Jump to content

zer0Kerbal

Members
  • Posts

    3,545
  • Joined

  • Last visited

Everything posted by zer0Kerbal

  1. hmmm... maybe I am missing something because I used the language file provided and doesn't seem to do anything in npp - but if it is a language marker - I've never seen it in KSP part.cfg before. and if it is just for npp, it would cause errors in KSP unless KSP has it defined as well. (interpreted code, rather than compiled code)
  2. @Paul Kingtiger here is the patch I used to add the new Stock InventorySlots to crew pods (makes sense - Kerbals get one, why shouldn't their pods?) Also - been reading your code and am curious about "/+ /- " - is this a block or a block comment or another form of comment? don't believe I have seen this in other part.cfg's before. What does it do/is it for?
  3. KAS is broken for 1.7.1 - @IgorZ and others working on it. otherwise - find the patch. copy the
  4. wouldn't it be nice if there was a nice little script for gimp or similar to just parse the entire gamedata directory (or any other inputted as a param) to auto convert everything into the right filetype and size/density.... just run it and walk away... for all those out of date mods we all guiltily have installed.... one can wish....
  5. Question: the mod allows for the saving of the part node data, so where does it store it? I once knew where to find where NodeHelper stored this information. Am thinking it is in the log file; am wondering if could be exported to a separate file?
  6. there is a new debug helper in both KIS/KAS - see settings.cfg in mod root directory to learn how to enable it. Should help find those missing bones.
  7. bingo - the helpers go into the pockets - need been pondering over the grapplerJr's function:
  8. this really made me laugh, and cry because it's true. Exactly what I thought, and expected. Now I know where to look in the NearFuture. Thank you for the reply.
  9. I like automated. So you install a mod from CKAN, are running RO or whatever that is a couple of versions behind; plus I like the challenge which pushes me to learn and improve. There is also the issue of overwriting by re-installations and updates. This way, it is a not a concern. Thanks for the reply, will take your suggestion under advisement.
  10. so am writting a patch for several parts - essentially want to have two versions of the patch - one for old KAS one for new KAS. // OLD KAS @PART[billsrebob]:HAS[???]:NEEDS[KAS/LEGACY|KAS/Parts/hook_anchor/]:LAST { // does old KAS things} // NEW KAS @PART[billsrebob]:HAS[???]:NEEDS[KAS],!KAS/LEGACY|!KAS/Parts/hook_anchor/]:LAST { // does NEW KAS things} is there a simple way to do this? a way for MM to know the difference?
  11. I tend to agree - at least for public distribution - for those reasons. @linuxgurugamer where do you want the nodes (which file - or new) in that branch? and just added the current KAS work. PS: Here is the rough MM pseudo-code patches wrappers so far (am sure they are not correct): // OLD KAS @PART[billsrebob]:HAS[???]:NEEDS[KAS/LEGACY|KAS/Parts/hook_anchor/]:LAST { // does old KAS things} // NEW KAS @PART[billsrebob]:HAS[???]:NEEDS[KAS],!KAS/LEGACY|!KAS/Parts/hook_anchor/]:LAST { // does NEW KAS things}
  12. sounds like a plan. kindly pull from nodes. I will have those patches 90% done in the next twelve hours or so. the dronePod is being stubborn, and I haven't decided what to do about the grapplerJr. concerning nodes. I have the winch 96% right for the Pod, but have only just started on the grapplerJr's. Didn't even know it had one until a day or so ago. The category and art for it are good-to-go. Would be best if when you cleaned up the part.cfg's and added the "cck-tug" tag. the lights are generally better, but not right yet. Am attempting some slight-of-hand with one or two other things, will see if what I want to accomplish is possible. Concerning the resources: if the engines/core can switch from LF/Mono then I suggest the other major parts so as well (Mono+Elec; LF+Mono+Elec). will see if I can write up those as well (and keep them somewhat balanced). I need some sleep, but will be back in six or so hours. edit: the KAS/KIS version schism - one patch for each side : NEEDS[KAS/PARTS/hook_anchor] is the idea I am thinking about for differentiating.
  13. thank you. I understand now and appreciate the assistance both for its timeliness and usefulness.
  14. a little assistance kindly: want to make sure all crewed pods have MonoPropellent: so the patch adds 5 to any pod without, then adds 5 units per crew capacity to all pods with MP. so a pod without: 5/5 pod with: MaxAmount+(5*CrewCapacity) Would appreciate some error checking and suggestions. Thank you.
  15. am trying to locate where KAS debug dumps to? am hoping it writes all the data so can easily xfer it into the part. log - so just copied and paste from the game into part.cfg - now for the other part...
  16. thank you. thought as much; would have been great; had to ask.
  17. Another question: I know how to add a part to every seat, and the first seat; but is there a way with ModuleManager to add something (like surveystakes) to only select parts? such as (pseudo-code): thank you in advance!
  18. KIS has a really nice debug ability(I saw it in this vid - partAlignToolKey) - does KAS? I ask because it would be very helpful in a project I have going on. Thank you in advance.
  19. ad hoc, ergo promptus hoc — someone extremely old, a long time ago, long forgotten heh! what's this button do!? — Jeb ie understood - and thank you for the information.
  20. ok - understood, but could remove - drop via KIS/KAS then pickup via stock? will have to try. now where did I put those debug instructions.
  21. Okay, so if I am understanding correctly - new DLC surface science parts cannot go into KIS containers. Does this mean cannot manufacture new DLC surface science parts if using the [OSE Workshop Reworked] mod which uses rocketparts and other resources to build parts and stores them into KIS inventory? Is there a patch to turn off to reverse this behavior?
  22. after a part is welded - it is standalone (except for the models/textures it requires). Example of a weldedpart:
×
×
  • Create New...