dose akron for Rover Brain parts - modelling and texturing Nat Sum for rock models! This is a wonderful community, and I thank you all once again. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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A small patch to allow command pods to be flown unmanned (testing new rockets without crew, rescue missions etc.). Also adds EC consumption and basic SAS to all manned pods. If you are using a life-support mod you may want to remove the RESOURCE{} section since they add EC consumption per Kerbal and you may end up with too high a power drain with both.