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Aelfhe1m

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Everything posted by Aelfhe1m

  1. The gizmo scale can be adjusted through the settings menu.
  2. The CCK custom categories work by looking for specific tags in the part definitions. You can add a tag to a part (without affecting its existing tags) with a MM patch like this: @PART[nameOfPart] { @tags = ^=:$:, newTag: // note the : at the start and end of added text } The relevant tags for the different categories are: cck-lifesupport cck-containers The USI categories work based on the manufacturer instead: @PART[nameOfPart] { @manufacturer = newManufacturer // no special syntax needed } The relevant manufacturers (defined in USI_Tools) are: USI - Rover Division USI - Manufacturing Division USI - Logistics Division USI - Construction Division USI - Kolonization Division
  3. You don't have Kopernicus or ModuleManager in that screenshot.
  4. @Sigma88 and @Galileo I hadn't considered that aspect. However you can work around it. One way would be to delete each individual Stategia value by name like in Strategia's own StockStrategyDisabler config or you could use a guard variable in your own new strategies and alter the delete statements to skip any nodes with that variable (please excuse the stupid example): // define a new strategy STRATEGY { name = HotShots protectedStrategy = true // this is the important line with the guard variable title = Hot Shots desc = For people that really like messing about in high performance vehicles. department = Crewed Missions } // remove default strategia strategies !STRATEGY[*]:HAS[~protectedStrategy[]]:AFTER[Strategia] {} !STRATEGY_BODY_EXPAND[*]:HAS[~protectedStrategy[]]:AFTER[Strategia] {} !STRATEGY_LEVEL_EXPAND[*]:HAS[~protectedStrategy[]]:AFTER[Strategia] {} !CONTRACT_TYPE[STG_*]:HAS[~protectedStrategy[]]:AFTER[Strategia] {}
  5. If you want to nuke everything and start from the ground up then use this but afterwards you'd need to redefine everything: // remove default strategia strategies !STRATEGY[*]:AFTER[Strategia] {} !STRATEGY_BODY_EXPAND[*]:AFTER[Strategia] {} !STRATEGY_LEVEL_EXPAND[*]:AFTER[Strategia] {} !CONTRACT_TYPE[STG_*]:AFTER[Strategia] {}
  6. Consider launching two vessels into a 100km parking orbit roughly 15 minutes apart. If you look at them in map view then at any given time they will be on nearly opposite sides of Kerbin. TWP does a generic calculation for a 100km starting orbit (or whatever other altitude you specify). It can't know which of those two alternatives (or all the many other possible positions around the orbit) your vessel is actually in. Adjusting the time of the manoeuvre will slide that manoeuvre around your actual orbit until the actual ejection angle matches the calculated ejection angle which should then get you close to the calculated transfer orbit. (See this video by TriggerAu for using the built in helpers to set your manoeuvre at the correct eject angle). There will still be other small differences between your actual orbit and the baseline parking orbit used to calculate the transfer that will need to be adjusted for - i.e. your Ap and Pe are unlikely to be EXACTLY 100km and your inclination is probably not EXACTLY 0.0°. So TWP's calculated transfer can never be precisely correct but should be close enough to get you where you want to go with only minor tweaking.
  7. Did you read the description? So no, the corridor docking port uses a special port type that is not compatible with the default clamp-o-trons.
  8. It shouldn't be showing that. Vector3D is in Assembly-CSharp in the current KSP version. Make sure you're reference to Assembly-CSharp is pointing to the correct DLL.
  9. Quick initial test looks good. Loaded career game, entered VAB, clicked on one of the advanced categories (left column), all expected parts shown. In 2.8.1.1 only pods would have shown if I hadn't clicked on one of the other filter-by-function (right column) categories first. Further clicking around through the categories showed no obvious omissions (barring the previously reported Coatl Aerospace missing from filter by manufacturer).
  10. Screenshot? Logs? It's working fine for me in 1.2.2 (which is partly why I haven't released a specific update)
  11. Looks like a partial fix. Tested using new DLL and Hooligan Labs Airships mod. Repeated starts did not cause duplicating of HLA category in VAB. But... creating a custom category manually in the VAB caused a new copy of the HLA category to appear on next restart. No further copies would spawn on subsequent restarts but each time I created another custom category a restart would create another HLA duplicate each time. Repeated test with Space-Y - same results.
  12. @@Crzyrndm I just spotted a weird glitch with the Coatl Aerospace's ProbesPlus mod not appearing in FE's filter by manufacturer listing. I suspect this may possibly be caused by the root folder name including a space ("Coatl Aerospace") which is not the case with any of my other part mods. After noticing this in my current heavily modded build I tested with a fresh 1.2.2 install with only FE 2.8.0.2, ProbesPlus 0.14.2 (and bundled dependencies) and MM 2.7.5. With this install only Squad appeared under the Manufacturers filter. As far as I know this is the only mod affected and I can work around it by adding my own CATEGORY definition based on 'tag = coatl'. On another note, Hooligan Labs Airships also creates a custom category that gets duplicated on each game load (like KSP-I and Space-Y discussed above).
  13. I use them in a very mix and match way as I prefer designing my own craft rather than trying to recreate real vessels although I've done a bit of that in the past.
  14. Wild guess but this line maybe?
  15. They're from a small config only mod called Colonists! (odd name that! ). So far that and USI are the only ones I know of that are adding whole new Kerbal types although there are other configs out there that add or modify traits of the existing Squad types. I'll just finish tidying the code and remove the debug log spam then I'll send you a pull request. Edit: just thought of another mod - Civilian Population Revamp that adds a new class "Civilian"
  16. I've actually been working on this for my own game and have a working version of PortraitStats that I forked on GitHub. It adds a second config file just for the Traits and allows them to be modified/extended via ModuleManager patches. It still needs to be cleaned up and the debugging code removed but then I'll send @DMagic a pull request if he's interested. Of course finding suitable colours and icons for all the USI traits is another matter... (can you tell I'm not an artist?)
  17. Not all Squad parts have the author field set to Squad (I've definitely seen NovaSilisko and Porkjet as authors - probably others as well). The list of squad probes is quite short so you could so something like: @PART[probeCoreCube|probeCoreHex|probeCoreOcto|probeCoreOcto2|probeStackLarge|probeStackSmall|probeCoreSphere|mk2DroneCore|roverBody|avionicsNoseCone] { isSquadProbe = true // set a temporary marker } @PART[*]:HAS[#isSquadProbe[true]]..... // squad patches @PART[*]:HAS[~isSquadProbe[]]..... // non-squad patches @PART[*]:HAS[#isSquadProbe[true]] { !isSquadProbe = DELETE // remove temp marker }
  18. @Crzyrndm I'm getting an exception thrown with the new version when clicking on the advanced -> science parts filter (where the new split of direct/relay lies): This is on a heavily modded game with antenna parts mainly coming from CA Probes Plus, Bluedog Design Bureau and SXT. Full output_log here. Everything else is working fine but as soon as I click that category the whole editor filter bar stops working until I exit and re-enter the VAB. I'll try to narrow it down a bit more but for now I can just avoid using that category (pity since the split of relay/direct antennae looked really useful with the number of parts I've got in this save).
  19. It's on CKAN as "ProbesPlus!" (no spaces) but is currently listed as compatible with KSP 1.2.1 max so can't be installed to KSP 1.2.2 from the GUI.
  20. Not fully working with Galileo unless GasGiantMoons.cfg and TourismInvestorTour.cfg are edited to remove hard coded targetBody = Sun requirements. Raised on GitHub as Issue #26
  21. @John885 There's a button at the top of the in-game settings window labelled "Difficulty Options: XXXX". This will take you to the "advanced" settings options that were available during start-up.
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