Jump to content

zer0Kerbal

Members
  • Posts

    3,545
  • Joined

  • Last visited

Everything posted by zer0Kerbal

  1. great explanation, thank you. ...But Val likes to fry eggs on the reactor!
  2. Not as busy as you. Thank you. Included KerbalChangeLog.cfg with all the current changes. Need to polish some placements, and finish the grapplerJr and the nodes should be done. Am trying to decide about nodes in the bays, and if I had the skill would consider turning the adapterCarrier bay into a Hanger for helperDrones. I will also try to supply a craft file for this, just to show off some of the nodes and ideas.
  3. initial commit of nodes patch(es) (v0.11) any requests for more nodes? notes: correct node orientation on adaptorCarrier, fwdAdaptor TugCore: add attachment nodes if B9PartSwitch installed, set up 4/2/0 node switch change node size from 2 to 1 to match rest of parts engineOnArm Add Attachment nodes Correct attachRules to allow node attachment if B9PartSwitch installed, set up 3/1 node switch added stackSymmetry helperDrone Add Attachment nodes Correct attachRules to allow node attachment if B9PartSwitch installed, set up 2/1 node switch DronePod Add Attachment nodes Correct attachRules to allow node attachment if B9PartSwitch installed, set up 7/5/3/1 node switch OrbitalTugPod Add Attachment nodes Correct attachRules to allow node attachment if B9PartSwitch installed, set up 7/5/3/1 node switch fwdAdaptor, adaptorCarrier [WIP might need to split into two, if not merge] [WIP] Add Attachment nodes Correct attachRules to allow node attachment [WIP] if B9PartSwitch installed, set up node switch [WIP] grapplerJr [WIP] Add Attachment nodes [WIP] Correct attachRules to allow node attachment [WIP] if B9PartSwitch installed, set up node switch
  4. Most delicious! Will the thermal part be able to simulate different environments? (Mun/Duna/Eve/etc)? Looking forward to this! Another question: will this be packaged as part of Dynamic Battery Storage or standalone?
  5. the other option (the more sane one) (if possible) is to update the engines themselves to make the engines work with allyall? - since the mod is being worked on - on the backburner?
  6. thank you. fixed in original patch above. was wondering how to do that. was going to try REAVERS or Firefly....
  7. just tested - patch InventorySlots based upon CrewCapacity works, except the :NEEDS[] - Serenity doesn't work. Suggestions?
  8. thank you. have not installed KSPIE/ Photon Sailor because am still trying to become more than just a KSP novice with the early-mid game. That is exactly what I wanted PersistantThrust for.
  9. just tried - and wasn't able to connect the engines into KAL1000. (straight out of the box so to speak)
  10. good catch - that was a placeholder while I was spitcoding and forgot to change it. thank you for noticing - it should be :NEEDS[Serenity]. will fix in above.
  11. Thank you. So PersistantThrust(mrsolarsail) vs Photon Sailor - can Photon Sailor work with things other than solar sails (like ionic propulsion)?
  12. Working on a patch for BreakingGround I want to add one InventorySlots per seat in each command pod, here is what I have - corrections and improvements are solicited and appreciated: thank you in advance! gameplay balance: this is what each kerbal already has inherently in their backpack, so is just reflecting this in their seat. and two more I have been working on for kOS - setting diskspace based upon mass for crewed, and based upon SASServiceLevel for unmanned. Again, suggestions and corrections appreciated:
  13. if not - PersistentThrust - which maybe the same.
  14. does this work in 1.7.1? Guess I will find out.
  15. a question that tangentially connect to this mod: PersistentThrust - did it evolve into PersisentRotation and is it part of this mod? Thank you in advance.
  16. now if I had codefu - that would be a mod I'd write - keyfu; that would modernize KSP's keyboard logic and handling. Thank you for the answer. It was a good answer.
  17. maybe persistentrotation? unofficial 1.6 recompile here
  18. I guess I am just lazy . Am hoping you like the OTug enough. and
  19. apologies, multitasking brain. any way to have this mod (ALLYALL) recognize OrbitalTug's Engine (engineonarm) : so could extend multiple (all) engines at once, or reverse their thrust or mode change? Maybe it does and I just have things installed wrong or am suffering from multitasking brain.
  20. any way to have this recognize the engineonarm? (extend/thrust/etc?)
  21. I'm addicted to shortcut keys. seriously. I fell off the mouse wagon before there were meeses.
×
×
  • Create New...