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Ker Ball One

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Everything posted by Ker Ball One

  1. Can find in the description or searching this thread, but does this mod "only" auto fill the first crew-able pod? Should I expect it to auto-fill into 2nd and 3rd habitats like Mobile Processing Labs?
  2. I was able to track this down. It wasn't the vessel's state in FlightDriver that told KRASH that it was ineligible for reverting. I confirmed by changing line 877 of KRASH's FlightModule.cs to always be "true", but it didn't change the pause menu. It was some kind of conflict with a mod called, "SOS (Save Our Settings)". I think SOS makes changes to the pause menu that is messing with KRASH's changes.
  3. Thanks for your help. I'm actually going to instead modify the mobile processing lab instead of the ISRU. Kerbalism does not touch it so it's free to modify Also it makes more sense that a processing lab, requiring an engineer, could have the capability of machining material kits and maybe specialized parts. While the ISRU, is more for lower level chemical conversion. I found a config file from SCON that was doing something similar for RocketParts. So I modified that. Now I'm looking for the best way to store Metal and MetallicOre. RR and GC neither seem to provide tanks for them. And thinking about requiring different resources for SpecializedParts. Maybe minerals or exotic metals. It really does seem like Global Construction isn't really for in situ production of the materials needed, rather assume that supplies will be delivered to the construction site. Makes sense for orbital, but ground construction should have a path from mineral extraction to shipbuilding. But I guess that was left to other mods like MKS.
  4. Thank you. I managed to create a part module for the Mobile Processing Lab, which makes more sense since MaterialKits should be more complex than what might be a chemical conversion in an ISRU. I modified from a SCON config. Plus, I didn't want to interfere with how Kerbalism is reworking the stock Convert-O-Trons. I probably have to do the same with SpecializedParts too. Might make it more complicated and slower, like with Exotic or Minerals so I have to mine another resource. I still need some help storing Metals and MetallicOre. Configurable Containers has all the resources provided by CRP it seems. But not Metals and MetallicOre.
  5. So it's the Rational Resources Kerbalism config that is doing it, not the base of each mod? I am not seeing which file " removes all the ModuleResourceConvertors ". Which mod should I look? Global Construction (GroundConstruction 2.7.1) Global Construction Core (GroundConstruction-Core 2.7.1) Rational Resources (RationalResources 2.0.4) Rational Resources Companion (RationalResourcesCompanion 2.0.4) Rational Resources Kerbalism (RationalResourcesKerbalism 2.0.4) Rational Resources Parts (RationalResourcesParts 2.0.4) Rational Resources Squad (RationalResourcesSquad 2.0.4) Kerbalism (Kerbalism 3.19) Kerbalism - Default Config (Kerbalism-Config-Default 3.19) Kerbalism Side Patches (KerbalismSidePatches 1.0) Kerbalism System Heat (Kerbalism-SystemHeat 0.5.0) ReStock (ReStock 1.4.3) Restock Waterfall Expansion (RestockWaterfallExpansion 2.2.0 (PR)) ReStock+ (ReStockPlus 1.4.3)
  6. https://github.com/JadeOfMaar/RationalResources/blob/master/GameData/RationalResourcesCompanion/CRP/Opt-in_ConvertOTrons.cfg I checked, and I do have this file. I do have this part, but I do NOT have what is shown in the screenshot below. Global Construction (GroundConstruction 2.7.1) Global Construction Core (GroundConstruction-Core 2.7.1) Rational Resources (RationalResources 2.0.4) Rational Resources Companion (RationalResourcesCompanion 2.0.4) Rational Resources Kerbalism (RationalResourcesKerbalism 2.0.4) Rational Resources Parts (RationalResourcesParts 2.0.4) Rational Resources Squad (RationalResourcesSquad 2.0.4) Kerbalism (Kerbalism 3.19) Kerbalism - Default Config (Kerbalism-Config-Default 3.19) Kerbalism Side Patches (KerbalismSidePatches 1.0) Kerbalism System Heat (Kerbalism-SystemHeat 0.5.0) ReStock (ReStock 1.4.3) Restock Waterfall Expansion (RestockWaterfallExpansion 2.2.0 (PR)) ReStock+ (ReStockPlus 1.4.3)
  7. The Rational Resources recipe for MaterialKits is here: https://github.com/JadeOfMaar/RationalResources/blob/master/GameData/RationalResourcesCompanion/CRP/Opt-in_ConvertOTrons.cfg I checked, and I do have this file. I do have this part, but I do NOT have what is shown in the screenshot below. From
  8. Maybe a silly question. But how do you create materialkits? I've searched around and can only find mention of the stock ISRU, but there is no option to create material kits. I also have rational resources and kerbalism, and restock+. Maybe these other mods are interfering. There are config files in GC that's suggest there are different parts like ISRURefinery parts. But those don't show up anywhere. Is there another mod I need?
  9. I can see line: 877 of KRASH's FlightModule.cs if (FlightDriver.CanRevertToPostInit) ... GUILayout.Button(LocalizationCache.Button_RestartSimulation/*, _guiSkin.button*/)) // "<color=orange>Restart Simulation</color>" So this button/option is dependent on KSP's built in FlightDriver, which makes the determination if I can revert or not. I guess this would be the equivalent of the greyed out "Revert Flight" button in a non-sim flight. I have my Game Difficulty settings to allow flight revert. And when my craft is fully built and rolled out (KCT), and I launch from KSC LaunchPad.... I CAN REVERT just fine. But something about launching a test flight in KRASH Sim maybe changes my initial conditions (like being out of atmo, having switched unloaded vessels from the Map, etc.) Does KRASH do anything when starting that the FlightDriver might consider unrevertable? Even when I don't touch the settings to launch somewhere other than the KSC Launchpad?
  10. So I managed to learn enough in Visual Studio to modify this mod. It can now automatically switch resolution and UI scale based on scene. All it needs is a config file with the scene name (e.g. 'EDITOR', 'FLIGHT', etc.). Each setting config now includes a "scale" attribute in addition to name, height, width and fullscreen. Bonus, now you can set the UI scale beyond the slider limit of 200% which is VERY nice. Let me know if you @linuxgurugamer are accepting pull requests. In the meantime... https://github.com/KerballOne/AnyRes
  11. I guess I had to learn C# and Visual Studio. But I added a bunch of " * GameSettings.UI_Scale" to dozens of lines of code that were hard coded with static values. I resized the icons too. But now it looks nice at any resolution, even 4K. This modded mod can now scale with the game setting for UI Scale. If anyone is interested in seeing a UI scaled version of this mod... https://github.com/KerballOne/AlternateResourcePanel
  12. @linuxgurugamer If I were to want to start modding mods (like AnyRes), how do I start? I know a bit of coding mostly in interpreted languages like python. What tools would I need to compile and to start trial and error? Thanks.
  13. Feature Request 1) Include UI Scale alongside Resolution. 2) Remember resolution per scene and option to automatically switch when switching scenes
  14. I can sometimes get the Restart Simulation button after the vessel is destroyed. What are the conditions that I should expect?
  15. Unusable with high resolution monitors. UI scaling is just too small on 4k or even 1440p. I understand that scaling with the built in UI scaler is difficult, which is why most mods don't try. The better mods do their own size settings. That would be much appreciated, since this mod already seems to have several useful settings with sliders. It might be easiest for @TriggerAu to maybe add another setting for overall size. https://github.com/TriggerAu/AlternateResourcePanel/issues/84
  16. Log Files: https://www.dropbox.com/scl/fi/yviwmfgad2ec429vlzlfs/KSP_Ker_Ball_One_Logs.zip?rlkey=x5nl59lqtvv6hzayxk9og0aco&dl=0 While you're looking, I thought I'd also mention a frequent, but not always bug. Might be related to previous bugs regarding warp causing issues with orbits. If I launch to an orbit instead of KSC launchpad, after some time and multiple switching vessels... the switched to vessel will cause it to teleport to a different orbit, such as the orbit from the simulation start.
  17. I agree and would add one thought. The community should not support the "indefinite early access" business model with mod development or purchasing the game at all. It is insane that game developers now think that they can charge full price for an incomplete game, and just use the free labor workforce that is the modding community. I won't buy KSP2 until they fully complete the basic functionality of the game (at least on par with KSP1), and start actually supporting the game instead of using the perpetual excuse of "it's early access".
  18. Anyone else missing the RESTART SIMULATION button option in the ESC menu? I've got the other buttons, but just missing that one. I'm running in Career Mode.
  19. I haven't looked at logs, but I had to immediately uninstall SYD because every second it would lag in the VAB editor. Made dragging parts difficult. I assume this is the same problem. Anything tracked as open on the GitHub?
  20. The way I did it is by knowing the precise escape velocity for the specific expected starting orbit. The check velocity node can be set to reference orbital velocity. So if you first check for orbital parameters with zero inclination, zero eccentricity, and 150 km apo and peri... The escape velocity will always be the same.
  21. I'm doing this as a full Mission with the expansion DLCs. I'm using KAS winch cables as the tethers. I'm including both the 24 incident as shown here, and also a Molly rescue side mission for 25 once that tether breaks. Can't kill Harry though. Looks like you connected him to robotic arms and pistons somehow. And got the plume to explode it. Did that kill him? I'm finding it hard to make mission objectives in such a way as to prevent the player from cheating when it triggers automatic throttle up. I can tether and lock Deke in a service bay, so he can survive (for now), Ellen might have to be a tourist because I don't want players to just shutdown the engine. I'm doing everything from that scene, and trying to have 24 end up with Kerbin escape velocity, but with a high velocity Mun encounter but no capture. I'd also like to setup the fuel so that the player can't fully brake into orbit. But just enough to maybe get a fly by rendezvous from Ed ascending from Mun surface. Not sure how easy/possible that'll be. If the mission requires the KAS/KIS mod, I can be creative with fuel transfer like the episode after this.
  22. Is there a way to temporarily disable FAR while in-flight? Specifically, I am playing a mission "Trouble in the Void" from the KSP expansion. The pre-built vessels were not designed with FAR in mind, so the vessels wind up accelerating during reentry despite the parts intended to drag. Removing the mod completely works, but I'd rather a way to do missions without removing mods and restarting.
  23. I play KSP1 on 4k 65" TV. The challenge is getting crisp native 4k, while getting readable text in the UI. Mods without their own scaler are painfully small.
  24. I had a dream about orbital dynamics weird
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