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zer0Kerbal

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Everything posted by zer0Kerbal

  1. Here is the MM patch to add to every (new) pod's inventory: Issue had was that the part name didn't seem to want to work with the patch, so I ended up renaming the part.
  2. I have a save with the bug. I can KML out everything but the space station in question - how best to get to you?
  3. Help with a ModuleManager Patch appreciated Am trying to create a MM patch to add items to every pod's seat - like the KIS config does. Reason for separate patch is so don't have to edit with original and to keep changes between updates of KIS. I have tried numerous versions of the below patch (and yes, kerbal-heatshield is a real part and the correct name). Would love to have the evapropellellant stacked, but I don't believe that to be possible. Any suggestions? Thank you in advance! 0K @KISConfig[*]//:NEEDS[KIS]:FINAL { @Editor { @PodInventory { // Specifies items to add to every pod's seat. To add // more items add more lines. addToAllSeats = KIS.electricScrewdriver // Hotkey 1 addToAllSeats = KIS.evapropellant // Hotkey 2 addToAllSeats = KIS.evapropellant // Hotkey 2 addToAllSeats = kerbal_heatshield // Hotkey 3 // Specifies items to add to the first pod's seat only. addToTheFirstSeatOnly = KIS.evapropellant } } }
  4. My searchfu seems to be failing me. and yes - have a space station and a ship dancing the night away, conjoined by the kracken.
  5. The bug was just reproduced on the forums. will see if can find and post here. Thank you in advance!
  6. according to CKAN - compatible up to 1.4.9. which version of FMRS do you have installed? FMRS (the original - v 1.1.0.1) or FMRS Continued(1.2.7.2)? Both are available in CKAN.
  7. Thanks for the update! Any way to have an option to track / profile individual mods performance? See how each impacts things like mem/garbage/load/scene/graphics?
  8. Great Mod! Thank you! If I may make one request? Can you find a way to have 'The Undockinator' be able to undock stuck docks? You know, caused by that phantom stuck docking kraken that has been lurking in the shadows since the dawn of Kerbalkind? I believe it is possible, since the issue just seems to be reseting both docking ports to correct happiness settings (aka having Jeb throw a wrench into the gears). and all is right in the world. Maholo in advance! Again, great mod and thank you for all your hard work!
  9. Yep, and just lots of trial and error hand fixing... but end product (IMHO) can be worth it. Agree. There is an option to 'reload database' which is also available from the debug menu. It seems to work, but can take (IMHO) longer than restarting the game. But do you need to restart the game after each weld, no. To answer other question - OP seems to still be accurate. Love this mod! Thanks for maintaining it. Just wish there was a way to (once database refreshed/reloaded) to use it to 'play' with the placement of the parts (kind of like nodehelper, but for welded parts). When fixing welded parts with SSPX often have 'gaps' where the B9 parts are, so have to slide parts around (x,y,z) to get them looking right. So call it an 'edit' function. Also, would love a way to correct initial part orientation (rotation) - so that the weld remembers the final orientation of the part, not its unplaced/original orientation. I have also found a way to weld multiple lights together and have them work. One caveat, all on or all off (one control). Just have to remember how I did it now. Again, love this mod!
  10. WOW - this mod is a kerbal saver! What used to take, well, ...., ..., .., WAY TOO LONG>>> now takes minutes. *poof* *presto* done. Thank you! Couple of suggestions: A way to rename the nodes? Yes. a way to add symmetrical nodes? Say I wanted to add three nodes around the perimeter of a hex - or cylinder. Is there a way to orient a node on an angle? Yes. Example: am trying to add nodes to a hex cylinder - but can"t seem to figure out how or if it can be done. I can slant the node, just not to the right angle. Again-Great mod!
  11. got ENIAC fired up, was an old mod I was trying to play with (VNG - FrementGUI) that was causing all the issues. The patch works, 'Goldenball' shows in part list, but not in KIS Pod inventory. I have the part name right, so trying different part names to see if that is the issue. nicely done! ALSO https://opengameart.org/content/brickwork004-seamless might be a starting place for a texture. Just remember to obey the license, and give accreditation.
  12. Now that is a golden service moment! Now to talk to the author of node editor and have 'rename node" added in! Maholo. This is a great QoL enhancement! Just updated, had the issue, and 'presto' one or two clicks later all working!
  13. Would love a small add on to EE : maybe something as simple as a button to reset X/C to work again without having to go out to the main menu or restart the game. Just a thought. Love the mod, really has made life easier in the VAB/SPH.
  14. Trying to put together a MM patch that uses IFS tanks for SimpleConstruction. Want a fourth option instead of just ORE:METAL:ROCKETPARTS; want an option to split the tank volume into thirds and hold all three, just .30% for each. @PART[*]:HAS[@RESOURCE[Ore],#category[FuelTank],!MODULE[InterstellarFuelSwitch],!MODULE[ProceduralPart]]:NEEDS[InterstellarFuelSwitch] { MODULE { name = InterstellarFuelSwitch resourceNames = Ore;Metal;RocketParts;Ore,Metal,RocketParts resourceAmounts = #$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount/3,$../RESOURCE[Ore]/maxAmount/3,$../RESOURCE[Ore]/maxAmount/3$ @resourceAmounts[2,;] *= 2 tankMass = #$../mass$ basePartMass = 0.0 displayCurrentTankCost = true hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } } error comes (as it should) from resourceAmounts = line. going to try this: @PART[*]:HAS[@RESOURCE[Ore],#category[FuelTank],!MODULE[InterstellarFuelSwitch],!MODULE[ProceduralPart]]:NEEDS[InterstellarFuelSwitch] { @tempval = #$../RESOURCE[Ore]/maxAmount$ @tempval *= .33 MODULE { name = InterstellarFuelSwitch resourceNames = Ore;Metal;RocketParts;Ore,Metal,RocketParts resourceAmounts = #$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$;$../tempval$,$../tempval$,$../tempval$ @resourceAmounts[2,;] *= 2 tankMass = #$../mass$ basePartMass = 0.0 displayCurrentTankCost = true hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } !tempval{} }
  15. am now trying to fire up my ENIAC class notebook and see if I can polish the above MM patch.
  16. // SGEx (StarGuise Experimental) // add KIS settings.cfg tweakables // add additional backpack slots to EVA Kerbals and items to all seats // FILE: TWK-KIS.cfg // SUBTYPE: ModuleManger patch file // - // // AUTHOR: zer0Kerbal // https://github.com/zer0Kerbal/SGEx/releases // —————————————————————————————————————————————————— // status: β 1.0.0.7 // —————————————————————————————————————————————————— // FOR: SGEx // —————————————————————————————————————————————————— // Ω Requires: Kerbal Inventory System (KIS) // Ω Requires: Kerbal Heatshield // —————————————————————————————————————————————————— // creation: 03 Aug 18 // last update: 03 Aug 18 @KISConfig[KISConfig]:NEEDS[KIS] { // Specifies default settings of every new inventory created in the editor. @Editor { @PodInventory { // Specifies items to add to every pod's seat. To add // more items add more lines. @addToAllSeats = KIS.electricScrewdriver // Hotkey 1 @addToAllSeats = KIS.evapropellant // Hotkey 2 @addToAllSeats = kerbal_heatshield // Hotkey 3 // Specifies items to add to the first pod's seat only. //@addToTheFirstSeatOnly = KIS.evapropellant //@addToTheFirstSeatOnly = AKI_GolfClub } } @EvaInventory { //@inventoryKey = tab //@rightHandKey = x //@helmetKey = j //@slotsX = 2 @slotsY = 5 //@slotSize = 50 //@itemIconResolution = 128 //@selfIconResolution = 128 //@maxVolume = 300 //@openSndPath = KIS/Sounds/inventoryOpen //@closeSndPath = KIS/Sounds/inventoryClose } @EvaPickup { //@grabKey = g //@attachKey = h //@redockKey = y //@allowPartAttach = False //@allowStaticAttach = False //@allowSnapAttach = False //@maxDistance = 3 //@grabMaxMass = 1 //@dropSndPath = KIS/Sounds/drop //@attachPartSndPath = KIS/Sounds/attachPart //@detachPartSndPath = KIS/Sounds/detachPart //@attachStaticSndPath= KIS/Sounds/attachStatic //@detachStaticSndPath = KIS/Sounds/detachStatic //@draggedIconResolution = 64 } } // —————————————————————————————————————————————————— // ——— changelog ———————————————————————————————————— // —————————————————————————————————————————————————— // v 0.0.0.1 // creation by zer0Kerbal // License: CC 4.0 BY-NC-SA // // Copyright © 2017-2018, zer0Kerbal // All rights reserved. // // Redistribution and use in source and binary forms, with or without modification, // are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation and/or other // materials provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // This software uses the ModuleManager library, © 2013-2014 Ialdabaoth (who is awesome), sarbian (who is also awesome), et al // Used under a Creative Commons Attribution-ShareAlike 3.0 Unported License. // I started keeping this as a permanent MM cfg file so didn't loose KIS settings accidentally. Updated it to add a KH to all seats, JIC accidentally become Lost-In-Space and need to freefall from Orbit. Will see if works with this ball of life. Probably needs some work - hasn't been working for me lately - but initially sound. (included license because I hear people get in trouble for not including it - so it is the JIC license.)
  17. Now that looks like something Jeb would love to do! PS - SGEx frowns heavily on ANY possible loss of Kerbal life or limb.
  18. doesn't mean you can't do it with KAS and / or KIS! or even just kerbalseats! Nothing shows up in a search.... surprised noone has done that yet...
  19. Haven't had a chance to make a K'Mores to test this yet, but am curious how well it will work. Also am curious about your mod.
  20. I came across this earlier today - might help you as well: ModuleManager config checker.
  21. One can MM Kerbals. this framework should work, - specific MM syntax (@ vs %) won't comment on. // Use N2 for EVA fuel @PART[kerbalEVA*]:FINAL { @MODULE[KerbalEVA] { @propellantResourceName = Nitrogen } @RESOURCE[MonoPropellant,Hydrazine] { @name = Nitrogen } }
  22. Yes: [1.4.1+] EVA Enhancements Continued
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