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Everything posted by Krzeszny
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[1.9.x] Contract Pack: Bases and Stations Reborn
Krzeszny replied to linuxgurugamer's topic in KSP1 Mod Releases
How to make this mod support Stockalike Station Parts? Contracts that require a science lab or a cupola only accept stock ones -
[1.12.x] Near Future Technologies (September 6)
Krzeszny replied to Nertea's topic in KSP1 Mod Releases
I don't know what file makes the Systems Manager work and what line you're talking about. A Notepad++ file search shows that only ReactorUI.cs and DischargeCapacitorUI.cs have `GUI.Window` and only DischargeCapacitorUI.cs has `GUILayout.Window` That's not the Systems Manager. I was likely looking in the wrong spot. I think the mod that operates the NF Systems Manager is Dynamic Battery Storage, although I'm not certain. And also: Add the following to the top of the source: using ClickThroughFix; What's the source? In the Source folder there are dozens of .cs files. Say I managed to change the right lines. How do I test whether it works? Compiling is all Greek to me. I'll also have to add CKAN dependencies. It's not that easy for someone who has mostly no idea what they're doing. -
[1.12.x] Near Future Technologies (September 6)
Krzeszny replied to Nertea's topic in KSP1 Mod Releases
The biggest change I made on GitHub is learning how to fork and make PR's in order to change one line of text – a part's description. Sure, I did some modding in XML (Barotrauma) and edited values in MM patches but that's not coding, that's modding. I don't even know how compiling works. While adding CTB looks simple (unlike actual coding)... ...I can't find the .cs files that make the NF Systems Manager work. Heck, I couldn't find the option to download the Source folder which I'm assuming should have those files. If I knew how, I'd add CTB support because it's just a matter of replacing some... things with other things, but so far I can't. By the way, I still can't figure out how to use the on-demand part of the NF Systems Manager UI. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Krzeszny replied to Nertea's topic in KSP1 Mod Releases
5-meter fuel tanks from NFLV have a white variant, unlike the same parts from RestockPlus. Conversely, 5-meter decouplers from RS+ have one more variant than those from NFLV. (By the way, the costs differ a tiny bit.) -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Krzeszny replied to Nertea's topic in KSP1 Mod Releases
Is the Metal Surfaces addon still relevant? It seems to be out of date looking at the version number (1.4 vs 2.0) and it isn't mentioned in the OP -
[1.9.x] CollisionFX- ReUpdated -1.1.0 (29th/May/2020)
Krzeszny replied to VoidCosmos's topic in KSP1 Mod Releases
I tested it in clean 1.12.2 and the CKAN version works without problems, while the Beta version just does nothing. 1.12.3 edit: ok, it's not very optimized. It's not opitimized at all. 2 small parts scraping the ground reduce my FPS from ~60 to ~10 and the sparks go into space: -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Krzeszny replied to Angelo Kerman's topic in KSP1 Mod Releases
I found a balance issue. A MOLE Battery Module weighs twice too much. It weighs 5 times more than a Zs-12-1K Rechargeable Battery Bank but holds only 2.5 times more power. Or, it weighs 2 times more than a ReStock+ part, Zs-18-2500 Rechargeable Battery Bank but it holds the same amount of power. -
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[1.12.x] Near Future Technologies (September 6)
Krzeszny replied to Nertea's topic in KSP1 Mod Releases
Near Future Systems Manager, while extremely useful, is really annoying to use because it doesn't support ClickThroughBlocker. Any chances for CTB support? By the way, the manager could be improved and calculate energy needed for mining, based on pre-set engineer level and ore concentration, maybe even radiators if SystemHeat is installed. Energy usage of mining drills depends on 3 variables, engineer's level, ore concentration and temperature if it's not ideal, and a constant, the drill's speed. Convert-o-tron's energy usage depends on the ore input, engineer's level, temperature and its own maximum speed. -
I'm in the bug-finding mood. The toolbar icon is a white square: And I found a way to break this mod in one minute or less. It's a level 2 VAB if that's of any importance. I later reproduced this bug without clicking the mod's toolbar icon, just by clicking between Build and Actions and clicking on some actions. Note that the bug doesn't occur without AGX installed. The file is actually called AGExt.settings My Advanced Options menu is bugged so I can't do it but that's because of some other mod. By the way, the 10% complete manual has been deleted.
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Text issue with Stockalike Mining Expansion (SMX) parts Also notice - : 0.30/sec which is in that format for all SMX parts.
- 43 replies
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- isru mining
- unobtainium
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(and 3 more)
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[1.12.5] Restock - Revamping KSP's art (August 28)
Krzeszny replied to Nertea's topic in KSP1 Mod Releases
Any chances to: a) have ReStock's Waterfall config use the effects from Stock Waterfall Effects? b) make ReStock's Waterfall config compatible with Stock Waterfall Effects? When both configs are installed, the only problematic engine I found was RAPIER because (I'm assuming, I didn't test) it doesn't have a ReStock Waterfall config, so Stock Waterfall's config applies to it but in wrong coordinates, causing this: Wondering what's the point of having both configs installed? To have Waterfall effects for Thud, Aerospike, jet engines and possibly more stock engines unmodified by ReStock. -
I'm using this mod for the first time and while it's good, I found lots of issues. To be honest, I stopped using it because of so many issues. Major issues: Wagon Hub's omniconverter is broken. In career mode it said "zero efficiency" so I tested it in my vanilla KSP instance in sandbox mode with a skilled engineer. In the first test it was just super-slow but in all subsequent tries, while saying "Operational", it didn't convert any ore into LFO at all while all other ISRU's were working Wheel Jack's description says to attach a Buffalo Assembly Port to it but that part doesn't exist. Can't configure Oxidiser and Liquid Fuel separately in Reconfigure Storage menu (Wagon) even after unchecking "synchronize combo resources" box. Drill module doesn't work like stock drills. With and without an engineer (2 stars) on board it uses 8.03 electric charge and produces the same amount of ore per second (0.02 next to the launchpad). Also, it's rated for 6.75 EC/sec. It should be using much less than the nominal value without a 4- or 5- star engineer based on this. Just compare it to stock drill energy usage. ISRU's virtually don't heat up while in use, which is clearly broken Converter reconfiguration menu causes lag from this: Minor issues: Buffalo RCS Module has the power of one Mk2 5-way thruster (especially in jump mode) despite visually having two Mk2 thrusters. Drill module's icon is retracted, so it looks like an SAS module. Drill module virtually doesn't heat up when in use (only heats up by a few degrees even if stacked) Most parts are spawned inverted in the SPH Since there isn't a Simplified Play Mode for Buffalo, Storage (not Converter) Reconfiguration menus always shows all possible resources at the same time. Note that WildBlueIndustries Simplified Play Mode does not reduce the amount of resources in Storage Reconfiguration menus. How to reproduce: click Reconfigure Storage in any part's action widow in the editor. Balance: Wagon Hub, while having 2 ISRU's on-board, weighs more than Long Passenger Cab which doesn't have ISRU's. All Buffalo parts with built-in solar panels have a "Deployable Solar Panel" module. 355 Isp seems super-OP for RCS-sized engines (Mk2 thrusters), even if it's LfOx (for that kind of ISP you need closed-cycle engines with optimized nozzles) ISRU's are OP compared to stock based on their efficiency/weight ratio - very OP The thread title says KSP 1.21 The Wagon part is expanded by default. I thought the point of having it would be to bring it empty and expand it after landing. By the way, I'd greatly appreciate SystemHeat support for ISRU's and ClickThroughBlocker support for Omniconverter configuration menus.
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https://forum.kerbalspaceprogram.com/index.php?/topic/179841-19x-kerbonov-kn-2-cockpit-module-continued/
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Then it's not compatible @Knight of St John can you make it so that your mod only applies effects to parts which ReStock doesn't override? (Also, please take a look at issues reported in my previous post.) Ideally it'd apply its own effects to ReStock parts but that's probably a lot of work.
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Looks like you're right (EDIT: but not completely). The MM patches from this mod don't mention the ReStock config (EDIT: and RAPIER has a misplaced effect because ReStock overrides the model but not the config). What I'd change though is adding some info that they're in fact compatible. Personally, I think the plumes from this mod look better (esp. the vacuum engines like Terrier and Poodle) but exchanging them doesn't seem easy.
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Back to the ReStock compatibility issue, could this mod be configured to complement the ReStock Waterfall config, so it overwrites all engines ReStock doesn't remodel? That would include Thud, Aerospike and all jet engines. It's really hard to decide between awesome plumes and part reskins when you can't have both
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Cool plumes. How did you change the atmospheric pressure for the GIF in the OP? By the way, feel free to crop this screenshot and use it in the OP if you'd like to. For comparison, ReStock Waterfall below (with this mod still installed), RealPlume and stock: Jet engines in dry mode and 2 engines on the far right in wet mode I've also found a few config issues with jet engines @Knight of St John
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I think 2 months is enough on my part. I did what you suggested and the bug isn't there anymore for whatever reason.