Jump to content

zer0Kerbal

Members
  • Posts

    3,545
  • Joined

  • Last visited

Everything posted by zer0Kerbal

  1. the following makes me think about including the old parts... MODULE { name = ModuleKISPartMount mountedPartNode = portNode sndStorePath = KIS/Sounds/containerMount allowRelease = false MOUNT { attachNode = bottom allowedPartName= KAS_Hook_Anchor allowedPartName= KAS_Hook_Magnet allowedPartName= KAS_Hook_Harpoon allowedPartName= KAS_Hook_GrapplingHook } }
  2. am looking into it. like you said - should just be another relatively simple MM patch to remove old and add new. Which would be better - the resource transfer or the heavy duty winch? SimpleConstruction has been working for me - just need the lastest EL.dll and using NSSC with the survey stakes and mallet. Even have those stacking now using KIS.
  3. did the winch on the front of the manned cab once work?
  4. wouldn't it be simpler (and more efficient) to use MM math to set the diskSpace? something like this: diskSpace = 10000 diskSpace *= $SASLevel$ (module manager pseudo code) (and depending upon MM math handling - might set SAS0 to 0 diskSpace) just a thought. @kcs123
  5. GameData\UbioWeldingLtd\Parts folder if it works, yes. see above postings concerning which KSP versions it works with et al.
  6. and a 'heated' debate ensued concerning best way to cook chicken in KSP. I still stand by freeze dried!
  7. I might have to try my hand at making this a patchmanager patch...
  8. Wonderful! Might be much to ask - but would you throw this up on CKAN?
  9. So I just tried out the patch. Found two minor issues (needed to replace '!' with '-') Sent Bill out to play (KSP 1.7 KAS 1.3 SEP 2.7). Worked flawlessly. screenshots: download the patch @CobaltWolf @Nistenf @captinjoehenry
  10. I like your strategy, would use it however my best practices is to always presume the mod is active and/or will be revived. So to that 'best practices' rule, I try to not edit parts directly, but rather with MM patches. This also allows easier sharing and backup/restoration. SO with that in mind, and with the link provided - here is v0.1 of a patch to fix it. Haven't tried it yet (tomorrow) - Have tried the patch and it works, checked with -mm-dump and confirmed it works, see next post. but thought would throw up for initial peer review: should do everything the edited part in the patch did. @CobaltWolf @Nistenf @captinjoehenry
  11. agree - interesting. some very delicious parts.
  12. have always enjoyed this mod. Just one question about the two adapters - they both have attachment nodes in the middle - both set to attach the wrong way so won't attach. What are those for? one has a cargo bay that doesn't work - does anyone have a patch/fix for that?
  13. wow. simply wow. thank you. please do - work on fun stuff (for you) because it will be as much fun for us!
  14. https://github.com/KSPSnark/SimpleFuelSwitch/tree/master/examples
  15. Yes: SimpleConstruction works in 1.7 - it is just a set of MM configs. Just make sure you have the latest EL dll (found in SimpleConstruction Thread or EL Thread). NSSC (Not So SimpleConstruction) adds to the foundation of SC.
  16. nice find. might take a whack at rewriting as a MM patch instead of modifying part. shouldn't be hard - just !module and +module or two. add :NEEDS[]and :FINAL or just do a :FOR[]...
  17. Just for fun - I added even more nodes to the mk2rover cabin. they all should work - and to show off all those nodes: I present the InsaneRover mk1
  18. is there a way to have different attachment nodes for different variants? Say like the mk2lander?
  19. isn't there also a MM log file now? [GameFolder]\Logs\ModuleManager\?
  20. EVA Strut Stacking MM Patch (and more): haven't used QuantumStruts - but might be a solution. Can also use this MM patch file to auto add items into KIS command seat inventory (and other settings) - use the hotkeys (number keys on top of the keyboard) so you don't have to open/close KIS inventory.
  21. I believe the shortcut key to turn surface attachment on/off in VAB is 'T' Could also use Superfluous Nodes; I believe that adds attachment nodes for SEP parts - still helpful MM patch to make all SEP parts surface attachable would be something like:
×
×
  • Create New...