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Everything posted by Deimos Rast
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Adventures in using minThrust
Deimos Rast replied to Kerbas_ad_astra's topic in KSP1 Mod Development
you're way beyond my level of understanding of the issue, but the only thing I would add is that KW Rocketry has SRB's that have a non-zero minThrust and I know we/I ran into issues with them not being throttlable with the in-editor right click GUI slider as well. You can set it, but it has no effect. This was a few KSP versions ago though, so it might have changed. -
well I wouldn't call myself a modder, but in the patches I throw together, I try to make them super modular (based on theme, but also with optional extras galore) that people can pick apart and choose what they want. But those are MM configs, which are easy to write and I don't have a day job so I literally have nothing better to do (and my stuff is small potatoes). Most people seem to like and appreciate my approach, but there are those who will complain about "too many configs" or "configs patching configs." You know what they say, "If you try to please everyone..." I see where you're coming from, but unless you've actually taken at least a half hearted attempt at providing support for people, even on a second hand "unofficial" basis, I think you'll quickly find your approach will lead to endless frustration for you, especially as thing scale in numbers.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
I can't do anything about the top half, but the bottom half can all be put into a single folder. They should have been that way to begin with, but apparently github and I don't see eye to eye on things at the moment. But yes, you are right. I'll see what I can do. I made an issue of it so I won't forget. https://github.com/deimos790/BoxSat_Continued/issues/3 -
yes. here is a standard config. The only issue (as I see it) is no units of measurement. I'm sure they're mentioned in the deeper code, but I don't know off hand. Some can be inferred. Not sure on LifeTime though. @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[IntakeAir]],!MODULE[NoFailureModules]]:FOR[DangIt] { MODULE { name = ModuleEngineReliability // Annual Failure Rate: 100% MTBF = 8760 // Engines must decay *VERY* quickly compared to other parts LifeTime = 15 // Amount of spare parts needed to repair the part RepairCost = 10 // Fraction of the age that is discounted when repairing (from 0 to 1) RepairBonus = 0.1 // Amount of spare parts needed for preemptive maintenance MaintenanceCost = 2 // Fraction of the age that is discounted when doing maintenance (from 0 to 1) MaintenanceBonus = 0.3 // Duration of the inspection bonus, in seconds InspectionBonus = 120 // Set to true to suppress all notifications about this module Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } }
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I don't know that I even need this, but it looks incredibly cool, so I'm going to find a reason to use it. You have a talent for creating simple, must have mods. edit: toolbar support?
- 35 replies
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- utility
- flight planning
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would be much appreciated. Even if it's just balance related (in which case probably easier to talk it out here), as I made some slight changes for the sake of balancing values to modern standards. sorry didn't see this earlier - these are just module manager patches if you haven't figured it out already. Apparently github likes to remove a layer of folders when it redistributes things, so you might get several folders when you extract it. Really need to fix that. Regarding FASA: 'cuz it wouldn't have an active developer, there are other mods that do and are as good already available. I don't fully agree with the counter arguments, but I do understand them.
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it should be 3 actually. The index is a count of the MODULE nodes, starting at #0 at the top of the part config, going down. The containermoduleindex is referring to which position in the order the ModuleScienceContainer is at, in this case it's 3, iirc. If it doesn't find a science container in that position, it throws an error.
- 1,016 replies
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- shuttle
- space station
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Not yet on Entropy - next release I believe.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
the issue is licensing. The mod is All Rights Reserved. The best I could do is do what HGR does and make a new thread and point to the curse link and my repo, but it'd still be two downloads. I didn't know it gave you 4 folders though; would have thought it'd be just one. Truthfully, I've never checked how github bundles it - I suppose I could add another folder layer. For the record, it's not a bunch of cfg's patching cfg's. There are no duplicates - everything is integrated and clean. You might be referring to the optional patches, though, which add additional components. If you have any specific suggestions on improvements (besides the folder structure), I'm all ears. oh? they gone gone? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Deimos Rast replied to bac9's topic in KSP1 Mod Releases
@blowfish Mk5 Cockpit Probably related: https://github.com/blowfishpro/B9-Aerospace/issues/3- 4,460 replies
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you're double listed on spacedock as DangIt and DangIt Continued, if you didn't already know. That's going to cause some headaches. http://www.spacedock.info/mod/1054/Dang It! http://www.spacedock.info/mod/1055/Dang It! Continued
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Try this - it's untested, but should update the lab to 1.2.1. As an aside, this lab is kind of bad (IMO). Double the ElectricCharge costs for only 250 more data storage? Granted, it's mass is incredibly low, but, eh... //KerbalLab @PART[KSO_KerbaLab]:NEEDS[KSO] { @MODULE[ModuleScienceConverter] { %dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain Mode = Biome } REQUIRED_EFFECTS { Effect = ScienceSkill } } MODULE { name = ModuleExperienceManagement costPerKerbal = 0 } }
- 1,016 replies
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- shuttle
- space station
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they look great. glad to see you creating again, as I really like your art style
- 149 replies
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- procedural
- hacks
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I know how much work changelogs are, so I leave it up to you - you're putting in more effort than I would already, so I trust your judgment on balancing, honestly. Regarding windows: probably Cupola IVA. You can still give crew capacity without ModuleKr. It's just CrewCapacity = #. Doesn't require an IVA or ModuleCommand, either (module command is for allowing you to control the vessel). You could make a patch that converts ModuleKrCrewCompartment = abc to CrewCapacity = abc....probably. The problem you run into though is if they have crew capacity, they become a really cheap cheaty way to add crew cap to a ship for low mass (talking about windows/hatches). Have a tourism contract? Mk1 Pod + 5 Windows. You get the idea. Not that I'd ever do that.
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I'm sure you'd like a detailed breakdown, but I don't have a firm grasp on the mechanics of ESLD. I believe on first blush, this is the easier of the two, as it uses ElectricCharge, not Karborundum, and it's more forgiving with it's gravity wells and orbital mechanics. Personally I prefer the concept of ESLD, but the convenience of this mod, but at present...use neither. I know, I'm a real help.
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probably, as they are still in png and tga format. @linuxgurugamer Converted the textures to DDS. Will test in a second, but you can find them here if you want them. License is same as original CC-BY-NC-SA-3.0
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The guy has been offline for over two years - I think this mod is dead...
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
Deimos Rast replied to Beale's topic in KSP1 Mod Releases
You might have won the Internet for the day... -
No, as DangIt should have the resource defined somewhere on its own (I don't have the current version in front of me it would seem). You won't need CRP till next version it seems. Yes.
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
Deimos Rast replied to Beale's topic in KSP1 Mod Releases
Is that even possible with stock aerodynamics? I've honestly never tried to spin my rockets, they usually do that enough on their own So you want to disable two sources of SAS simultaneously? Lol. Well, "no EC" would do that, and maybe it is good that the SAS eats the probe's EC after all then. For reference: this is the ModuleSAS API documentation here, maybe you'll see something I missed. -
@linuxgurugamer This is what I meant by "weird cost behavior". @Epiphanic it should be tweakable. Do you have CommunityResourcePack (not sure if you need it in this version, but you will eventually)? it's best not to edit resource definitions. Try making a patch out the the second part of the below snippet (the @RESOURCE_DEFINITION bit) RESOURCE_DEFINITION { name = SpareParts density = 0.00378 flowMode = NO_FLOW transfer = NONE isTweakable = true isVisible = true unitCost = 12.6 volume = 1 } @RESOURCE_DEFINITION[SpareParts]:NEEDS[DangIt] { %isTweakable = true }
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Ninja edited link to old post: @linuxgurugamer https://github.com/linuxgurugamer/DangIt/pull/1
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I made the following changes locally, and I can submit a PR if you'd like (but it took maybe 5 minutes). Regarding the cost: if you look at the SpareParts patch, it has a cost offsetting behavior (I believe the spare parts?). It should probably reference the unit cost in the resource definition, so it updates if it changes. Also, in the past (and forgive me, it's been awhile since I've used this), I seem to remember costs sometimes going negative on parts that were adjusted. I posted about it in the old thread, as did some others, so I'll dig around and see if I can find those posts. (My original post is here) Battery.cfg: Changed ModuleEngines to ModuleEngines* Lights.cfg: Added check for CrewCapacity (thinking that you don't want command/crew parts to fail) RCS.cfg: Changed ModuleRCS to ModuleRCS* ReactionWheel.cfg: Added check for CrewCapacity (thinking that you don't want command/crew parts to fail) Tanks.cfg: Added :FIRST in hopes of getting the patch in before fuel switchers delete resources (otherwise we'll have to rewrite the patch) WheelMotor.cfg: Changed ModuleWheel to ModuleWheelBase WheelTire.cfg: Changed ModuleWheel to ModuleWheelBase @PART[*]:HAS[@MODULE[ModuleReactionWheel],~CrewCapacity[*],!MODULE[NoFailureModules]]:FOR[DangIt] @PART[*]:HAS[@MODULE[ModuleLight],~CrewCapacity[*],!MODULE[NoFailureModules]]:FOR[DangIt]