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mikerl

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Everything posted by mikerl

  1. @Tokamak no worries, It was added back with 1.11 so any documents might be buried. Yes it is only for engineers. Glad to you see you figured it out.
  2. Activating construction mode also allows the transfer of items between inventories and can only activated when the Kerbal is on EVA and the focus is on the kerbal. @TokamakSecond, the option to repair only shows up on the PAW of the broken part, not on the repair kit itself. This part is probably the most confusing part of it all.
  3. It activates construction mode which is denoted by nearby inventories shown in a panel on the left. To drop something just pick up an item and then click on the ground. Do not use drag and drop as the click-drag method is for KAS and not the Stock method.
  4. @Tokamak Figured something out, in order to activate EVA construction mode you need to press 'I' that is a capital i. Then just click on the ground to drop items. It can be more confusing when both are installed.
  5. Wow I forgot about this thread, and it has been awhile since I last played KSP1, but I'll see if I can help. To begin with click-drag is the KIS version of moving between inventories; the stock version uses click-move. Items should highlight in green if they can be dropped or red if not. When moving between inventories it helps to pin open the PAWs, even in the VAB. To repair something once repair packs are in your kerbals inventory you need to right click on the part to be repaired and the option shows up if the kerbal is close enough. This can only be done by an engineer. I hope this helps, but ask me again if not. I may have to actually boot into the game to figure this out.
  6. I can't wait to try the color picker, that's a totally new feature.
  7. @WetDog, the Engineer will need to EVA in order to use the kits. The option to repair does not show until the kerbal is close enough. Also the drill from KIS is not needed as that mod is an entirely separate item.
  8. What level are your Engineers? Five-star engineers can overclock the ISRU to 125% making consume more resources.
  9. If I wanted to find the ocean, then yes I would use the altimetry map. What I want to be able to do is know which parts are above or below water in a biome, for example the shores biome around KSC.
  10. @EmanonP, these types of missions are based around stock construction and not the KIS method. Items do not need to be in a container and can attached to one rocket and moved to another. It's best to use the claw and rcs to get close so you don't have to move things too far, but if you have to move an item try drag and drop. In space drop it on the kerbal then fly toward target, repeat as necessary.
  11. I don't know if anyone has asked for this or not, but could it be possible to get a sea level overlay? It would be great on the biome map. It would only need to indicate above or below sea level.
  12. It sounds like you are using KIS and have the repair kits in the engineer's KIS inventory. Repair kits will not work from there. They need to be in the kerbal's stock inventory which normally contains the parachute and EVA jetpack which can be removed from the kerbal. It is not possible to switch an item from KIS inventory to stock inventory unless the item is placed down somewhere. If this is in orbit you can put the parachute in the pod the kerbal came up with to make room for the repair kits.
  13. I hadn't seen that mod before either, still looks like another build a ship from parts mod though. It takes too much time to do that, which is why I like this one better. Forgot something, no problem. Trying to build a ship, wrong mod. I'm not looking for those other things, they were some things you mentioned in your roadmap. I don't see this mod doing anything more than EVA stuff and a few spare parts, a niche that no other mod fills that I know of. Since @theJesuit mentioned other resources, making it possible to modify the main resource would be useful even if you stick to Ore. Any of those GUI options sounds better than the current implementation. Although the list is currently rather short, it would be good to expect it to expand. Especially if other mods add their parts. I don't mind helping if I can, and it also depends on what your vision for this mod is.
  14. @Goufalite, I have an idea for how to do several points on your list; the stock resource converter and a custom resource (say "Parts"). It would be easy to add a converter to say the ISRU that would consume Ore and EC to produce "Parts" which would take time to convert and then KSP would manage the resources for you. When enough "Parts" has been made, the work is done and the item is then created. The converter can be created with an MM patch. I also think about creating a part for your converter. It would be easy to create a copy of a part (say the SEQ-9) with an MM patch and then add your converter and the custom resource. Then the converter would not need to search the vessel, but just the part. This could limit its ability to create parts to the amount of "Parts" stored. Then it may take multiple parts to create all possibilities. As for the custom resource, it could be a phantom resource that cannot be added by the player similar to Intake Air, or it could be more like Depleted Fuel from CRP where it is visible in Flight but cannot be added in the Editor. You could use a resource from CRP or make your own. One example for this behavior through MM is "On Demand Fuel Cells" as it uses MM to add its own custom plugin to a copy of a stock part. It can also add it to the stock Fuel cell. I suggest these since I could whip up an example of these, but I would not be able to change what your converter uses. On the GUI, B9 Part Switch does have the ability to bring up a list for the user select from multiple options. This is limited to the Editor so I do not know if it can be done in flight, but what b9 changes should not be done in flight. Blowfish could tell you more. The current method reminds me of USI Kontainers which have over a dozen resources to be switched through and can be frustrating when trying to get a certain one. I really like the simplicity of this mod and see it as a "Spare parts maker" or "Field Repair" and not a build-a-ship-from-parts mod like OSE Workshop or the upcoming USI Konfabricator. This fills a niche I will use since it can make repair kits in a very simple manner. Do you have any plans to add the EVA Fuel Canister or EVA Jetpack? I haven't tried to duplicate them, but I notice they are not on the list.
  15. I see TAC Fuel Balancer in the mod list, that could be the source of the problem as it tries to balance fuel across all tanks.
  16. @linuxgurugamer, I have seen this bug before, and I found one to get rid of it was mouse over another item in inventory like normal. This seems to arise when the window gets closed while having the mouse over a object that has a popup. This is very noticeable with deployable science because the button is on the item and hovering over the item causes this popup to appear while the PAW closes from the deploy action. Clicking deploy and then moving the cursor off the item before the window closes prevents this from occurring. I had this same problem yesterday with a stock alarm clock window while hovering over the settings button after clicking the button to close the window. It is my opinion now that the eternal popup is a stock bug due to an unfortunately timed instance that is made clear by your mod. So the best possible fix would be to limit showing the mod to only occur in the editor and not in other scenes like the flight scene. Anyway I know you maintain a lot of mods and I hope this extra info helps.
  17. mikerl

    _

    Oh yeah, I just thought about suggesting a fruit name for the mod. Since other mods have fruit names, I wanted to offer one for this mod. What do you think about Durian?
  18. mikerl

    _

    @FruitGoose I thought of a suggestion: Depicting Upward Rate Inertia As Nominal.
  19. The reason the OSE Workshop stuff is showing up is because of the KPBS MM Workshop patch containing a FOR(Workshop) instead of NEEDS(Workshop). FOR tricks MM into thinking the mod is installed, while NEEDS will only apply if the mod is installed.
  20. @antipro, x-science has an option to hide "impossible science" from view, check the settings found on the the mod window.
  21. Hey @Nertea, I noticed a problem with 1.10 and Restock, the model for the new Magnetometer part is blacklisted and prevents the part from loading. I'll make a whitelist file for now so I can try using it. I haven't seen any other issues yet.
  22. With the new part variants, is it possible to make all the Mk3 cargo bays into a single part and switch between them? Or the mk2 cargo bays?
  23. Ok, Now I went back and reviewed my code. Only a small portion of which is actually for IFS and most of it is for turning the Nerva into a dual-mode engine. It was never actually tied into engine mode, but it could change the mass of the engine based on a choice the player makes in the VAB. @blowfish, how would this code be written for B9? It starts with default mass for the "Liquid Fuel" variation, then changes the mass to the value Nertea changed it to which is 2.5t for the "Hydrogen" version. For IFS, I had it add a negative mass to reduce it. I wanted to maintain the default mass for any current ships, but be able to use the updated mass for new vessels. I think the upgrade system can also change mass, but I haven't looked into doing that.
  24. @Stratickus, When I made that patch, I tried to make it a multi-mode engine where i could switch the engine type to use different fuel types. The IFS tank switcher was to change the mass of the engine, since Nertea rebalanced masses of the engines as well. I had problems with effects not changing correctly. and eventually gave up on the project. The easier solution was to change the patches from "@PART" to "+PART" which creates duplicates that each have separate fuel and masses and does not change existing ships. Never did make it for B9 as that was starting to become popular at the time, so I was less familiar with it. The upgrade system did not exist then either. I posted the code knowing others might have the same problem and so others could help improve it. This is the second time this has been brought up, which makes me feel like trying to finish it, or at least collaborating to do so.
  25. you could also check out Soylent, it uses solar powered greenhouse production for several life support systems
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