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Jenyaza

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Everything posted by Jenyaza

  1. How to change the distance at which the orbit lines start / finish be displayed? I just did some rearrange in Kerbol system (Kerbin with Mun, Duna with Pol and Jilly, Jool now with Minmus instead of Poll)... and on certain distances planet`s orbits hides (but planet still too small to see it), and moon`s orbits still be invisible, need to zoom closer to see them. Does anyone noticed my post?
  2. Your mod has RT2 integration. As I realized, it play beeps while craft HAS connection with command center. What about some setting|sound, that plays when craft has NO connection? Like scanning for signal Something like https://yadi.sk/d/Sd1fmkuatjQLz. Sound is from freesound.org (or wav-library.net or similar), sonar. Or I missed this options?
  3. @PART:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],...
  4. How many RAM you have, and how many "eats" KSP? Maybe it use SWAP, this is slow...
  5. Try this @PART:HAS[#CrewCapacity[>],!RESOURCE[your_supplies_name]]:NEEDS[mod_that_add_supplies_name] { kerbCount = #$../CrewCapacity$ RESOURCE { name = your_supplies_name amount = 15 @amount *= kerbCount maxAmount = 15 @maxAmount *= kerbCount } !kerbCount } where "your_supplies_name" is name or supply resource and "mod_that_add_supplies_name" is name of folder of this mod
  6. Oh, i'm just blow up some brains. Sorry . I meant FOR (that can "create" new mod), that will be executed only if NEEDS is true. NEEDS, which does work on subnodes. And this is meaningful, thanks. I didn't know it. Can we use FOR in any condition, even in main line (next) @PART[something]:FOR[TACLS]:NEEDS[Kerbalism] Does TACLS will be created only if Kerbalism found? As far as i know, first, what MM checking is NEEDS[], and it remove all that has missing NEEDS. No?
  7. Strange igea... really strange... what if check condition inside condition? +PART[DummyPart]:NEEDS[Kerbalism] // or even harder, @PART[DummyPart]:NEEDS[Kerbalism,!TacLifeSupport] { MODULE[dummyModule]:FOR[TacLifeSupport] { } }
  8. If you want to totally remove right-down portraits, use @PART[*] // if any part contains INTERNAL {} node, it will be removed { !INTERNAL {} } Then go to the GameData/Squad/ and remove the Props and Spaces folders (or place it in... Screenshots. Why not? Game doesn't look here ). Maybe, you may nterest in this http://forum.kerbalspaceprogram.com/index.php?/topic/99287-105-crew-portraits-13dec-12-2015/ Download link is on KerbalStuff, which is dead... but i have local copy, so @PART:HAS[#CrewCapacity[>0],!INTERNAL[*]]:Final { INTERNAL { name = Placeholder } } or even more "hardcore" @PART:HAS[#CrewCapacity[>0]]:Final In this case, you also can delete \Props\ and all except Placeholder in \Spaces\
  9. If you want to EDIT node, use @MODULE[ModuleName] {... If you want toCREATE node, use MODULE {... And you can add check for ORE converter, isn't is? @PART:HAS[@MODULE[ModuleResourceConverter]:HAS[@INPUT_RESOURCE[Ore]]]:FINAL
  10. Good idea for mod, but it is not stock-a-like. Go to Kerbal Krash System topic and propose idea there. Maybe it will be implemented.
  11. It must support any mod with parts. Try yourself, and tell us if something go wrong
  12. We can simply use Advanced Grabbing Unit. Or medic can "board" him into near Command Pod.
  13. IMHO, it may be to hard both to modmaker and to players. Damage to kerbal and new profesion is good, but no death (leave inoperable body) and recover give full health again.
  14. Ablator is not a resource inside part; it's just coating, so it mustn't leak. What if PART:HAS[@RESOURCE[Ablator]:FINAL { !MODULE[ModuleKerbalKrashSystem_FuelTank] {} MODULE[ModuleKerbalKrashSystem_Other] { ...param-s } }
  15. One more idea: why not set FuelTank damage type to Command pods. It usually contains resources, that can leak Trying this now... One more idea: wheels already can break. What about check for ModuleWheel? @PART[*]:HAS[!MODULE[ModuleEngines],!RESOURCE[*],!MODULE[ModuleWheel],!MODULE[ModuleKerbalKrashSystem_*]]:FOR[KerbalKrashSystem] (it is patch ModuleKerbalKrashSystem_Other) UPD: None effects were found. Something wrong or I do something wrong? (test video: youtube). Try six more times.
  16. You are the genious! Looks like you right. Log hasn't any errors with KKS (it have 83 errors, just in case - mostly with WheelCollider, and PotatoRoid has more than 255 poligons. and Cannot compile Elevon because model does not exist (in wrong place). Why SQUAD don't fix it so many versions...)
  17. It's probably a bug. What mods you have? Can you show "KSP.log" file (near the KSP.exe) (or put it on pastebin-like site). Are you install mod correctly? Folders must look the same as on "picture": GameDaata\ KerbalKrashSystem\ Configs\ KKS-mods\ Plugins\ Squad, other folders\ ModuleManager.dll
  18. We already have it! Drop Jumbo-x32 from ~20m (it must not explode), switch to it and see. Still no profit? It may be bug
  19. Amasing! Download now... *where is download link, i miss it?
  20. Is this works? @PART[*]:HAS[@MODULE[ModuleEngines*],!MODULE[ModuleKerbalKrashSystem_Engine]]:FOR[KerbalKrashSystem] Or ever more complex @PART[*]:HAS[@MODULE[ engine,command,fuelTank,or other], !MODULE[ModuleKerbalKrashSystem_*]]:FOR[KerbalKrashSystem]
  21. I use the same script, but it sliiightly better. New internal will be added to any part with crew, with or without SQUAD's internal. @PART:HAS[#CrewCapacity[>0]]:FINAL { %INTERNAL { %name = Placeholder } } Are you removed the Props and Spaces folders? ( You can place "Placeholder" folder anywhere in GameData, but not recommend directly in )
  22. What about this: Non-engineer can repair to ~85-90% (sort by damage type, engine only to 85, cocpit to 90%, ets) Engineer can repair to 100%, only with scrDr (screwdriver), otherwise to 90-95% Fuel tanks leaking can be fully fixable with any kerbal with (new item) (because non-engineer can't equip scrDr...) .Engineer not need this, but can use also too. In this case, tape is equal to scrDr. ScrDr mustn't broke. Seriously, how many ScrDr-s you already broke? It's unneeded feature, isn't it? Tape MAY broke, if you want this. Usually, it's long enought, so it can be 'infinity' too.
  23. One more. Windows say "zip is corrupted", but 7zip not.
  24. Maybe, I'll understand it. Thank you. Not orient the rover towards a point, but orient the point towards a rover. Point is nearby the rover (10..40m, not far), but always should be in front of vessel. It,s "locked" to rover, not target. I want to make the rover "scan" the surface if front of it. I get 5 points; first before the rover, next is some left (from first), next some right, more left and the last is more right. And rover position - as starting point. Now get the PointX:TERRAINHEIGHT in all points, and compare with Rover:TERRAINHEIGHT. If "more left" point is about 6 meters down, and all other is near zero (from rover height), it "say" to rover - turn right, because we have a crater (or slope) left *going to hard testing* P.S. fail... how to remove posts?
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