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canisin

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Everything posted by canisin

  1. Thanks a lot for both corrections! Although, I had included this patch in my current install and it had "seemed" to work. I'll test when I get home and report back as necessary.
  2. I think this way it is sort of maintenance free. Usually I prefer dynamic solutions such as these.
  3. Wow! What a big news! Well, I hope you the best in your relocation. Take your time. I can easily fix the issue on my side and hopefully anyone else who stumbles across the same can see my post to find the resolution.
  4. Hello, thanks for maintaining this excellent mod! The spacedock download seems to contain only the KEES. Edit: I have also noticed that the experiment definitions for the orbital material science experiments NE_CCF and NE_CFE are missing their default results. The results are actually available in the localization dictionaries. I suppose the this is merely a typo or a copy/paste error.
  5. Hello, thanks for this really useful mod! One question: Do resource transfers in Ship Manifest respect the crossfeed difficulty setting? Is there a realism setting for this? Or is the fuel transfer always possible regardless of crossfeed? Edit: Tested, no crossfeed setting is ignored. Also I have noticed that when I add a Kerbal to a ship from the roster during preflight, this does not update the portraits. Edit: Upon further testing I have noticed that overridden stock crew transfers are buggy. They seemingly complete successfully but display a "transfer interrupted message on screen". Also they sometimes mess with the camera as well. Having come to this page to report this, I have noticed earlier posts indicating that the mod is not officially compatible with 1.3.1 and the author has mentioned there were issues being worked upon, I will wait patiently for an updated release
  6. Hello All, Does anyone know if I remove USI_ModuleRecycleablePart from all parts, would I still be able to salvage via Demolition Charges? I have checked the source code for both USI_ModuleRecycleablePart and USI_ModuleDemolition, and the latter does not seem to require the former. Still, I would love it if I could get some confirmation from anyone who has already tried this or from Rover Dude himself. I am careless and I am having too many misclick accidents with the Disassemble Part button. Alternatively, I would love it if we could have a confirmation dialog for the Disassemble Part button.
  7. In that case, I guess I would need to add that as well to get full hover capability on other engines (I am imagining hovering on Minmus on spider or twitch engines :)), I would need to add this module as well, but it seems that would be a somewhat lost cause, as this module references one additional transform, a possibly hard coded reference, and an additional transform. I am still feeling that it would be possible, but I am not sure that I have enough time at my hands to figure it out. But even only the hovering can be quite useful to get my hovering Minmus rover if I use RCS for translation Thanks a lot!
  8. What does the ModuleKerbetrotterEngineControl module do then? Is it the one that enables the hover engines to be stowed? And also as discuess does the direction / rotation of the transform really matter for the height calculation? The code seems to reference only its position.
  9. Heya @Nils277, thanks for the update! Can you share any pointers on how to use the hover controllers on other (stock or modded) engines? Hold it! I looked through the files and I think all I need to do is add module ModuleKerbetrotterEngine to any engine that I want to add hover capability to. Looking over the fields for this module: thrustVectorTransformName = ThrustTransform It seems that ThrustTransform is a typical transform defined for all engines. But I have seen it written both with a small 't' and a capital 'T', so I wonder if this is case sensitive. Edit: Researching documentation shows that this is indeed case sensitive. heightTransformName = RotorCase This one might be particularly problematic. I don't think I understand this one too well. I have a feeling that transforms in general are defined by the part model in the .mu files and I don't expect to find RotorCase transforms for any engines out there. The naming of the field indicates that this transform probably determines the point (and direction?) from which the engine height is calculated. Worst case scenario I guess I can set this one to the thrustTransform as well, which I guess would mean that the hover controller would calculate engine height from the nozzle. But I might be very wrong, because I have no idea about the significance of the direction and amplitude of the transform, which I assume to be a vector of some sort. Edit: Digging through your source, ModuleKerbetrotterEngine seems to be only ever interested in the position of the height transform. So I am beginning to think that the thrust transform "should" be more or less usable. maxHoverHeight = 4 minHoverHeight = 0.1 These two, as previously discussed, should be obvious from the name. PID-PROFILE's I will not begin to worry about those until I get anything working. Hopefully they should be good enough for comparable engine powers. Finally, one more question: How about fuel consumption? I'd think that the hover controller is using the actual engine throttle and as such it respects fuel consumption, so I guess, I should not need to worry about that, right?
  10. Hi All, I propose the following change to the Add Angled Docking Ability to Docking Ports patch by @Psycho_zs: Instead of @PART[dockingPortLateral|dockingPort2|dockingPort3|mk2DockingPort|dockingPortLarge|dockingPort1]:FINAL I suggest @PART[*]:HAS[MODULE[ModuleDockingNode]:HAS[#nodeType[size0|size1|size2|size3|size4]]]:FINAL This filter can handle modded docking ports as long as they are intended to be used as standard/typical docking ports.
  11. Well, thanks a lot in advance then! Is there any way I might help?
  12. Hey @Nils277, would it be possible to copy your hover engine module over to other engines? I thought I could maybe add hovering capability to some other mod engines, or even to surface mounted vanilla engines, or all engines, or the FUR side thrusters. I thought some mm magic to add the ModuleKerbetrotterEngineControl module to target engines would do the trick. But when I tried to compare the module ModuleKerbetrotterEngine to the module ModuleEnginesFX in existing engines, it looked soo different and complicated that I was scared right away Is it really impossible? Or could you help me out a little? PS: Actually I am looking to add hover functionality to VTOL engines from some other mods (Mk2 Expansion).
  13. I am often mounting sun flowers on top of my central stations, so yea, this would be an awesome change!
  14. Were you able to fix it? Chances are the Strategia definitions can be changed to the Duna-Ike binary name and be restored. If this is the case then you could write up an MM patch to apply this fix and then ask that either Strategia or Sigma Binary to include this compatibility patch. I may be misunderstanding your issue but as far as I know, at Strategia's default settings the Administration Center can support 1, 2, and 3 strategies at each level. This is modified from the stock Admin Center which can support 2, 3, and 4 strategies. I remember there being some display bugs about this and various different screens show either the stock or the modified value. Look around in the upgrade menu and the actual strategies window to see your maximum strategy count and you will see if this is your problem.
  15. Habitation mechanics are also very clearly presented in the in game KSPedia pages.
  16. Hello @linuxgurugamer, I am wondering if I should install this mod, but it seems that the functions of this mod have changed somewhat since the OP has been written. For example, there was some posts about the alt-key functionality on the page back which is not mentioned in the OP. Also, I think using caps-lock to enter precision mode and the lighting of the RCS toggle when the jet-pack is enabled are now stock features. Would you consider updating and rewriting the OP or could you point me to some more current documentation?
  17. So far looking so good, thanks for your hard work. I am eagerly awaiting your take on the USI classes and the final look of your suits. I am currently using @fast_de_la_speed's suits, but it's always nice to have alternatives.
  18. Hey @WuphonsReach, that does not appear to be a link for Crew Light. Here is the correct link: https://forum.kerbalspaceprogram.com/index.php?/topic/154901-131-crew-light-an-automatic-light-manager-v110-19-oct-2017/
  19. @linuxgurugamer I think this got forgotten amongst the 1.3.1 updates. So I added my comments above to your existing issue on github. Although, while this persists I now bring a canister of EVA fuel to orbit when I am doing rescue missions and somehow that feels a lot more realistic and satisfying
  20. Thank you, it was my bad. I tried to link from google photos, but it seems that that don't work. I'll post to imgur and reup in a moment. Finally got the post working, I really hate rich text editors why can't we have simple bbcode or wiki like editing.
  21. Did you check inside the spoiler tag? I did not want to create large post.
  22. @Nils277 I have recently installed your wonderful mod, and over the weekend I had a chance to use the new hover engines and they are amazing!! They make for the greatest KSC science buses and for a visit to the the nearby monolith!! It kind of reminds me of the big dog!
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