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Kwebib

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Everything posted by Kwebib

  1. OK thank you. I was making some custom patches for hard drives and didn't know if I needed to include all parts with any crew capacity.
  2. I'm a little confused about the hard drive and sample capacity patching. This removes the stock ModuleScienceContainer, but only adds hard drives to parts with ModuleCommand. @PART[*]:HAS[@MODULE[ModuleScienceContainer]]:NEEDS[FeatureScience] { !MODULE[ModuleScienceContainer] {} } @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[FeatureScience] { MODULE { name = HardDrive title = Command Module Storage dataCapacity = 0.5 // data size in Mb sampleCapacity = 1 // sample size in slots } } What happens to experiments done on "Utility" parts (like the Hitchhiker can or crew cabins)?
  3. @CessnaSkyhawk found a typo in your SAS upgrades patch. SASServiceLevel should be set to 1 in this upgrade, right? UPGRADE { name__ = sss_SAS1 techRequired__ = control3 SASServiceLevel = 0 moduleIsEnabled = true }
  4. I'm having trouble understanding the syntax in a few module manager patches I've seen. Can anyone explain what these three (unrelated) examples do? Number 3, in particular, is a complete enigma to me. 1 @PitchTorque *= #$/mass$ 2 @description ^= :Unpressurized:: 3 @title ^= :(.)$:$0 (UNPRESSURIZED) :
  5. Wow, this looks amazing. Great work! Any chance of supporting other planet packs? Or having an input for custom planets (radius, gravitational parameter, semi-major axis, etc.).
  6. Nice. What exactly is this caveat? Landing gears will sink into planets that are very far away? Why does the MakingLessHistory mod fix this issue?
  7. Yeah, I never felt like the engine upgrades added much because I didn't use OhScrap. I did like most of the other upgrades. What bugs did you notice with KTT?
  8. @theJesuit would you mind sharing your Excel or at least describing how you use it? I am interested in using Excel to help me customize tech trees.
  9. This looks good. Always interested in seeing new tech trees. Have you considered incorporating upgrades like Kiwi Tech Tree did? I really enjoyed that feature, and KTT was probably my favorite tech tree. Also, I'm curious, can you briefly talk about what you didn't like in KTT?
  10. Hooray, an update! Absolutely love this mod. Thank you for all the hard work.
  11. Wow, thank you, @Lisias. Definitely saving this for later.
  12. Yeah, the way I've always played is that my actions are pre-programmed, as terrible as that makes Kerbal programmers. One day, I'll attempt to only use KOS when using probes, but that is not today.
  13. @Caerfinon that should work. Thank you! This is probably a dumb question, but does contract configurator use C# syntax for some of its code? That would explain why I can't figure out how to do stuff, because I have very limited coding experience. Specifically, the DATA nodes are where I struggle. It's easy enough to code in requirements and parameters.
  14. Thanks, @Caerfinon. I had completely missed the types on the right side before. What I'm trying to do is make some contracts to award kerbals XP by going into LKO for long durations. I've always thought it was silly that a Kerbal could spend a year in orbit, but all he had to show for it was the ability to hold prograde/retrograde. Here is my code so far. I think it will get the kerbals up to Level 2. The problem is I need to tell "crew02" to select a Kerbal that is not "crew01". Anyone have any tips?
  15. Is there anywhere I can find a list of available expressions such as this? targetBody = AllBodies().Where(b => b.HasOcean()).Random() Specifically, the terms that end in (). Where can I find those?
  16. That's a nice observation. I didn't even think about Kopernicus. I wonder if the Frog God @R-T-B has any insight. The color differences and the sun flare issue could even be separate issues. EDIT: I just went back to Kopernicus Bleeding Edge Release 7 (earliest one for 1.10.1), and the issue remains. This is not a definitive answer, of course, but gives us a little more information.
  17. @blackrack@RyanRisingOkay, I have some logs and some screenshots. KSP Version 1.10.1 JNSQ 0.9.0 Kopernicus Stable R34 EVE Redux 1.11.2.1 Scatterer 0.0632 and 0.0723 Logs: https://drive.google.com/drive/folders/1ip76-oC5F8OMPgjO4L-PZxuBlcJOyrdP?usp=sharing Dusk, Scatterer 0.0632: Dusk, Scatterer 0.0723: Mid-day, Scatterer 0.0632: Mid-day, Scatterer 0.0723: You can see it's just a color issue, and may just need updated configs. I actually prefer the mid-day color of 0.0723. But the sunrise and sunset do look much better in 0.0632.
  18. @RyanRising Let me know if you want me to try some tests as well. Maybe some reports and logs can help @blackrack help us JNSQers.
  19. Unfortunately, I have no idea what the fix is for this. I saw this post, and decided to downgrade to 0.0632 myself. Have you noticed any major issues playing on 0.0632?
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