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Jimbodiah

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Everything posted by Jimbodiah

  1. You could patch in a module to create a little heat in habs etc. I've patched radiators to consume Coolant so I have something to do with my station by needing to resupply it. Checking on the possibility for science labs to consume ResesrchKits for the same reason and some balance (even at 1x science rate it is still too easy).
  2. @Fobok I set the required tech to "start" in a patch, I think this should be standard.
  3. That's what you get for adding a Brazilian launch site. That is just asking for it! SSRSS is waiting on Sigma to update for their scaling, and I guess Kopernicus as well now. Seeing as there is a gravity hack now, you could just make RSS and hack gravity to get an SSRSS analogy with the same setup.
  4. click to enlarge Ooooh, shiny. You can never have enough gold foil! SSTU panels and tanks, Bluedog LEM
  5. The kerbals are already green to begin with so I don't see the issue with high rpm.
  6. Just tested it... There is no recharging of the battery and indeed it is a bit OP at the current size But awesome initiative and would be glad to help out testing.
  7. On SSRSS they are quite nice actually (8K versions), they get muddled on RSS as they are stretcth 10x. Apparantely there are 16K and even a 32K versions out there somewhere.
  8. Probe cores get antenna plus kerbnet Pods get antenna Labs get kerbnet Antenna MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } Kerbnet for probe cores MODULE { name = ModuleKerbNetAccess MinimumFoV = 5 MaximumFoV = 90 AnomalyDetection = 0.3 DISPLAY_MODES { Mode = Biome Mode = Terrain } } Kerbnet for lab MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain Mode = Biome } REQUIRED_EFFECTS { Effect = ScienceSkill } }
  9. Check the command pod in squad parts, it's a simple mofule, just copy. Antenna for pods and kerbnet for probes/labs.
  10. Way to go Blackline! Have you tested it? PS: What do you use to write the plugin? C++ or C# ?
  11. Edit: Strong is the google in this one. Better you must do, or do not at all.
  12. Is it possible to add complete Modules as an Upgrade? I am trying this right now but can't get it to work as shown below. i.e.: UPGRADE { name = xx_upgrade1 TechRequired = .... IsAdditiveUpgrade__ = true MODULE {...} MODULE {...} } UPGRADE { name = xx_upgrade2 TechRequired = .... IsAdditiveUpgrade__ = true MODULE {...} }
  13. Several mods have this issue that try to sustain some kind of resource usages during warps and out-of-focus. Right now I am avoiding any boil-offs and life-supports like the plague, as none of them are reliable. I don't think it's an issue on your side, but maybe you can find a work around.
  14. Haha, same problem. I may jump into C# just to try it out, but at this stage it's a more a novelty than a game-changing feature.
  15. @Li0n Thanks for the tip, I will check it out! edit: I checked it out, but that is only the update functionality and I am not sure you can add complete modules in a part update. I made a config already but it does not seem to apply new modules, only change values that are already there. I was hoping there was a way to add modules with MM with the condition of a techtree node being unlocked. I'm scanning the entire thread if something similar came up in the past. Not even sure if it's possible in a base cfg file though.
  16. KSP batteries hold charge, they do not generate anything by means of a chemical process and have no limit as to how fast you can pull current out of them or for how long. Hence KSP batteries are capacitors in real life. But no, not had luck, I need to make a plugin for what I had in mind. Using a fuel cell with a different fuel is only for the draining part, not the recharging. For that I would need to detect if there is another more powerful source on board that will charge the battery so that it does not supply current (and drain the fuel) while there are other sources like solar panels delivering all the needed current to begin with. So making a real battery analogy will be harder than just making a fuel cell copy. The only other alternative is to check the output of all solar panels or reactors, and if they are 0 the to start the fuel-cell automatically, stopping it later if one of the other sources starts up again (and has a greater Ec output than the battery itself). Might make a really nice mod this: Real Batteries. Even add battery decay in function of time like Nertea did with his RTG plugin. Maybe we can trick @Nertea into adding something like this to his NFE pack
  17. That is weird Duski, as I always remove the entire sstu folder and then copy the new one, no issues here with missing parts.
  18. KerbNet and catagories are simple to change yourself in a MM patch file if the new release is not out yet.
  19. Batteries in KSP have functionality of capacitors. And NF capacitors work like manual discharging batteries. The fuelcell idea with a new fuel type might be a good alternative actually. hah, I'll play with it myself tonight BTW: Nertea already has an optional patch for RTG decay in his NF E mod. It's in the Extras folder and you have to manually move it to your gamedata.
  20. Might I ask a question? I am trying to make a patch where a new part is created and contains different science experiments, but I want those to only be available if the appropriate tree node has been unlocked. +PART[oldthing] name = newthing TechRequired = x etc Module[science1] {blabla} Module[science2] {blabla} Module[science3] {blabla} Module[science4] {blabla} I have that working with a techtree node check on the entire part already (highest experiment node), but not per module so it unlocks as you progress through the tree. Is this even possible with MM?
  21. He has a filter in his cfg files to detect if you are using the mod, and if so to not show them.
  22. No, it's :NEEDS[CoatlAerospace] with no spaces... I had the same issue when making patches
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