-
Posts
51 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by micha030201
-
[0.25] 6S Service Compartment Tubes - "Design smooth!"
micha030201 replied to nothke's topic in KSP1 Mod Releases
It works. Why do you need someone to maintain it? -
[0.25] NEBULA space engineering - EVA handrails pack
micha030201 replied to Krasimir's topic in KSP1 Mod Releases
Please, remove ModuleManager from NEBULA folder. Place it in GameData. Having two MM's in the game isn't very good. -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
micha030201 replied to Crzyrndm's topic in KSP1 Mod Releases
No, I managed to get it to work. In the version 2.1.2 there was this config: @SUBCATEGORY[Utility]:FOR[FilterExtension]{ @FILTER,0 { CHECK { type = moduleName value = ModuleKISItem invert = true } } } @PART [*]:HAS[@MODULE[ModuleKISItem]]:FOR[FilterExtension] { @category = Utility } KIS inline storage has ModuleKISItem. Deleting that config solved the issue. It would be awesome if you noted things like that in changelog, so people could transport configs from version to version without any issues. Thank you for quick reply and Filter Extensions mod, it's just amazing. -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
micha030201 replied to Crzyrndm's topic in KSP1 Mod Releases
Awesome mod! I was using it for some time, but now I encountered an issue: Kerbal Inventory System inline storage doesn't show up in the utility. Only the inline one. It is still visible through "Filter by manufacturer", but not visible through "Filter by function". I modified the config quite a lot, so here is the download link: https://mega.co.nz/#!wEoWQBSL!BxQw4K7Q998gxL8JwOYv6CxDYzbo7oNm_9NYzsleW2o Also, It may have something to do with other configs. I still use ones from pre-previous version (when they weren't separated from the mod folder). I hope I've include everything for you to understand and reproduce this behaviour. -
It's not that hard with RT configs, RealChute ones are much more tricky. I still can't beat them.
- 22,674 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
This is awesome! Two issues though: "Needle" (Vega_Antenna_C) doesn't have RemoteTech config. Is that intended? Also, everything seem to be broken with RealChute config.
- 22,674 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Resurecting Dead Kerbals
micha030201 replied to Sauron's topic in KSP1 Gameplay Questions and Tutorials
Yeah, and a MechJeb unit nearby. -
I don't understand what exactly is different between InterstellarFuelSwitch and FSfuelSwitch. As far as I understand you just want to switch between more resources instead of LF/OX,LF,OX? Adding more resources to fuel tank isn't hard on it's own, the tricky part is to calculate amounts correctly. Currently my config calculates it by taking amounts of LF and OX from tanks and adding them, because their density is the same. I'll try to make it use more complicated approach, but I don't have much to offer by now.
-
Fixed. Sorry.
-
Wheels, tracks and rolly-type things [IDEAS and INSPIRATION]
micha030201 replied to lo-fi's topic in KSP1 Mods Discussions
I mean, now screws kinda end at one point. In ZIL vehicle they don't. They are mounted at their ends, not their center, so they are parallel to the ground and touch it with all their length. I hope you understood me. I don't know if it's worth trying to make screws roll sideways. As far as I understand they now work similar to tracks, and making them roll sideways would require a whole new module. It would still be a nice feature to have, someday. There is a lot to take inspiration from in this video. I can translate it for you if you ask. -
Wheels, tracks and rolly-type things [IDEAS and INSPIRATION]
micha030201 replied to lo-fi's topic in KSP1 Mods Discussions
Kerbal Foundries mod is just awesome! I extremely like the screw drive! I've got two suggestions: 1. Surface mounted screw drive. Now it has a big curvature and my rovers flip over. 2. It would be really nice to have the ability to drive sideways (like this - https://youtu.be/tWL0kdescXk?list=FLZZ8M5tCDKRvebTrfe2CtTA&t=411). -
This small ModuleManager config adds module FSfuelSwitch to every fuel tank in game, including non-stock. I'm sure someone has made something like that, but all I could find was this (http://forum.kerbalspaceprogram.com/threads/121321) config which adds FuelSwitch module to tanks personally, and works with stock tanks only. UPD: Yep, veryinky did, I'll make update which calculates cost correctly based on his code as soon as I understand how the price should be calculated (I don't really play career). Porkjets picture Download: Mega - https://mega.co.nz/#!VQJAwagT!yK8bc-hoUmoPm1wQloVqsPtftwbNy1jJuvumvTH6Z-4 (may be outdated) KerbalStuff - [Defunct link removed by a moderator] Dependencies: ModuleManager by Sarbian - http://forum.kerbalspaceprogram.com/threads/55219 FireSpitter by Snjo - http://forum.kerbalspaceprogram.com/threads/24551 KerbalSpaceProgram by Squad - http://kerbalspaceprogram.com I'm not sure if I need license for this, but let it be CC-BY-SA. Included in download. There are currently 2 versions - for people who use ThermalPaint plugin (http://forum.kerbalspaceprogram.com/threads/123279) and for ones who don't. Here they are: If you use ThermalPaint: //CC-BY-SA //This patch adds FSfuelSwitch to all tanks. It also adds thermalpaint until somebody understand how to stop FuelSwitch from deleting it. @PART [*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[MonoPropellant],!RESOURCE[Oxidizer]] //bipropellant tanks { lforox = #$/RESOURCE[LiquidFuel]/amount$ //liquid fuel or oxidizer lfifplusox = #$/lforox$ //liquid fuel if plus oxidizer @lfifplusox *= 0.45 oxifpluslf = #$/lforox$ //oxidizer if plus liquid fuel @oxifpluslf *= 0.55 RESOURCE { name = LiquidFuel amount = 0 maxAmount = #$/lforox$ } !RESOURCE[LiquidFuel] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,ThermalPaint;LiquidFuel,Oxidizer,ThermalPaint;Oxidizer,ThermalPaint resourceAmounts = #$/lforox$ , 200; $/lfifplusox$ , $/oxifpluslf$ , 200; $/lforox$ , 200 //200 is default amount for ThermalPaint initialResourceAmounts = #$/lforox$ , 0;$/lfifplusox$ , $/oxifpluslf$ , 0; $/lforox$ , 0 //for ThermalPaint to be 0 initially basePartMass = #$/mass$ //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART [*]:HAS[@RESOURCE[Oxidizer],@RESOURCE[LiquidFuel],!RESOURCE[MonoPropellant]] //LF only tanks { lfifplusox = #$/RESOURCE[LiquidFuel]/amount$ //liquid fuel if plus oxidizer oxifpluslf = #$/RESOURCE[Oxidizer]/amount$ //oxidizer if plus liquid fuel lforox = #$/lfifplusox$ //liquid fuel or oxidizer @lforox += #$/oxifpluslf$ RESOURCE { name = LiquidFuel amount = 0 maxAmount = #$/lforox$ } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer,ThermalPaint;LiquidFuel,ThermalPaint;Oxidizer,ThermalPaint resourceAmounts = #$/lfifplusox$ , $/oxifpluslf$ , 200; $/lforox$ , 200; $/lforox$ , 200 //200 is default amount for ThermalPaint initialResourceAmounts = #$/lfifplusox$ , $/oxifpluslf$ , 0; $/lforox$ , 0; $/lforox$ , 0 //for ThermalPaint to be 0 initially basePartMass = #$/mass$ //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } If you don't: //CC-BY-SA //This patch adds FSfuelSwitch to all tanks. @PART [*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[MonoPropellant],!RESOURCE[Oxidizer]] //bipropellant tanks { lforox = #$/RESOURCE[LiquidFuel]/amount$ //liquid fuel or oxidizer lfifplusox = #$/lforox$ //liquid fuel if plus oxidizer @lfifplusox *= 0.45 oxifpluslf = #$/lforox$ //oxidizer if plus liquid fuel @oxifpluslf *= 0.55 RESOURCE { name = LiquidFuel amount = 0 maxAmount = #$/lforox$ } !RESOURCE[LiquidFuel] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel;LiquidFuel,Oxidizer;Oxidizer resourceAmounts = #$/lforox$ ; $/lfifplusox$ , $/oxifpluslf$ ; $/lforox$ basePartMass = #$/mass$ //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART [*]:HAS[@RESOURCE[Oxidizer],@RESOURCE[LiquidFuel],!RESOURCE[MonoPropellant]] //LF only tanks { lfifplusox = #$/RESOURCE[LiquidFuel]/amount$ //liquid fuel if plus oxidizer oxifpluslf = #$/RESOURCE[Oxidizer]/amount$ //oxidizer if plus liquid fuel lforox = #$/lfifplusox$ //liquid fuel or oxidizer @lforox += #$/oxifpluslf$ RESOURCE { name = LiquidFuel amount = 0 maxAmount = #$/lforox$ } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = #$/lfifplusox$ , $/oxifpluslf$; $/lforox$; $/lforox$ basePartMass = #$/mass$ //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } These are the same files which are included in the download.
-
Sorry for three posts in a row, but I managed to fix it (kind of): //CC-BY-SA //This patch adds FSfuelSwitch to bipropellant tanks (LiquidFuel+Oxidizer). It also adds thermalpaint until somebody understand how to stop FuelSwitch from deleting it. Remember to remove ThermalPaint from the tank if you don't need it! @PART [*]:HAS[@RESOURCE[Oxidizer]] //change to LiquidFuel if you want to have FuelSwitch on jet fuel tanks as well { lfifplusox = #$/RESOURCE[LiquidFuel]/amount$ //liquid fuel if plus oxidizer oxifpluslf = #$/RESOURCE[Oxidizer]/amount$ //oxidizer if plus liquid fuel lforox = #$/lfifplusox$ //liquid fuel or oxidizer @lforox += #$/oxifpluslf$ !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer,ThermalPaint;LiquidFuel,ThermalPaint;Oxidizer,ThermalPaint resourceAmounts = #$/lfifplusox$ , $/oxifpluslf$ , 200; $/lforox$ , 200; $/lforox$ , 200 //200 is default amount for ThermalPaint initialResourceAmounts = #$/lfifplusox$ , $/oxifpluslf$ , 0; $/lforox$ , 0; $/lforox$ , 0 //for ThermalPaint to be 0 initially basePartMass = #$/mass$ //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } I suggest you remove any configs that add FSfuelSwitch to tanks. This config will do for all the tanks (stock and modded).
-
Problems with ModuleManager and FSfuelSwitch
micha030201 replied to cy-one's topic in KSP1 Mod Development
Read the ModuleManager manual about variables. This code works (I've made it myself): //CC-BY-SA //This patch adds FSfuelSwitch to bipropellant tanks (LiquidFuel+Oxidizer). @PART [*]:HAS[@RESOURCE[Oxidizer]] //change to LiquidFuel if you want to have FuelSwitch on jet fuel tanks as well { lfifplusox = #$/RESOURCE[LiquidFuel]/amount$ //liquid fuel if plus oxidizer oxifpluslf = #$/RESOURCE[Oxidizer]/amount$ //oxidizer if plus liquid fuel lforox = #$/lfifplusox$ //liquid fuel or oxidizer @lforox += #$/oxifpluslf$ !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = #$/lfifplusox$ , $/oxifpluslf$ ; $/lforox$ ; $/lforox$ basePartMass = #$/mass$ //tankMass = 0;0;0 //tankCost =0;0;0 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } I'll make a thread for it soon. Oh, I see what did you mess up. You need only one # before using variables. You place # before using every variable. FSfuelSwitcher gets #75 instead of just 75. If you look deeply into logs you'll find something like this: [LOG 17:32:30.268] FSfuelSwitch: error parsing resource amount 0/1: ' #100 ': '#55' -
It's available, it shows up when you choose parts, Kerbal Engineer shows it, but there is no way to change value to something different from 0.
-
Yeah, this happens with FSfuelSwitch as well. This has to do with FuelSwitch structure. All I could do is add ThermalPaint resource to FuelSwitch patch, but it takes a lot of work and you have to manually remove ThermalPaint after attaching part. I'm not sure if there's other way of doing it though.
-
P.E.S.T. - Probe Expansion and Science Things
micha030201 replied to -ctn-'s topic in KSP1 Mod Releases
RemoteTech config: // venerascience antenna @PART[venerascience]:NEEDS[RemoteTech]:Final { !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleSPUPassive] {} %MODULE[ModuleRTAntenna] { %IsRTActive = true %Mode0OmniRange = 0 %Mode1OmniRange = 10000000 %EnergyCost = 0.01 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 3 %PacketResourceCost = 2.0 } } } // probecores @PART[dawn]:NEEDS[RemoteTech] { %MODULE[ModuleSPU] { } %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } @PART[probecore]:NEEDS[RemoteTech] { %MODULE[ModuleSPU] { } %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } Include this in download if you want to. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
micha030201 replied to Dr. Jet's topic in KSP1 Mod Releases
Did stock RTGs get bigger or that's one of my mods? -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
micha030201 replied to Dr. Jet's topic in KSP1 Mod Releases
Thanks! LTS is just awesome! -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
micha030201 replied to Dr. Jet's topic in KSP1 Mod Releases
The problem is that RT doesn't recognize drone nosecone and rover parts from your pack as probes, so they can be controlled without a connection to KSC or time delay. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
micha030201 replied to Dr. Jet's topic in KSP1 Mod Releases
Note that in the description please. I will try to make some RemoteTech configs for probes to work properly, but I can't promise anything. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
micha030201 replied to Dr. Jet's topic in KSP1 Mod Releases
"Pimp my rover" parts break my previously build rovers. Probe core start turned but other parts don't, and all I can do is rebuild the rover. It also breaks RemoteTech interaction. Here, I have a screenshot: