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Deimos Rast

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Everything posted by Deimos Rast

  1. yeah I'm familiar with Rover's Drills. Since I'm going stock, it's only a hop and a skip to go UKS/CRP. IIRC, his current setup just uses a stock resource harvester at 1 efficiency, and usually no core heating? I would probably add in core heating (for no real reason other than consistency with stock). Not 100% on the drill bit idea, but a patch to use Rover's system for those who have it might not be amiss. Warlord Papa (working title) has already been here (see two posts up). This one will be on me, as he mentions, he has his hands full with BDA, and this involves boring stuff like digging in the mud. Maybe if it had blasting TNT... --- As a general update, I haven't forgotten about this mod, but I haven't made too much progress either, on account of bad health and getting recruited for other projects. But I think I'll work on it today. Also, more importantly, Baha's animation plugin has been updated by the esteemed @linuxgurugamer for quiztech aero, which means animated containers will soon be a thing again!
  2. Which RPM configs? I'm pretty sure I have all of Sam Halls work. I know he has a number of other IVA's floating around. I believe there is an ASET IVA for this, which I have, but I haven't tested to see if it actually worked (just peaked at the configs).
  3. The number seems to vary, but it always starts with 5 and is 5 digits long. The only way to override it is to hold down the key I want and mash "Change Key". I searched the site and didn't turn up anything. I wouldn't stress about it; I'm fine with an out of game settings.
  4. @Diazo Figured I'd give your landing mods a try. Slight problem with this mod: the key binding thinger keeps wanting to bind to what I think is Mouse1 (ingame it says 55665 or something) but it causes VEL to freak out and spam the log with this, non-stop, and I believe might be the culprit in some game performance issues I was having. It clears up when you set it to a "respectable" button, which is also hard to do. The odd part is that it acts as though I have a stuck key or something - as soon as I hit Change Key, it reverts to 58565 whatever, without hitting any other keys. Not sure on that one. 160729T142120.600 [INFO] [VerticalVelocity.TWR1.Update] TWR1 Update Fail! 11 System.ArgumentException: Invalid KeyCode enum. at (wrapper managed-to-native) UnityEngine.Input:GetKeyDownInt (int) at UnityEngine.Input.GetKeyDown (KeyCode key) [0x00000] in <filename unknown>:0 at VerticalVelocity.TWR1.Update () [0x00000] in <filename unknown>:0
  5. So I've since played around with my install (significantly) and EasyBoard works without error. *shrug* No idea what caused it. Thanks again for your help.
  6. personally I prefer the backup copies - they have much more interesting stuff in them! (nothing salacious, don't worry, just more modules, resources, etc).
  7. I see you like being that guy Yes, if it makes it past the first screen and doesn't immediately flash closed. As for your problem, I've found, personally (as in, I can't say this is generally the case), when it consistently crashes before even getting into a loading screen, it's been a graphics driver incompatibility. I recently updated my graphics drivers and KSP wouldn't load (remember to restart first too); I ended up having to juggle things around in my install. If it doesn't load with just SQUAD? Try a different driver. Doesn't make much sense to me, but, it worked for me. Mileage may vary. Edit: sounds like you (OP) have a different problem though.
  8. ah, I see the ResearchBodies problem is now known. I suppose I'll be rolling back a version till it blows over. Chin up, you've done wonders for career mode.
  9. was going to say all his old threads are pretty much locked last I checked, but you're taking on BDA too? Daaaamn. (Link to it in your Sig is broken by the way.) Didn't have you pegged for the "blow 'em up" type.
  10. @AliceTheGorgon Your KIS EVA Prop patch has a minor issue. It's missing the ":" before the NEEDS. @PART[KIS_evapropellant]NEEDS[KIS]
  11. @Tralfagar Are there supposed to be numerous copies of the part configs, with extension ".cfg~" ? They differ significantly from the parts they're ostensibly copies of (and are 3-4x the filesize). This is with the latest version just pulled off of spacedock.
  12. It's done that since forever. Since I started using it in 1.0.5 at least. I don't think deleting it outright is the best practice; removing MiniAVC is probably a better bet, as is your second suggestion. @LordDilip "KSP_VERSION": { "MAJOR": 1, "MINOR": 1, "PATCH": 3, "BUILD": 0 }, "KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 1, "PATCH": 3, "BUILD": 0 }, "KSP_VERSION_MAX": { "MAJOR": 1, "MINOR": 1, "PATCH": 3, "BUILD": 0 }
  13. The science lab is split into two modules (see below) - the first is mainly for reseting and relocating science experiments, the second for converting data into science. The lab chip currently only has the functionality of the first, not the second. CrewsRequired = # refers to scientists and that's hardcoded I believe, as is the scientist bonus down below in the second module. You would have to do a work around with plugins (see Station Science) if you want to use Engineers. Mesh Switching and texture switching are kind of the same thing, at least that's what I meant. I know they're technically different, but functionally, similar. My point with the core is that it should be required, but at present I don't think it is and I don't know of a way to fix that. It's like taping sticks of ram to the side of my computer doesn't make the computer go faster. Need the relevant slot and such. My point with Universal storage was merely a comparison, as another mod that has similar features. I wasn't suggesting it as a dependency or using it at all; just look how they do things if you need ideas. Sadly, I don't know jack about programming (although I did just recompile my first plugin not ten minutes ago, and it seems to work flawlessly, pretty thrilled about that). //------------------LAB--------------------// MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 2500 // 150 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 2500 //How much science can we store before having to transmit? powerRequirement = 1 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research ToggleActionName = Toggle Research //--added }
  14. there is already a b9 info chip - I meant add in the firespitter info chip, with a patch that if you don't have b9, it uses the firespitter one, or vice versa. there is already a lab chip, not the lab we were talking about earlier. It functions as only half a lab though. Actually, I think in it's present state it will throw NRE's due to the module indices being improperly numbered (container needs to go first, before the firespitter modules). mesh switching and resource switching is possible with Firespitter/IFS/B9. Node Switching with B9PartSwitch. Module switching...I believe that's plugin territory. an alternative is to create a custom editor category for all the chips and confine them to that category; it would cut down on clutter and not require a plugin something to consider is that I think these chips currently would work without the core, which I'm not sure makes a whole lot of sense. Not sure there is a way around this though. Could look at Universal Storage, but I think that mod just uses it's unique form factor as the control mechanism
  15. the original post from the original mod has pictures that still work. Some things, if you go forward with this: Radiator Chip B9 Info chip could be patched to include an either/or with Firespitter Info module Thermometer chip (maybe combine with radiator chip?) Rx Wheel Chip (very weak) - probably combine with ASAS chip Note on the Lab Chip: I've tried in the past to make "robot" labs - the game doesn't like labs without crew requirements, which is probably why the converter is commented out. I have yet to figure out what the eyeball scan does for ScanSat. Radial core should probably more closely mimic inline core. Have proper :NEEDS on the respective parts and redo the category = -1 business. All I can think off after rifling through the configs.
  16. hmmm, what I meant was half of what you want to add to the science lab you linked above, it already seems to have. But the real problem with this mod? No pictures! I have a copy of this mod, and it looks like it has a good selection of parts, but without visual confirmation, I guess we'll never know.
  17. gaaah, github service outage. Gotta go fast. No download mirrors? I suppose I can revert to 220 till github is restored.
  18. are you using the original model or some you got from...elsewhere? The original has an animated dish antenna and equipment bay. Pretty sure Interstellar removed these animations.
  19. technically BahaD also had an "All burn together" mod so if someone fixes that mod they could control a swarm. Also, Throttle Controlled Avionics has a swarm mode, which is up to date. I'd probably use it if it were there, assuming I could control them, but mainly for novelty. I can definitely see dog fighters using it a lot though (BDA might have its own spawn system though).
  20. I have archives of versions 1.0 and 1.0.1 from the ks torrent if you want them
  21. still running 1.1.2? Wow, my sympathies. The mods are already compatible and have been for quite some time. For Stage Recovery, he posted a 1.1.3 beta version that works.
  22. If you really want to dig into the "every kerbal different" you could check out the Kerbal Stats mod, used by EPL. That way you could bring in the whole "training" aspect - born stupid but the best "trained" (most flight time, etc) pilot there ever was. Or something. Also, RosterManager might be something to look into, but it's early alpha. I think if you take it in this direction, (nature/nurture) you'd have your work cut out for you, but it'd be pretty unique.
  23. For some of them, sure (like I said, I used Haystacks so it showed me when I was registered as flying vs orbital). I'm pretty sure this isn't an error with the contracts, as when I managed to get Haystacks to register me as Suborbital, the contracts registered me as well, which tells me it's working as intended. I just had a lot of trouble getting to that point. If it works okay for you, then I guess we'll chalk it up to "user error" or something. Between HyperEdit and the DebugMenu, it's not like I'm about to fail one of these anyway... Thanks for the response. Probably this. That did not occur to me.
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