Jump to content

zer0Kerbal

Members
  • Posts

    3,545
  • Joined

  • Last visited

Everything posted by zer0Kerbal

  1. am thinking of doing that (1.21). Any further and should continue in KIS thread. (apologies to LGG) Issue is doing more than one or two on a distant surface would take a whole lot of cargo space - hence why workshop (or simple construction) would be best.
  2. @Nuke thank you for this mod. I really like the tinyGirders. In fact liked them so much I converted all the .tga's (~80) into .dds. Would you mind if I published them (and the rest) to my Github? If you allow, will probably also update the part.cfg's - at least for some of the parts. part of what I want to do is B9 for fuel switching in the tinyGirders (as optional). ps: (TGA to DDS, reduced sample to 512x512 (max) reduced total size 211mb down to 35mb) (**no noticeable quality reduction**)
  3. @Tonka Crash, Am totally for KIS 2.0 and understand and agree with @IgorZ. Am just hoping he left a undocumented setting to allow those who are willing to forgo the EULA and warranties to use KIS with Serenity Science (let the reaver's come). As it is, I am pondering about +PART some larger cargo containers for Serenity. @linuxgurugamer nothing to fix, when KIS allows Serenity Science, Workshop should already be able to handle it.
  4. Agree - agree - and well, frankly, I give an agree again. full pilot efficiencies. (full patch on my github iirc)
  5. I believe this is still in the game - just, well, hidden and forgotten. I use a patch based upon KerbalEfficiencies and it includes this: GameData\Squad\Experience\Traits.cfg
  6. @linuxgurugamer am making an educational guess that since KIS can't handle the new ground science in Breaking Ground, Workshop can't manufacture the parts, even with recipes added (which I tried).
  7. @Lisias umm.. heading out the door for a short trip - will respond after return - but, umm.... how'd that happen? fixed.
  8. IR-Next seems to have a magnet part.... let me check the part.cfg - IR_MagneticGrabber So if you have IR-Next installed - you could install that part or that module into your part. Don't know if this will work - it should. the :NEEDS for IR-Next I don't know how to write, so I tried to say it needs that part that the code came from. Also included a fix for the original part - bulkheadProfile.
  9. well golly-kee-whiz-bang-buffs, my mistake, you are correct.
  10. hmm... let me exit out of the Dev game and load of my career (only takes about 657 seconds) - to make sure -
  11. the one and hopefully only kindly tell me when you have it so I can delete. PS I put things in the patch to debug/ensure the patch as a whole was working - including the rescale =. thank you in advance. and I never read the Manu - just wing it and if there are extra parts, they weren't meant to go in or are spares.
  12. Bugs! Tried that - here is the resulting _MMCfgOutput for the RADAR: and here is the patch: am flummoxed, the patch is there, is correct, and it isn't working.
  13. been trying to patch SCANsat to use TweakScale. Got it to work last year, but now. I check the MMCfgOutput and it shows up - just not in the game. the patch I am using is: rewards: 100 4 1
  14. My next question is: about ModuleManagerMath (or M3). Is there a direct or indirect way to round a number in MMM? Even if it is just to remove digits (so 2.718 from 2.71828182845904523536028747135266249775724709369995) would a REGEXP work? same as for ABS (Absolute value)? (so -2 becomes 2) win a :medal: or :cookie:! ( optional)
  15. agree. great mod. another suggestion is to add :eyes: (look at) and :camera: (aimcamera) - both toggle (so clicking one activate, clicking twice deactivates). OOH stretch goal request: list all docking ports (available) on targeted craft... hint: click target on targeted vessel to unselect.
  16. all I can say is dockingPorts have come along way. Many mods have dockingPorts - from PicoPorts to NearFuture to name just two. Heck, even InfernalRobotics-NEXT has one. Hope you find it!
  17. A dev article from1.4 (Whats in a Vessel Name? ( By TriggerAu)) explains how to set showVesselNaming in the part.cfg so that it shows during flight. Great. I love this. One caveat, it doesn't seem to allow one to change the Priority Level during flight. I want to be able to easily change the VESSEL_NAMING_PRIORTY_LEVEL of a craft during flight. Is there a way? How? Can something be added to the part.cfg to enable it to be done? Or is this a something requiring a mod to do? Would be nice if stock allowed it in flight, seems like a bug. Add this to the part.cfg to allow showVesselNaming = True From settings.cfg SHOW_VESSEL_NAMING_IN_FLIGHT = False VESSEL_NAMING_PRIORTY_LEVEL_MAX = 20 VESSEL_NAMING_PRIORTY_LEVEL_DEFAULT = 10 Under the root part (and seemingly only for those parts that are manually set in the VAB) is VESSELNAMING { name = vesselName type = type (new type also from BreakingGround = DeployedScienceController and DeployedSciencePart) priority = priority (default = 10; max = 20) } also - it seems that if a vessel doesn't have at least one part with this set in the VAB, that these are not written to the vessel in the save; so if a vessel with this set docks with a vessel that doesn't - there might be some alterations... checking
  18. airbrakes and horizontal landing legs as well. will have to remember the magnetometer as well.
  19. quick update next will be in about a week. Since nodes are done, will be focusing on other items. Once new release out, will flatten my git, and proceed from there. Making progress on the helper variations.
  20. was mistaken about RCS on pod. removed experimental patch. should the DronePod / Helper have a RELAY or INTERNAL Antenna? (have made it DronePod RELAY and helper INTERNAL)
  21. @linuxgurugamer v0.20 pushed. kindly verify the engines - since multiple patches (including your changes) were around. will do the Interstellar version of the engine once the dust has settled on the original engineOnArm. Changelog.txt
  22. am working on OT right now - will look at it. almost done merging in most of the patches. Made KIS.cfg.OFF by default Seems the Pod is missing the RCS module - added in separate patch to make sure is right. working on merging the engine - the OT patches took the thrust from 40 and raised it to 50, and then you (rightly) lowered it to 29. Maybe put it back to 40? (leaving it at 29) Am leaving all the additional nodes and the related B9 node switch in separate patch. Will be pushing v.20 in the next 45 minutes. will attempt to drop by twitch later today if you are streaming.
×
×
  • Create New...