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Krakatoa

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Everything posted by Krakatoa

  1. Dunno why there wasn't an answer to your question. My .02 is that having it set up to allow for Localization means people who like your parts who are multilingual may take it on themselves to do some of the translations for you, so might be worth setting up the framework for them to go through and help.
  2. I don't see an EVE folder, which is one of the dependencies. That's probably part of what's throwing you off. MM has updated to 2.8.1, which may also be necessary for everything to work right in your game once you install EVE.
  3. Well, Wild Blue Industries has Snacks! and I know for a fact that Angel-125 has created Deep Freeze parts for the WBI set. PBS and all the WBI mods play well together and there are even parts to bridge between them. Both PBS and WBI have greenhouse bits or ways to create the life support stuff. Snacks! is probably one of the easier LS mods, and may be mostly about just keeping food nearby. I scare myself away from LS mods, so I don't know how deep it goes on the resource chain, but it's an option.
  4. Dunno if any of these are what you're looking for, but there's a dev thread and a release thread for Cacteye Optics. There's also Research Bodies and Tarsier Space Technologies. Most seem to be about looking at the planet as a whole from say your home planet, but I don't use them, so I don't know if one has the ability to look even closer. They are really cool in that they give real-ish space telescope abilities to your program.
  5. Aye, I play on career mode, so something that serves a purpose is always welcome. I use a number of mod packs that can take advantage of dispersed bases like USI and Wild Blue Industries, and at the very least, science returns and having something really interesting in a very different sort of biome is always cool. I haven't gotten to Jool in my current save, so I haven't checked out the mineral dispersal on any water-bearing planets except Kerbin. I figure truss parts should be able to handle pretty serious pressures, and might make for good underwater bases, so I could start with figuring it out for Near Future Construction. How could I go about adding maxPressure to those? Would I go part by part with: @PART[truss_octo_1,truss_octo_2] { maxPressure = 8000 //Or whatever appropriate number } Or could I do more of a catch-all per mod?
  6. Everyone has seen videos or images of intrepid space programs setting up submarines or undersea bases on Laythe. Trouble is, unless you have part invincibility turned on, your bases will implode to the pressure before you can develop SeaLab 2020, possibly before you reach a safe spot on the bottom. I'd like to use this thread to collect information from anyone who may have something to offer on parts or MM patches to help build a solid underwater base without giving your ships the invincibility of Superman. To start off with, there are several mods still being supported/developed that give submarine parts, with a maxPressure value defined in their .cfg files. @Fengist's The Maritime Pack and 1869 Steampunk Mod @RoverDude's Sub Pack, part of the Exploration Pack of the USI suite @SpannerMonkey(smce)'s multiple packs, including SM Marine These are all amazing, each for what they add, but there's not as much in the way of stationary mining bases or the like. My personal search is to find a framework to write a patch for specific pieces I would like to exhibit greater pressure resistance for deep sea bases on Laythe, etc, or build one that uses some metric of strength existing on parts already to give them a maxPressure value. Thoughts, pictures of your awesome undersea base and discussion of the mods you use, etc, are all welcome here!
  7. Lookin' so nice, trying to not get antsy to finish that Duna mothership
  8. Judging from all the chatter for the last couple months on this thread, it is working if you go through just a few hoops. You can enjoy those tanks straight away!
  9. More'n happy to figure it out, but I think you may have already done the work if I just tweak your code a bit. In your EPL patch, you have: @PART[CSIfreightergrinder]:NEEDS[Launchpad,!KolonyTools] { RESOURCE { name = MetalOre amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = Metal amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = RocketParts amount = 0.0 maxAmount = 32200.0 } } @PART[CSIfreightergrinder]:NEEDS[Launchpad,KolonyTools] { RESOURCE { name = Recyclables amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = SpecializedParts amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = MaterialKits amount = 0.0 maxAmount = 32200.0 } } which I'm pretty sure (learning code right now, so still not sure) says if you have Launchpad, but not KolonyTools, then use this set, and if you have both, then use this other set. If I just delete the second set and use the needs from that one for the first, will that do it? Just trying to keep MM from trying to set it then reset it. Basically just leaving it with: @PART[CSIfreightergrinder]:NEEDS[Launchpad,KolonyTools] { RESOURCE { name = MetalOre amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = Metal amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = RocketParts amount = 0.0 maxAmount = 32200.0 } } and doing that for the other parts as well. Only real change is deleting the second @PART patch and deleting the ! from the first :NEEDS.
  10. @dboi88 Hey there, I have a bit of an off-case question for you. I use EPL and have MKS installed, but the MKS override of EPL's resources disabled so I can use the original chain. I found the corresponding part of your code, but I can't figure out how to cleanly force it to use your setup for EPL resources without Kolony Tools installed. Should I just delete the MKS resource portions and change the needs to just Launchpad? Love your gorgeous models and clever use of snipping meshes/textures.
  11. Hah! That's mighty good to know. I've got a monster of a mother ship built almost entirely out of NFT parts and have built it with 2 of the large square microchannel graphene radiators and 4 of the triangles, forming a bit of a shell around a Scylla. They're also cooling an Excalibur. Was doing a test on the runway with the Scylla in LH2/Ox mode and all the generators running at full and the heat didn't wiggle. Did I actually overkill the cooling, or is that likely a heat bug?
  12. I'm usually able to just click the screen in IVA and it brings up a window that lets you choose out of your screenshot gallery. So you could put pics in your screenshot gallery, I think. Not the Steam one, but the KSP one.
  13. Woohoo! I've been slow rolling time in my career by putzing around designing future launches purely in the hope that you'd be able to release the new textures. So happy I did!
  14. Oh my! These are gorgeous. I truly can't wait to start incorporating your new modules into my designs. I'm developing a mothership to Duna using 99% your mods, might hold off a while till you get close to this release!
  15. I'm pretty sure it's this module that I pulled from the CryoTanksFuelTankSwitcher patch from the Cryo Tanks folder. I'd take a look at the rest of that file to maybe figure out what you need. MODULE { name = ModuleCryoTank // in Ec per 1000 units per second CoolingCost = 0.08 CoolingEnabled = True BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } }
  16. You're totally right. I'm practicing my MM-fu because I know almost nothing of coding and I'm trying to get better, so I went ahead and made the patch. This makes it so a full amount of storage weighs the same as a full container of Rocket Parts. Used the Replacement Parts decal from Wild Blue Tools. STORAGE_TEMPLATE { name = SpecializedParts author = Krakatoa shortName = Spec Parts logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/ReplacementParts glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/ReplacementPartsGlow description = This kit stores specialized parts. RESOURCE { name = SpecializedParts amount = 0 maxAmount = 1190 isTweakable = true } }
  17. Check the MM patches, that's where additional resources and converters are added to each piece. For example, the patch specifically for the Backseat would be: @PART[WBI_Backseat2] //Use the name field from the cfg for the part { RESOURCE { name = SpecializedParts //Gotta use the exact name in the resource definition, this is from CRP amount = 0.0 //I like to put 0 here so it starts empty in the editor and you can fill it if you want maxAmount = 250.00 //Any number you want isTweakable = true //Lets you edit in the editor, may have another purpose I don't understand } } Edited to add: I always end up adding something later because I end up continuing to think about a thing. Anyways! You could copy/save this directly into a text document, save it with .cfg at the end of the name, and put it (preferrably so it doesn't get overwritten/deleted) in a personal MM patch folder and it can still get added to the correct part. On how to add it generally, I'm not exactly sure. That an aspect of MM that I haven't touched on yet.
  18. I've been getting the same on/around the Mun and Minmus. Just turned off the ocean refraction setting and suddenly I wasn't getting NREs. I'm using it with the newest EVE (no configs) and SVE. Edited to add: Installed manually from the official download places, using the stated install method.
  19. Sorry if this isn't it, but the D2 Greenhouse doesn't have WBIMultiConverter, so it can't look for the GREENHOUSE node, so maybe that's it?
  20. At the moment, I'm not sure what exactly your problem is, but to help, here is the link to the latest release of Firespitter and here is the latest SmokeScreen (use the stable release with the most recent date). Just judging by the update date on the screen, I think both of these are out of date. I don't know what all OPT and ReduceClampSounds adds, but if they are out of date for 1.3 as well, then there's a chance they could cause an issue. There's no other reason for your game not to load.
  21. Pure Ox is one of the configurations with B9 Part Switch that comes with the hydrogen tanks. Do you have the whole mod download installed?
  22. The Bison Construction Pad is a Launchpad and several of the pieces count towards Workshop Efficiency. The storage gondolas can hold all the resources, I'm pretty sure. Also, the GondoLab can become a Smelter and a Partshop.
  23. Alright, here it is, after going through with a spreadsheet and doing some math. My "ore sifter" now maintains within 1/100000th accuracy the mass from ore to the components and it has been balanced to run at slightly less than half the speed of the Bigby when processing metal ore and metal while using about the same amount of EC for everything. Thanks for the help and let me know what you think! First Repository of my own on Github! ETA: This is the Steam Whistle Centriforge (trying to stick with the naming style) for anyone that comes across this. It's a smelter and partshop for EL and uses a somewhat brute-force ore sifter to let you gather the needed metal ore if the station is in space and you have a standard miner. Also room for one WBI experiment so you can theoretically improve your abilities to construct while in orbit. Unlike a number of the other templates, this one does have a heat module to deal with using radiators, but it should be manageable.
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