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KspNoobUsernameTaken

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  1. I am trying to make a patch so all WBIGraviticEngineGenerator modules have their input_resource set to this: This is what a standard gravitic engine part looks like: But the relevant part is this: And this is my patch: Patch seems to have no effect and doesn't show up in MMPATCH.log
  2. I've got a Ryzen 5 5500 and GTX 2050. Will that be enough for KSP 2? Hopefully with mods as well. I intend to play at 1920 by 1080p
  3. Once the engine implements colonies, modders should be able to accelerate progress a lot. Making new parts and part modules is not a major challenge compared to extending the actual backbone of KSP 2. I think it would be good for Intercept to roll out a mostly-functional colony system with a few basic parts, then let the modders expand the part catalog to satisfy the playerbase.
  4. @Hadron27 If you download simple construction and go to this file: GameData\SimpleConstruction\Patches\SimpleConstruction\ScienceLabs.cfg Then change this section: INPUT_RESOURCE { ResourceName = Metal Ratio = 0.25 FlowMode = STAGE_PRIORITY_FLOW } To INPUT_RESOURCE { ResourceName = Ore Ratio = 0.25 FlowMode = STAGE_PRIORITY_FLOW } Then science labs will be able to produce rocketparts from ore. After that, you just need to add a docking port to use as a launchpad Hope this helps. Note: The button to make rocketparts will be called "Start Printing RocketParts" or "Stop Printing RocketParts"
  5. @linuxgurugamer The recording UI of KSTS seems to flash rapidly and makes it impossible to actually use the record feature. I made a issue here
  6. Hello, I am trying to access value 2 of a list, but there are multiple versions of the list itself, eg, (list, 1, 2), where we are looking for the second value in the first list. Can I chain together indices like that? For reference, this is the full patch: Where I am trying to find the highest baseVolume value from all ModuleB9PartSwitch modules.
  7. Like in the title, I want to replace all FS fuel switch modules with WBI omnistorage/convertible storage modules of equivalent capacity. The problem is that WBI uses a single storage volume variable, and FS has a different capacity/resource.
  8. I need to find the baseVolume of B9 part switch tanks, then set the WBI capacity factor to baseVolume/1801, then ideally delete the B9 part switch module for fuel. This is the patch I have right now: I am not sure what the baseStorage, decal things, and maxStorage do, but it does not seem to interfere. I also cant figure out how to delete only the B9 part switch for duel, so I have just left it on and used convertible storage for editing. The actual capacity of the tanks seem fine. The problem I am running into is that all fuel tanks have a minimum value of 880 LF and that they always start at that much filled by default. What is going wrong? Also, how would I do this for FS fuel switch parts?
  9. @Angelo KermanHow are we supposed to use the strongback? When attached to the launchpad and docked to the mk-33, rotation doesnt work.
  10. @JonnyOThanI got the first patch working, but the second one (the one editing global resources) now fails to work. What did I do wrong with that? Also, what is a key?
  11. I am playing with several mods, notably pathfinder, the near future series, and MKS. I want to ensure that anywhere I land, there will be at least a small amount of all mineable resources, unless explicitly banned for that area/planet by another mod. This is the patch I am using: Looking at the MM configcache, its not working. When I checked the MMPatch.log, I could not find any reference to my patch. Am I missing something?
  12. @JonnyOThan So any reference to a module has to have "@" unless it is an insert? Then this patch will work? For that matter, would something like this work on all resources? I'll run a test now, thanks for the help!
  13. I am trying to make an MM patch so that all science labs are ludicrously OP. This is my patch: As far as i can tell, this should work. But each science lab still has it's own configs. I checked the 2 MM logs, couldnt find .configcache. The patch is in a file named myPatches.cfg in gamedata, and the other patches in that file all work. this is ksp 1.12.5 and MM is the latest version as per CKAN.
  14. I am trying to make an MM patch so that all science labs are ludicrously OP. This is my patch: As far as i can tell, this should work. But each science lab still has it's own configs. I checked the 2 MM logs, couldnt find .configcache. The patch is in a file named myPatches.cfg in gamedata, and the other patches in that file all work. this is ksp 1.12.5 and MM is the latest version as per CKAN.
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