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zer0Kerbal

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Everything posted by zer0Kerbal

  1. 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.
  2. 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.
  3. 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?
  4. 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}
  5. 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.
  6. thank you. I understand now and appreciate the assistance both for its timeliness and usefulness.
  7. 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.
  8. 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...
  9. 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!
  10. 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.
  11. 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.
  12. 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.
  13. 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?
  14. after a part is welded - it is standalone (except for the models/textures it requires). Example of a weldedpart:
  15. great explanation, thank you. ...But Val likes to fry eggs on the reactor!
  16. 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.
  17. 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
  18. 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?
  19. 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?
  20. thank you. fixed in original patch above. was wondering how to do that. was going to try REAVERS or Firefly....
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