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Hohmannson

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Everything posted by Hohmannson

  1. Enhanced stability of my Jool outpost with enhanced stability enhancers.
  2. Only if you set (after 1.10) to kaboom each individual part with stage action group in VAB.
  3. It's output screenshot resolution, you can't do anything with window
  4. Moddability - wise: they have shown ground pylons supporting colony stuff multiple times. Their makeshift analogues in KSP1 can hold vessels underwater, on water surface, in air(will be ugly), and if you'll be able to somehow activate KSP2 building mode in those conditions, you will be able to build there. Scope-wise: i doubt there will be much specialised parts, but i really do hope there won't be hardcoded obstacles like limits for construction mode.
  5. Was making a boring green planet into slightly less boring. Zeppelins are SuicidalInsanity's "BAD-T Arenas and Airfields" and not included.
  6. Just listed them by KerbalObjectInspector, most suspected is Lens And other candidates are Light Internal reflector Spotlight Letter register and spaces do matter. Have fun! Oh, and may be LightCan
  7. OFC i can edit files directly. This patch was for demonstration purposes. I just created GitHub account, it will take some time. upd: PR tested and submitted.
  8. Best one comes inbuilt in KK and is called Mobile Launchpad or something. It's a copy of DLC/hidden 1.12 sites launchpads and has very decent model, doesn't have grass, have loading ramp. You can upscale it for ship that big.
  9. Reproduced and fixed, made it stuck in activated state forever. Tested on Jool, works as intended, no need to re-enable the intake. @PART[airScoopExL,airScoopExV,CircularIntakeExL,CircularIntakeExV,shockConeIntakeExL,shockConeIntakeExV,IntakeRadialLongExL,IntakeRadialLongExV,miniIntakeExL,miniIntakeExV,ramAirIntakeExL,ramAirIntakeExV,turboFanSize2Ox,turboFanSize2OxL]:AFTER[ExplodiumBreathingEngines] { @MODULE[ModuleResourceHarvester] { %IsActivated = true %AlwaysActive = true !StartActionName = pwn !StopActionName = pwn !ToggleActionName = pwn } !MODULE[ModuleAnimationGroup]{} }
  10. HabTech2 has a folder "greebles" where it has a nice P-T-Z cam on a mast with inbuilt spotlight and NeptuneCamera support. Just in case.
  11. Yeah. but stock intakes (and EBE's) don't. Module in them has no animations attached
  12. I removed ModuleAnimationGroup because wasn't sure what it was doing(needed for action groups?), and added the above line in ModuleResourceHarvester. The harvester appeared activated on launch, i immediately recieved vapour and was able to fly. Also it works for ModuleResourceConverter if needed. Also AlwaysActive = True exists, but it makes things ugly. User literally can't switch it off in this case.
  13. Adding IsActivated = true in ModuleResourceHarvester fixes this for me, they start opened like stock intakes with it. Same for converters, if needed https://www.kerbalspaceprogram.com/api/class_base_converter.html#a65ac566c016f630b4a2a1536503c6f08
  14. Never done one before, but it's supposed to look like this. Not sure if you can make agents with personalities, mostl likely not. There is Agents.cfg in squad folder listing all traits.
  15. Good idea for contract agency mod. //also it's not a service, just an well-obfuscated cryprocurrency.
  16. If you use default keybinds, your gyro controls and wheel controls are tied to same buttons which makes driving with gyros difficult(you flip instead of accelerating). You can unbind them in main menu settings.
  17. You can take revamped Thud and Dart from Ven's Stock Revamp. And remodelled RTG too.
  18. Combining variants is barely possible, but it's definitely possible to VSRify non-revamped engines(aerospike and thud, thank you so much for them), override some of Restock models and add new parts from VSR at your choice. That's how i play it.
  19. One of the most powerful ground tethering mods. Patched it to all my legs and wheels, and the only problem found yet is the joint break by force. I forced it to break by extending SSPXR's telescopic foundation(which had Foundation enabled while retracted), which resulted in all KSP's UI breaking with NREs logspam. It seems that destroying the joint with force needs more handling.
  20. They (big ones) don't look bad at all, maybe just warning stripes that are out of trends.
  21. EL ground fixtures 101: Technically, EL does it already. If you build a vessel on survey stakes and with launch clamps on the vessel, it will be built fixed to ground, properly oriented to gravity vector and placed as low as EL thinks it's safe. Press Alt+L to lock staging so you won't stage the clamps accidentially. Launch clamps (parts with their PartModule) are the only reliable way of fixing the vessel. They create unbreakable joint to the coordinate system of the game, not the surface, which keeps them safe when terrain loads. And - they don't keep the vessel too close(in contact) to the ground. Some parts (WIP foundations in KD, Tahiwha Diamond Clamps. ModularLaunchPads base mounts) are purpose-made for EL and construction mods, some can be redone for it in simple steps Set node_attach to Rigid by NodeHelper (if your clamp is surface attachable, do it with stack node otherwise). It's simply adding ,1,1 as last digits in node definition stagingEnabled = false string in LaunchClamp or ElExtendingLaunchClamp module will remove the annoying staging button. Will still be able to do it in PAW if needed. ------------------------------------------------------------------------------------------------------------------ Bout ground fixtures as generators and "heat maps as resource" - i do feel interested. It will be as easy as creating new resource with Global definition and adding harvester module and converter module(to EC) to clamps or the parts you choose. Summon me in appropriate thread, it shouldn't be too hard.
  22. Autostruts, especially forced ones(on legs) can cause troubles if you have much. Try using KerbalJointReinforcements, which doesn't add new joints, but strenghtens existing ones.
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