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anxcon

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Everything posted by anxcon

  1. on that note had a thought, perhaps the partmodule JSITransparentPod add a button to toggle the IVA view on/off, then large ships could potentially have all turned on just for screenshots etc, or cases of docking ships etc can disable the unneeded extras or hell a step further and button has a mode for 'auto' to activat the view only if 'control from here' from modulecommand is active, then stations/bases with spread out stuff (like manufacturing) using modulecommand to control part focus could have all the places set to auto, but only one would ever really be active
  2. how much effort is it (for someone who knows how to model, but never touched unity) to edit the models to make em compatible?
  3. for the partmodule JSITransparentPod, to see an IVA from outside, what parts / part packs do i need to get? tried applying to stock pods/cockpits, and several of the mods i have installed, but none seem to work
  4. tested *.wav *.ogg both work, not sure what other formats ksp will take as they weren't on this computer, and thats a ksp ability, mods just give location/filename, first file to fit of a valid extension is what ksp uses what happens in ksp 1) you have a part using ModuleAnimateGeneric 2) you select part and press open/close whatever to start the animation 3) the "moving" sound is played, if you set loop to true it will loop as long as the anim is still moving 4) when anim is done, "moving" stops playing, "stop" is played once the sounds also optional, use one or both, simply don't put that line in the cfg so for a 10 sec anim, 3 sec file, loop false should play it just once, seconds 4-10 should be silent (else bug) if you have 1 second file, want sound for 3 seconds, silence for 10, then currently no, its loop or no loop i might be able to add a loop count (no idea) if its acually needed by someone
  5. few hours spent browsing freesound.org and found nada useful pretty sure i'm bad at searching, but most sounded poor quality any know more sources to search out sounds?
  6. just updated RSS/Realheat in my install, and was going through file changes as usual, and noticed some stuff RealSolarSystem/Compatibility/BBOceanData.cfg > you replaced the BodyOceanDensity nodes, yay BB support didn't edit the default for this one though (in BB's own cfg) //Laythe BodyAtmosphericData { bodyIndex = 9 bodyOceanDensity = 2 } not sure which body in RSS is bodyIndex 9 though, so not sure if thatll mess up somethin
  7. not currently, but i'll look at expanding to that it will work on anything that inherits ModuleAnimateGeneric for its own module type as some mods do, a list of those can be made as i or others run into them, mostly wanted to get the animation bit out since so many parts use it, yet no sounds
  8. download: [Defunct link removed by a moderator] source: in zip license: CC-BY-NC-SA was tired of animations not making sounds for the moment no sounds are included, i'm bad at finding sounds, and sounds is one place to not cheap out on so asking for the community to help any should be something others would like to hear, nothing stupid, lala extra props to if the sound brings realism! also pay attention to licenses XD config side is easy @PART [*]:HAS[@MODULE[ModuleAnimateGeneric]] { MODULE { name = ModuleAnimationSound fileMoving = AnimationSounds/moving fileStop = AnimationSounds/stop loopMoving = true } } basicly a sound plays when the animation is moving (optional looping), and another the moment it ends (stop) just toss the sound files in the folder, name it in the cfg, replace the * in @PART [*] with part name, start ksp
  9. how hard would it be to add new shapes to PP? would be nice to have mk2/mk3 fuselage shape for tanks, so i could drop all the fixed sizing of stock, mk2/mk3 is the last of the stack/tubelike tanks of stock that i havent deleted yet
  10. i 2nd the motion that itd be nice if someone made configs for proc part tanks
  11. you know we're going to tie you up and force you to mke this CLS compliant
  12. download: [Defunct link removed by a moderator] requires: MFT: http://forum.kerbalspaceprogram.com/threads/64117 CLS: http://forum.kerbalspaceprogram.com/threads/122126 license: CC-BY-NC-SA source: in zip Basicly adds a button to part right-click menu to enable/disable a corridor (CLS) When enabled, lowers the volume of an MFT tank on the part (sorry i use MFT not stock) it will self detect the MFT tank volume, and part length for corridor, volume is 1.25M cylinder can manually override in cfg MODULE { name = ModuleCorridor //enabledVolume = 5 //optional //disabledVolume = 10 //optional } currently the only cfg provided is for jumbo64 tank as example MFT adds itself to the tank, CLS doesn't (hense example cfg adding it) CLS doesn't add itself to any tanks, even the large adapter tanks i was annoyed at the choice of either have a part with MFT or CLS (both is fakey, magical space to walk?) my 2nd option was to duplicate every part, have MFT on one, CLS on other, annoying more parts so made this, best of all worlds, more configuring choices in editor wooo! issues: need to find an easy way to get tank volume as units per m3, RF uses 1000, MFT 200 ...MFT does have tankVolumeConvertion but defaults to 1000 MFT or RF ...not sure a script when just MFT to blanket set all tanks to say 200 works need a way to set tank drymass, MFT drymass is tank volume based ...lowering volume for corridor lowers drymass, as theres more structure it should raise drymass and big thanks to taniwha and #kspmodders for tons of help
  13. wow i didnt even see it wasnt curly bracket notepad++ shows both the same to me, mustve hit the other by reflex ok so now that it works for me to paste amodule, sorry again wass able to test my other question simply suggesting impliment B //A) this works now yay #@MODULE_LIBRARY/MODULE[ModuleFuelTanks] { } //B) this doesn't #@MODULE_LIBRARY/MODULE[ModuleFuelTanks] { @volume = 500 } //C) this works #@MODULE_LIBRARY/MODULE[ModuleFuelTanks] { } @MODULE[ModuleFuelTanks] { @volume = 500 } while C works, its redundant text and kinda feels like B should work atleast this cleans up alot of my MM files now heh nice feature ty
  14. http://forum.kerbalspaceprogram.com/threads/55219-0-90-Module-Manager-2-5-10-%28Feb-13%29-Including-faster-cats?p=1805260&viewfull=1#post1805260 was using the copy/paste module function of that post granted using MODULE_LIBRARY not MY_NODE_LIBRARY (latter didnt work either) but according to your post it exists was trying to place the template in file 1, and the part edit script in file 2 (same file it didnt get the module either) loaded game, checked part case A) didnt work direct apply (no copy/paste) works with same module setup so unless feature removed, it exists, and i did it wrong
  15. ah.... mk1-2 pod, fuselage, pod, pod fill middle pod with kerbals click hatch on middle pod and click transfer all 3 pods highlight, this is stock? when the hell was that added XD any way to disable that? like from a cfg? it needs to burn and i havent used CLS since 0.90, i thought it didn't need ship manifest
  16. whatd i do wrong? //file 1 MODULE_LIBRARY:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = 1000 type = JetBasic typeAvailable = JetBasic typeAvailable = RocketBasic } } //file 2 @PART[TankMk3Short]:NEEDS[modularFuelTanks]:FOR[modularFuelTanks] { //A) doesnt work, trying to paste a template // #@MODULE_LIBRARY/MODULE[ModuleFuelTanks] ( ) //B) works the normal way MODULE { name = ModuleFuelTanks volume = 1000 type = JetBasic typeAvailable = JetBasic typeAvailable = RocketBasic } //C) would this work (when fixed)? pasting a template then edit to fit // #@MODULE_LIBRARY/MODULE[ModuleFuelTanks] // { // //D) assuming C would work when fixed, would this work? //i assume need @volume, but if i dont put volume in template, would i still need @? // volume = 1500 // } }
  17. suggestion - when you click transfer button to move a kerbal, parts with crewcapacity>0 highly, could this 1) check if full 2) check if a CLS path to it, and adjust highlight to not show invalid locations?
  18. bug? @PART [*]:HAS[@MODULE[ModuleLandingGear]|@MODULE[ModuleLandingGearFixed]|@MODULE[ModuleWheel]|@MODULE[bDAdjustableLandingGear]] applies to all parts that have modules 1 2 or 4, but not 3 (ModuleWheel) @PART [*]:HAS[@MODULE[ModuleWheel]|@MODULE[ModuleLandingGear]|@MODULE[ModuleLandingGearFixed]|@MODULE[bDAdjustableLandingGear]] ModuleWheel moved to 1st slot, works for all parts with ModuleWheel, not 2 3 or 4th module i'm a bit confused, i've wrote tons of MM scripts and haven't ran into that issue
  19. from browsing code for RT, the stations are stored in an array, can be added to by another mod, and take effect without restarts from KK side i see no way for RT to tell if a station should be added, so the logical thing would be add from KK side KK also has the configs for where a city/base/etc is at, so an extension of that is far more logical then RT i've read chats with roverdude about the new comms system for 1.1, and i won't be using it beyond initial tests, i prefer realism of RT/RSS/etc
  20. add remotetech support? each time you open a base with sufficient stuff, adds a remotetech station to link to? does this work with RSS? would be nice to have real world bases / layouts if not, RSS / KSC switcher has all the lovely locations in a cfg, just needs bases
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