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KspNoobUsernameTaken

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  1. @Angelo Kerman, Can you explain how to use the trailer parts? I never really got them working right.
  2. I think it would be better if we could see the bounding box before starting the build. That way we can see the 'scale' of the built vessel.
  3. Once it has that, sandcastle will have all of EL's features and some. Looking forward to it.
  4. Closer than most; there are methods to build colonies out of multiple ships, which massively mitigates the kraken. Also, there are ground-anchor modules which lock ships to the ground; I've never had one of these locked ships randomly explode on me.
  5. What mod are those conical habitats from? Especially the three floor one on the right. The drills are from Pathfinder right? Also, how do you use the fuel pumps? I never got around to it myself. I normally use Simple Logistics myself.
  6. How do you edit the fields of a partmodule from outside the partmodule? E.g changing the maxThrust of a engine from a different module.
  7. Yes, it has integration to the CTT techtree. IIRC, it's down the Advanced Construction/Metamaterials bit of the tree.
  8. Maybe after it spawns in, you go into a vessel mover-esque mode (referring to the mod Vessel Mover)? Then you press a confirm button or something.
  9. One step closer to not needing Keridian Dynamics. FWIW, I'd prefer these to come in a separate package from the rest of Sterling, maybe even a separate mod.
  10. Made a lot more progress on V2 of this mod. Am now working on the received power calculations. I am being careful to minimise spaghetti code and document everything. Anirrudhh's original code is a mess because he has combined what really should be seperate functions into 1.
  11. Very nice. Do the values the filters fetch have to be defined in code? For example, if I want to add communication power, is there a way to define in cfg files to get a specific value from ModuleDeployableAntenna?
  12. With the discovery of Vessel.protoVessel, I've made massive progress on the updated savefile parser. It still parses ConfigNodes, but avoids using the actual save file. All hail FlightGlobals.
  13. Fair, but once you reach 1000-1500 parts even sub-sub-subcategories are better than waiting for the search bar to do its thing. Probably for the best not to have nested categories. My situation is an edge case with 3k parts.
  14. How does this mod work with procedurals? Is it based on the size profile in advanced filters? Does it support nested categories?
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