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zer0Kerbal

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Everything posted by zer0Kerbal

  1. @Shadowmage not even getting that far - just switching from mesh to MODEL fails will look for specific example thank you.
  2. which one? I attended (virtually) two support groups: a) MA - Modders Anonymous - with founder Linux b) MAA - Mass Addon Anonymous I would have more - if allowed any fun ones in - like visual/sound/rpg - so all visual mods out chatterer et al sound tracks - like kTunes Final Frontier et al that would be like 50 more.
  3. edited above to add < @name ^= :$:-mirror: > which would automatically rename the new part (needed and necessary)
  4. first one is for the training ships / second one is for player ships. the first one can show in the second one if a check box is checked in the game settings tab IIRC.
  5. https://www.curseforge.com/kerbal/ksp-mods/orion-multi-purpose-crew-vehicle
  6. suggest two things: add this to the thread community patches and @PART[kerbalEVAfemaleFuture,kerbalEVAFuture]:AFTER[SQUAD] { @MODULE[ModuleColorChanger] { @greenColor = 1.0 @blueColor = 1.0 } } // MIT
  7. so now that /SquadExpansions/xxx/Ships/xxx is a thing - does that mean KSP will look for .craft files elsewhere in GameData?
  8. so I have a habit of updating part.cfg's. nasty habit of mine. and in some parts I like to adjust scale, rotation, textures. many still use the < mesh = model.mu > syntax. I want to update to the MODEL { model = MoarKerbals/Assets/GenericModule texture = Decal00 , MoarKerbals/Assets/Decal18 texture = Decal00_GLOW , MoarKerbals/Assets/Decal18_GLOW rotation = 1.0, 1.0, 1.0 scale = 1.0, 1.0, 1.0 } however, just converting over rarely seemingly works. Is there a trick to doing this without going into blender (which my super-grand-potato refuses to run) or Unity?
  9. code depends on things that aren't available any longer.
  10. a Cray Jedi IV.... only three were ever built. "You too can feel the true power of a Cray Jedi" seriously, I am running 225-250 mods on a super-grand-potato (2008 HP notebook with half its brains fried, with 8gb ram and a 500 gb SSD). and it can be slow, it does okay by my standards.
  11. which mod are you using? you should be able to add the capability to an existing part through a module manager patch.
  12. so you could create a module manager patch to copy the part and possibly mirror it - that way you would have two parts - one left, one right. I do not know if this would work, never tried. so the beginnings of the patch would start something like this: +PART[part name here]:FOR[zzzzMe] { @name ^= :$:-mirror: @MODEL { %scale = -1,0, 1.0, 1.0 } }
  13. The goal of SimpleXxx mods (SimpleLife, SimpleConstruction, SimpleLogistics, Simple...) is to boil these complicated things down, and using stock parts, provide a basic system that adds to the Players enjoyment of the game, without having a steep learning curve, or subtracting from the games performance (small memory footprint, small impact on processor/gpu). So part of that design principle is not adding a bunch of parts, or resources to clutter or complicate. SUBJECT TO CHANGE. Input welcome. RESOURCES: ElectricCharge(EC) and Ore are stock. Mulch, Fertilizer, and Supplies are all resources provided by Community Resource Pack (standardized so to speak Life, or primordial goo, is a resourced defined by this mod. PROCESSES: These are the four 'processes'. LifeSupport[ LS] happens automatically; nothing to do, process just happens. scaled per kerbal. a module is added to all parts that have crewCapacity > 0 (and maybe to KerbalEVA*?) (add *storage* and module to suit - but ???) Yes, - very much the situation where a Kerbal is living and producing mulch. (aka *bleep*) and Life (primordial goo). rough formula or recipe: ElectricCharge + Supplies + time -> Kerbal -> Mulch + Life Recycling manually activated process (think 'research' in science lab) scaled per part (greater the size of the part, the greater the amount recycled) is a module added to several stock parts (including a radially attached part) converts Mulch (over time ) into Fertilizer and Life (primordial goo) rough formula or recipe: ElectricCharge + Mulch -> Recycler -> Fertilizer + Life Cultivating manually activated process (think 'turn on lights') scaled per part is a module added to several stock parts (including a radially attached part) converts Fertilizer (over time) into Supplies and Life (primordial goo) rough formula or recipe: ElectricCharge + Fertilizer -> Cultivator -> Supplies + Life KloningBay (if MoarKerbals used) manually activated process per use consumption of resources - converts Supplies + Life + Fertilizer + Mulch -> Kloner -> [new Kerbal] + Mulch There might be one more, haven't decided, but injects Ore to produce Fertilizer or Supplies. Would consume power and maybe life... will see what input and how things develop. Most of this mod is ready to go; 85% or so done - @MatterBeam did a great job with developing this mod. Am just polishing MoarKerbals first and deciding which LifeSupport mod I want to include as the base (SNACKS!, TAC-LS, or USI-LS). Plan is to support all three; not at once of course. Just like supporting MoarKerbals or CivilianPopulation is also the plan. I had thought about splitting Supplies into Jeb's Coffee and Jeb's Scones - maybe save that for Not So SimpleLife. Neither can I! can always check out the GitHub repo (link in OP) for the current version. I hopefully will be putting a prerelease in the next couple days. The Beta will follow after that.
  14. use the MM Patch to copy the part +PART instead of @PART
  15. So this is the tentative circle off life(support) EC + Supplies + Kerbal + time = Mulch EC + Mulch + time = Fertilizer EC + Fertilizer + Ore + time = Supplies + Life + Mulch EC + Supplies + Ore + time + Life = [ new kerbal] + Mulch depends on what LS used. there are currently several (old) patches.
  16. are they full? when full, well, they weigh (IIRC) as much as a class 'B' asteroid. I know you said you weren't, but there seems to be an issue with tweakableeverything and reaction wheels - but anything that injects a zero into the physics system would do that. So what is the TWR of the rockets in question? If the TWR >1.0, I dunno (see above about unholy reactions) click on the below box - it will help you provide the information that @linuxgurugamer will want.
  17. I just want a working copy of cleverbobcat.dll(s)
  18. I get it - and I like it. Upload a craft, and two versions appear - one with it just the way it was uploaded, and another with all non-essential modules removed - like modulePartInfo; remoteTech etc. Just need it to strip them out - leaving the parts, and mods (like TweakScale) that are needed.... would make .craft files much more accessible and usable.
  19. @HebaruSan Thank you. Would be appreciated. +1 one more minor issue - I need to update the authors to [ "RealGecko", "Mrcarrot","zer0Kerbal" ], which one (or both) should I do a PR on?
  20. I like USI-LS because it came with it. TAC-LS also has background processing... but SNACKS seems to be the most in the spirit of SimpleLife. hmm... this is promising.
  21. my OCD level is only beaten back by my level of laziness. Good to know. +1 here's your 1099 tax form.
  22. excellent. just one thing - could we swap the two - so the live one is [notsosimpleconstruction] and the frozen one is [nssc]? call it marketing101.
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