Jump to content

KspNoobUsernameTaken

Members
  • Posts

    263
  • Joined

  • Last visited

Everything posted by KspNoobUsernameTaken

  1. This is a very interesting thought process, makes sense. I will note that part two didn't really "click" for me until I read through the config files, I just assumed that harvesting is kind of a gimmick and not useful. Also, I feel like there should be a more descriptive message for when there are collectable resources in the area, but the concentration is lower than the minHarvestValue of your collectors. That caused me a lot of grief before. (Not sure if you changed this in a newer version)
  2. Not that I know of, but why not just copy one of the provided templates (snacks), and roll your own?
  3. Could you just add subtypes with heatshields to the adapters themselves?
  4. So we could get habitats that you deploy, then survey the area, then undeploy later The time is right for Pathfinder 2.0 Angelo Kerman even said that he might add base parts to Sandcastle, which would then supersede Pathfinder
  5. Why that rather that the one he's made years ago? Like what new stuff does it do?
  6. Basically, RR 3.0 has both a 000_RationalResources and a Rational Resources. You need both, but CKAN doesn't know about 000_rationalresources yet. So it breaks I think the more recent update to RR removes 000_RationalResources? I know @JadeOfMaarwas advised to do that by the CKAN guys.
  7. Yes. Take a look at Stress/roster resources in the Snacks! mod. Admin menu is done by Strategia I think Yes, there's an easy way for most use cases. Check the FlightGlobals class. And VesselModules always run, even in background, so if you put your code in there it'll run while unloaded. However, fully simulating all resource usage etc on a vessel is difficult. There's a plugin for it already, haven't tried it yet though. FlightGlobals for orbital stuff
  8. Ah. For some reason I assumed the vessel printer and EPL modules were incompatible on the same part Obviously not
  9. If you have EPL installed, does it lock out Sandcastle's built in vessel construction system?
  10. A lot of mods have issues like this, where MinHarvestValue is well above the resource concentrations, by orders of magnitude Correct me if I'm wrong, but does the orbital velocity of the vessel impact the "perceived" resource density? It would explain some weird behaviours I've seen. More a Space Dust problem though
  11. Who would that be? Does it move? If so, amazing. Nice to have a in-situ construction mod being actively developed
  12. @Angelo Kerman, Can you explain how to use the trailer parts? I never really got them working right.
  13. 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.
  14. Once it has that, sandcastle will have all of EL's features and some. Looking forward to it.
  15. 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.
  16. 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.
  17. 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.
  18. Yes, it has integration to the CTT techtree. IIRC, it's down the Advanced Construction/Metamaterials bit of the tree.
×
×
  • Create New...