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NadenH

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  1. I noticed some posts regarding ReStock.... I had similar issues and will post my fixes. I like the ReStock models and textures and wanted to use them. Plus I have a few part mods installed and actively removed a bunch I would never use just to clean up my UI. For the 5-meter SAS module you are looking for the file: GameData/UmbraSpaceIndustries/FTT/Parts/FTT_SAS_500.cfg. The important attribute is `model`: Or remove the following lines from GameData/Restock/Restock.restockblacklist if you prefer the original stock look: Squad/Parts/Command/advancedSasModuleLarge/ Squad/Parts/Utility/dockingPortSr/ I was deciding what to do about the drills. I didn't paint new textures and I went with ReStock look and feel. However I you prefer the multiple textures or stock look ... (Or not deal with the multi-step process below ) Remove this line from the blacklist file: Squad/Parts/Resources/RadialDrill/TriBitDrill I modified a few files... you'll see GameData//UmbraSpaceIndustries/MKS/Parts/MKS_Drill_01.cfg (+_01A variant). I changed the first `MODULE` and added another just below it: The _02, _02A, _03, and _03A.cfg files need the following changes: The ReStock particles for the drill don't work in 1.9 until they update. But in 1.8... all the changes are perfecto. Aside from the changes to the FTT 5m SAS file... patching is far easier but I'm not familiar with ModuleManger. I wish I had learned it before I modded the files but... oh well.
  2. I was curious if anyone has decided to tweak the economics of MKS and what values of cost/profit you use. I currently have 8 'roids in orbit with probably another 12+ coming in soon. Coupled with USI: ART.... needless to say the 116000 ton asteroid I came across containing Rare and Exotic materials would fund my creations for an immense amount of time. I decided to tweak the size and density... pretty much keeping size close to stock but modifying density to be more accurate. Either case... the reason I posted here is because I'm mining for profit and it seems maybe with ART it's kind of the "easy button." Wondering if others have modded the value and how it worked out.
  3. I guess TweakScale is not an option. It doesn't seem to work with servos or hinges.
  4. How is this possible? Okay, the real simple stuff like one hinge... pistons for landing legs.... I can even do shrouded fans. That stuff seems to be okay for me. Then I get some crazy ideas. An asteroid mining base with no RCS. Other ships will bring them in... (and slow them down). If this instantly was flagged as a bad idea by your brain you are right, BTW. So once the asteroid is moving by slowly underneath this station I can't maneuver, I'm going to snag it with 35+ meter arm with 4 servo/hinge articulations. On the end are drills ready to harvest that sweet ore along with the necessary AGU. So... I forgot to change the rate to like 2 degrees a second for the first move. And the flailing NEVER stopped after. Radiators breaking everywhere.... luckily I had no solar panels. I assume there is too much weight on the joints? I'm unfamiliar with dampening ... would changing that help any? Would using TweakScale to increase the size to better match the truss segments help? The trusses I'm using are from ... I believe Near Future Construction... "joint" -> large hexa-girder (2) -> "joint" -> large hexa-girder (2) -> "joint" -> large hexa-girder (2) -> "joint" -> large hexa-girder -> lg hexa-girder, AGU, rads, drills I probably will think of another method for drilling... it looks really cool. The usability is not there... currently anyway. But this problem with robotics for me is not new. Thanks
  5. I'm not sure how KSP figures drag. But I would try and do the following. 1) I think it is the fin placement people are mentioning. Although I mention it first it would be the last thing to do in the VAB. Turn on the CoM and CoL indicators. What I typically find is there is a center of mass only until I place a fin somewhere. The goal is to get the CoL (blue dot) below the CoM (yellow dot). Once that's done put your stages in proper order. Save. Now remove the parts that will be deattached from first stage. Is the blue dot still below the yellow dot? Fix. Repeat that for the next stages until you think you've reach a spot with minimal air resistance. Put your pieces back on or load you saved craft and place fins back on where needed. 2) I'm not sure what you have available in the tech tree but you might consider running over to Minmus and grab a few nodes by doing some science farming. The goal would be to unlock nodes that would allow you to two up the base in two separate pieces so it would better fit in the fairing. Some RCS, docking port and some probe control units will do.... or you can make a really cheap "worker bee" with mono and RCS that you can burn up in kerbin atmo so the base won't have the extra weight... although it would be kinda small.
  6. You have no idea how much easier (I think) you just made my life. I've been going into individual config files and changing things around. Maintenance nightmare. This seems like a God send.
  7. Hmmmm. I guess I supposed that if these were function calls they would not have global scope. However they apparently do. The following does allow the MKS drills to function and seemingly behave properly with the ReStock mesh: MODULE { name = ModuleAnimationGroup deployAnimationName = Deploy activeAnimationName = Drill moduleType = Drill //hmmm deployEffectName = Deploy activeEffectName = Active retractEffectName = Retract stopActiveAnimIfDisabled = true } EFFECTS { Drill { MODEL_MULTI_PARTICLE { // .... The remainder of the EFFECTS module copied from the ReStock config
  8. 1.) Is there any truly official reference regarding the config file? I've seen some tuorials. But I think what I'm trying to do goes deeper and may not be possible without coding. 2.) I've been digging in the .cfg's for various parts in USI's various mods. (MKS, FTT, so far) I'm trying to make them work with Restock. I did whitelist the stock drill model but I want to have the ReStock animation, sounds, and model with the MKS functionality. I did some simple part regrouping moving them to a new directory and blacklisted it in ReStock. I noticed some of the FTT parts I like... FTT.SAS.500 for instance, used scaled up versions of blacklisted models and pointed them to restock models.... Then I thought of the above. I also plan on integrating the nuclear reactors from NFT to behave more like MKS resource-wise. The later seems kinda simple. (Add Resource and RescourceConverter nodes?) Back to the drill though.... I pointed the MKS drill to the ReStock model. This resulted in the drill automatically extending when I attach it in VAB; also when placed on launchpad. The menu also changed. "Deploy/Retract" is no longer toggled on one button but on two buttons separating the two states. They do not do anything except disappear if I click them. I'm wondering it it only has to do with the `ModuleAnimationGroup` node? The MKS node: MODULE { name = ModuleAnimationGroup deployAnimationName = Drill_Deploy activeAnimationName = Drill_Running moduleType = Drill } The ReStock node: @MODULE[ModuleAnimationGroup] { @deployAnimationName = Deploy @activeAnimationName = Drill deployEffectName = Deploy activeEffectName = Active retractEffectName = Retract stopActiveAnimIfDisabled = true } Is there anyway for me to point the MKS drill to the ReStock animation? Or can I.... make a new part in ReStock that picks up MKS functionality? (Although I prefer former route... seems like it would require less effort.) Is there any significance to the `@`? (Kinda circles back to an official cfg reference) Thanks.
  9. I discovered my problem mining 'roids. Like my scanner problem... the in-game text says "planetary" with the MKS drills. The stock drill has an asteroid module and can mine them.
  10. How do you mine asteroids? I also have RoverDude's Asteroid Recycling Technologies mod installed. This is what I see when returning to one of many of my 'roids in some weird Kerbin orbits. (I capture into SOI and leave alone. Kerbin looks like some weird atom.) Above is what I see loading my save and going to this ship. Those jaws (highlighted part) are equivalent to the Adv. Grabbing Unit with some additional functionality and part of A.R.T. The info for this particular asteroid in the save file is as follows: PART { name = PotatoRoid cid = 0 uid = 691163593 mid = 691163593 persistentId = 1671865090 launchID = 0 parent = 6 position = 0.23336416482925415,-15.98309326171875,0.59729158878326416 rotation = -0.244546145,-0.155164838,-0.799143553,0.52676177 mirror = 1,1,1 symMethod = Radial istg = -1 resPri = 0 dstg = 0 sqor = 0 sepI = -1 sidx = 0 attm = 0 sameVesselCollision = False srfN = , -1 attN = grapple, 6 mass = 208.408829 shielded = False temp = 244.93118289835979 tempExt = 244.89512154096647 tempExtUnexp = 282.34616399197904 staticPressureAtm = 0 expt = 0.449999988 state = 1 PreFailState = 0 attached = True autostrutMode = Off rigidAttachment = False flag = rTrf = PotatoRoid modCost = 0 EVENTS { } ACTIONS { ToggleSameVesselInteraction { actionGroup = None wasActiveBeforePartWasAdjusted = False } SetSameVesselInteraction { actionGroup = None wasActiveBeforePartWasAdjusted = False } RemoveSameVesselInteraction { actionGroup = None wasActiveBeforePartWasAdjusted = False } } PARTDATA { } MODULE { name = ModuleAsteroid isEnabled = True seed = -65632496 AsteroidName = Ast. DIA-595 prefabBaseURL = Procedural/PA_C currentState = 1 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidInfo isEnabled = True massThreshold = 37.513589172363282 currentMass = 208.40882873535156 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.134955749 displayAbundance = 0.110663712 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.115044251 displayAbundance = 0.0943362862 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.121681415 displayAbundance = 0.0997787565 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.126106188 displayAbundance = 0.10340707 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.132743359 displayAbundance = 0.108849555 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.154867262 displayAbundance = 0.126991153 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.00999999978 displayAbundance = 0.00820000004 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.00999999978 displayAbundance = 0.00820000004 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.00999999978 displayAbundance = 0.00820000004 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.196902648 displayAbundance = 0.161460176 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_DynamicTank isEnabled = True maxCapacity = 0 availCapacity = 0 stepSize = 500 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_AsteroidTank isEnabled = True OriginalMass = 91.088760375976563 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_ModuleRecycleablePart isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleB9PropagateCopyEvents isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } } I've placed a Surface Scanning Module on crafts and they do not see anything in the 'roids. I was thinking about switching parts out.... Narrow band scanner... that also say "planets and moons" in the text. Any ideas? Workarounds? @RoverDude, bug? Thanks.
  11. Some older posts but if someone catches them and had similar problems... There are radius and density multipliers in the Asteroid.cfg file. From my brief research it models a more realistic density for 'roids.... about the middle of the road. So not really randomized, just multiplied. I didn't like the dead space increase between the surface and the collision mesh below so I changed density from 33.333333 to 8.3333 and radius but to stock. RoverDude's Project Orion Nuclear Pulse Engine mod complements this mod very well. My asteroid movers only cost 4.6 million apiece LoL. The functional piece is 4 million. @RoverDude Bug? Seems the jaws always revert to the closed model when flying around / orbitting. So much so if the right-click menu indicates a "Disarm" button, the jaws will bounce off the 'roids. The button must be clicked to disarm and then again to rearm. This also occurs also when arming them in VAB and bringing out the vehicle for launch. (Model indicates they are disarmed. However right-click menu indicates they are armed.)
  12. What brought me to the forum was some of the animation (this particular thread anyway). I assume it is a bug but I read something about syncing various effects and animations earlier on. Perhaps this is part of it. But it appears when using the medusa and you fall into the atmosphere it retracts... but continues "shooting pellets" (animation only) that blow up along with the sounds. The sounds stop when bringing throttle to zero but animation continues. Didn't test Orion. Tried once and ended up doing cartwheels and running out of EC by the time I neared 70km. I assume it should produce less thrust capturing a tiny amount of energy from the explosion vs. Medusa. Being a game however and seeing it is the same price I guess it is the same? Seems odd. Would be neat if different sound effects were in place when fuel was incompatible with selection or otherwise can't be used.
  13. I found this odd too. Especially since the price was about 400k credits and the final value is 1.4 million. I took this to mean the base price of the part excluding the nuke pellets is 400k and the value of the part filled to the brim is 1.4 mil. I modified the config to reflect this. I changed Resources.cfg to this: RESOURCE_DEFINITION { //This is a 2.5L Cartridge (was $100) name = NPU-250 density = 0.005 unitCost = 50.05 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { //This is a 5L Cartridge(was $200) name = NPU-500 density = 0.01 unitCost = 100.1 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { //This is a 10L Cartridge (was $400) name = NPU-1000 density = 0.02 unitCost = 200.2 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { //This is a 25L Cartridge (was $1000) name = NPU-2500 density = 0.05 unitCost = 500.5 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = AblativeOil density = 0.001 unitCost = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true }
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