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DefiantZombie

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Everything posted by DefiantZombie

  1. Download: GitHub | Source All bugs shall be submitted via the GitHub issues system (see Source link above). No logs, no support. Adds an action group entry for "Control From Here" to docking ports and command capable parts. Do note that if for some reason a part is both a docking port and a command module, the docking port will take priority. Installation 1. !!!IMPORTANT!!! If going from KSP 1.2.2 to 1.3, delete the old Collide-o-Scope folder. 2. Install ModuleManager or use the provided version (may be out of date!) 3. Copy Squidsoft Collective into your KSP/GameData folder. Allow files to be overwritten if necessary. OS X Note: You will have to go one level deeper and copy/merge the folders inside Squidsoft Collective into your KSP/GameData/Squidsoft Collective folder. Usage 1. Enable Advanced Tweakables for your save. 2. Add the new "Control From Here" action in the SPH or VAB just like any other action. History
  2. Download: GitHub | Source All bugs shall be submitted via the GitHub issues system (see Source link above). No logs, no support. "This is how fuel cells should work in stock." --DasValdez What this mod does is add a minimum electricity storage slider to the fuel cell. If you have a battery of 50 and set the slider to 50%, the fuel cell will activate when EC is drained to 25 units. If you have a battery of 50 and set the slider to 10%, the fuel cell will activate when EC is drained to 2.5 units. This mod makes the fuel cell behave like a backup generator! Bases: have them use solar during the day and switch over to fuel cell power during the night. Ships: have them as backup power as we all have time warped or endup on the dark side of a planet and run out of EC cause of not bringing enough batteries along. Science landers and planes: cause we all know some DMagic science parts can drain the battery like crazy, now you can simply add a fuel cell for backup power instead of bringing several batteries along Installation 1. !!!IMPORTANT!!! If going from KSP 1.2.2 to 1.3, delete the old Collide-o-Scope folder. 2. Install ModuleManager or use the provided version (may be out of date!) 3. Copy Squidsoft Collective into your KSP/GameData folder. OS X Note: You will have to go one level deeper and copy/merge the folders inside Squidsoft Collective into your KSP/GameData/Squidsoft Collective folder. Usage Output Capacity Limiter 1. Enable Advanced Tweakables for your save. 2. Right-click on a fuel cell and adjust the output capacity. History Credits - DasValdez for always being inspiring and classy. https://twitch.tv/DasValdez - Popskyy for the creativity fuel. https://popskyy.bandcamp.com/ License See License.txt
  3. Hey all, I'm trying to calculate the center of thrust for a vessel in the flight scene. My current methods seem fine until the vessel is in motion on the ground. When moving the position appears to drift backward in relation to the vessel orientation. I've tried using thrust queries, and averaging the ThrustTransform positions. Both methods have the drift. I've looked at FloatingOrigin, but the offsets I get from it don't make sense to correct the drift. What am I missing?
  4. There's nothing to really show. The text describes how to use it. Ensure the app icon is lit (green) and you'll have a show collider option in the action menu on all parts. If the parts are in symmetry, you can cycle into symmetry mode as well. If you need a picture, here:
  5. Download: Curse | GitHub | Source All bugs shall be submitted via the GitHub issues system (see Source link above). No logs, no support. Show us what you've made! Use #MadeWithCollideOScope on Twitter or post it up here. "You can't be a KrakenTech engineer without Collide-o-Scope." --DasValdez Collide-o-Scope has one job: Assist with the creation of Kraken devices. == Installation == 1. !!!IMPORTANT!!! If going from KSP 1.2.2 to 1.3, delete the old Collide-o-Scope folder. 2. Copy the Collide-o-Scope folder into your KSP/GameData folder. == Usage == Collide-o-Scope is an advanced tweakable. As such your game will need Advanced Tweakables enabled. There are several places to check this: 1. From the main menu go to Settings->General. Note: This will not change the option for games in progress. 2. From the space center or flight scenes press Escape and choose Settings. It will be under the Gameplay section. After Advanced Tweakables is enabled a new application button will appear when in the SPH/VAB or when controlling a craft. When this button is lit up (green) the tweakable is visible when right-clicking on parts to bring up the action menu. Simply select the tweakable to change its mode. NOTE: You may turn on as many colliders as you wish, however this will cause performance problems if too many are active at once. An alternative to the action menu is to place your mouse cursor over a part and press the assigned hotkey. The default hotkey is 'O' (capital oh) and may be changed in the settings.cfg file. To turn off all colliders at once move your mouse cursor so that no part is under it and press the hotkey. You may also press the application button to disable the tweakables. New in v1.1: Markers are now available in the flight scene. Use the Flight Markers tweakable to toggle on/off. Lift and body lift can be separated by toggling Combine Lift. == Notes == - There are bugs in this mod. I am not a graphics programmer. The rendering code was written by someone else. The bugs that exist also exist in the mod where the code first appeared. These bugs are not major and the mod works as intended. - Any craft and save game written with the application active (green) will have minor amounts of information written to them. This is a KSP thing that cannot be worked around. There is no effect other than warnings in the log when these files are reloaded. Don't panic, I just want everyone to know this happens and that I looked into having it not occur. Colors are based on collider type as follows: - Yellow: Box - Red: Sphere - Green: Capsule - Blue: Mesh - Pink: Wheel == Special Thanks == - Squad for the awesomeness that is Kerbal Space Program. - DasValdez for always being inspiring and classy. - Muddr for for always being inspiring and bug testing. - Popskyy for the creativity fuel. https://popskyy.bandcamp.com/ - Pyreliter for the mod name. == Changes == == Postscript == Version ksp1.3-1.1.5.0+ is NOT compatible with KSP version 1.2 - 1.2.2. Use a valid release from the github if you are on a 1.2 release of KSP. This mod is not compatible with versions prior to 1.2. DebugStuff by Sarbian provides this functionality and more for KSP 1.1. Note: I will not be backporting any patches. The KSA Nuevo Snackero was built by DasValdez and can be downloaded from KerbalX.
  6. I have a KSPAddon that adds a temporary PartModule to parts depending on whether the application is set or not. If the game/craft is saved with the application enabled, the PartModule is written to persistence/craft. I don't want this. How do I prevent this from happening?
  7. Is there any way to determine if the ResourceDisplay is pinned open? I've looked at everything I can see in ResourceDisplay and nothing changes when the window is pinned/unpinned. I'm sure I'm missing something and would greatly appreciate some direction on this.
  8. Okay I did some rejiggering. Apparently the sifter doesn't like lower concentrations of dirt. Relocating the whole base worked. Thanks for the nudge in the right direction.
  9. I just built up and slapped on a Scout ScanOMatic, and it's showing 13.82% dirt. So there is some there.
  10. Hi all. I'm having a problem with dirt. I built the Minmus base that RoverDude created on his live stream and I'm not getting dirt. Ore builds up, but not dirt. Is there a step I'm missing somewhere?
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