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Blackline

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Everything posted by Blackline

  1. Hi @SpaceTiger, really love your mod. Its a must have for every carreer I play. After playing many many hours with it, I found 3 possible improvements: 1) Take the first/biggest/root Modulesciencecontainer you find instead of defaulting to disabled for the transfer setting. 2) Maybe I get the duplicate setting wrong, but I would like to have 2 copies of the same experiment, one for science recover and one for MPL research. 3) Enable automatic science transmission for every experiment with 100% (or configurable percentage) transmission efficiency. Thanks for considering!
  2. I agree, for now I am using x science only to have an overview, the actual science is done by automated science sampler. Would love to be able to collect all science within here&now, and to add a request: a button to reset experiments, if a scientist or lab is onboard.
  3. I am using 2.6.0.0 and getting thousands of those lines and the Landing Guidance Window is broken: [EXC 17:20:14.980] IndexOutOfRangeException: Array index is out of range. MuMech.GuiUtils+ComboBox.Box (Int32 selectedItem, System.String[] entries, System.Object caller, Boolean expandWidth) MuMech.MechJebModuleLandingGuidance.WindowGUI (Int32 windowID) MuMech.DisplayModule.ProfiledWindowGUI (Int32 windowID) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) EDIT: i just landed with the Mechjeb Landing Guidance on the mun, it was no problem there. But when i am again in Orbit, its empty...
  4. Did: http://bugs.kerbalspaceprogram.com/issues/14926
  5. I know its necro, but i only found this thread through google and no solution, so i made one:
  6. Hi there, i am writing a cfg that should provide upgradeable (via stock upgrade mechanism) SAS and remote controll support. cfg follows: It also works (almost, since i cant add modules with upgrades, SAS is shown from the beginning, but cant be used since i use moduleIsEnabled = false), as shown here: See the Unmanned under Command. So no Crew needed anymore, BUT i get following message if i try to launch without crew: Log says: [LOG 18:53:15.552] [Pre-Flight Check]: Checking for NoControlSources: FAIL! Is this a bug related to the upgrade mechanism not being checked by the Pre-Flight Checks? Just to be clear, the pod works fine without crew:
  7. Does this also work for unloaded vessels? If not, could this be implemented? Would be cool to enable a drilling station to work and distribute while being unloaded, if said station does not have its own power supply.
  8. Thx for the hint, and all the Cheers to @MatterBeam ;-) That said, I just started a new carreer with kpbs, Kis/kas, usi-ls and this simple suite, trying to have some mini colonization going. Ill give feedback when I got my moon base up and running (using stock size RSS for the real feeling, but without the dV requirements)
  9. I am sorry, forgot to press the "RELEASE" button... EDIT: I think its @Boots ReCoupler Addon... Anyone else having his EL-built ships stuck on the KPBS launchpad? <SNIP>
  10. @taniwha is there a way to decrease build-time? I'll actually like to have instant-builds, because why should they need xx hours on the moon, when it only takes a click on kerbin :-) (not using KCT ofc)
  11. Hi @RealGecko, i like your simplification mods, your suite of SimpleConstruction, SimpleLogistics and NotSoSimpleConstruction imho enables some sort of mini MKS/EPL, at least some business logic of it. And thats the reason i ask you here: is it possible to have @RoverDude's MKS parts with your simplified functionality? So no exotic minerals or specialized kits for rocketbuilding, just ore -> metal -> rocketParts, and ore -> ? -> fertilizer (my career is not there yet:-) ) Do both of your mods play nice together? Or if i want to have MKS' parts, should i just delete all dll's and stick with just the part files? Thanks for your work! EDIT: Maybe Kerbal Planetary Base Systems would be a better fit than MKS... OR BOTH! (if that works out...)
  12. Hi everyone, I saw some guys talking about how stock KSP handles mining, isru etc for a vessel, which was unloaded for a while and then becomes active. Especially in the @RoverDude USI-LS thread, regarding supply and EC consumption. Things like 6 hour segments are processed as a catch up mechanic. My question: are there any (Un)official resources or Wikis on how to work with that mechanic plugin-wise? I would like to implement that functionality to my RealBattery mod. Thanks!
  13. I know of all the epl, mks and ose's out there, but they all lack (and could greatly benefit from) a vab-style editor GUI. Instead of choosing a subassembly from the EPL GUI, build it right there! No more tedious switching from mun surface launchpad -> space center -> vab -> building vessel and save it -> back to space center -> tracking station -> mun... And realizing : Oh I forgot a solar panel -> back to space center...
  14. What's the status of some basic information in atmospheric conditions? You mentioned a possibility earlier (maybe an advanced option to just ignore drag at all, which is OK for the low speed we usually have during space-x style landings)
  15. @maculator got any results?
  16. Ok, I dont see where I mentioned a wrong built vessel. You hopped on the wrong train here. But thanks for the time you spend with this topic. I am talking more of a nice, vab-like GUI for when I dock my ssto with xx cargo and want to EXTEND my space station (not attach a forgotten antenna or engine...). Imagine time moves on, and my old solar panels from 10 years ago need to be replaced by some shiny new ones. Why not send a craft to the space station with some new equipment onboard, open up the vab-like GUI and do the replacement. No magic here, in fact thats how its done in reality ;-) (not by GUI of course, but with a toolchain that is well abstracted by such a GUI) Kis/kas is nice, but did you ever try to attach more than an antenna? Maybe with proper symmetry, angle snap etc this would come close to what id expect. I can not imagine, that it would be hard for suad to enable the vab editor galaxy-wide. Just pause the game, convert the vessel to a temp craft file, edit it (of course with some kerbals flying around in the background, welding stuff and creating sparks etc) and unpause again with the new vessel in Space. Fuel and all the required material would be needed to be hauled in orbit by hand ofc.
  17. Wow, @TKO you hit it. Thats exactly what I had in mind, I just was to lazy to write it :-)
  18. Wouldn't it be cool to edit an active vessel (that already made its way to a mun orbit) in the VAB? It could cost money or items (like rocketparts) for career mode. An in-flight editor would be even better, the game pauses, and the vab editor comes in from the left. Cheers
  19. Any luck with that?
  20. Tradeof, but that can be handled. But did it work in terms of functionality? Didn't mean to limit it, I was able to install it though (on 1.2.2) ill try to fix that later.
  21. I didn't try it, but i think it should be enough to change the very first line in my RealBattery_mm.cfg to somethink like this: @PART[*]:HAS[@RESOURCE[ElectricCharge]] WARNING That really converts ALL parts with EC to Realbatteries WARNING
  22. Ouch, forgot it, sorry. I'll try to remembur until im home from work. As an alternative, why dont you just prune all stock batteries?
  23. @riocrokite thank you, i'll look into that when doing the next update. in the meantime i managed to put RealBattery on CKAN
  24. Ok, I am convinced. Massive, high speed wheels will be the next big thing in realBattery ;-) But what about the torque created during charging or discharging? I need to do some wiki on this, do they use counter rotating masses??
  25. No. Every part has its own config. Just try it out.
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