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tokamak_tinkerer

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Everything posted by tokamak_tinkerer

  1. Hello. I have a question: how do you supposed to enter the lazypainter menu in version 0.4.0? Should the button be on the toolbar or near the action group editor button, because i don't have it in either place. Althou i also use ztheme janitor's closet and toolbarcontroller, so some of them could be obscuring said button
  2. can you please give a list of your mod's dependancies and/or conflicts? the rijid fuel tank doesn't seem to be available in the VaB for me, despite me having the breaking ground DLC
  3. and you fixed it with shipmanifest? because even if that solves the transfer option, it still doesn't mark the crew space as available for USI life support (for example), which i'd rather not have to deal with. Also, do you have any idea what could be causing this?
  4. Second this. Also this bug seems to affect universal storadge's science experiments
  5. Does anybody know the exact formula the orbital shipyard uses to determine how many rescources a given craft needs to be built. I'm working on a config for sandcastle that would make printers demand the same (or at least comparable) ammount of rescources as the USI parts, so i can replace the global construction mod in my install
  6. There is a strange problem when this mod is used together with connectedlivingspace. Any of the mod's docking ports, despite still having an "open hatch" toggle, are not recognised as passable by connectedlivingspace, meaning you can't transfer kerbals through them. also, even when i enable the option to force parts to be passable in CLS settings, the corresponding toggle never appears on the docking ports
  7. there seems to be a problem with defining custom materials for the printer. my MaterialList.cfg looks like this MATERIALS_LIST { name = Default RESOURCE { name = MaterialKits rate = 0.5 } RESOURCE { name = SpecializedParts rate = 0.25 } } and it does make the printers require materialkits and specialisedparts, but it also still demands ore (so it needs 3 rescources instead of 2 i specified). Am i doing something wrong, or is this a bug?
  8. I may have found a bug. This bit of code @PART[*]:HAS[!MODULE[ModuleCargoPart],#mass]:Final { MODULE { name = ModuleCargoPart packedVolume = #$../mass$ @packedVolume *= 3600 } } is affecting the DLC deployable science experiments, and the ground anchor, making their volume several times lardger than it is by default, making them unable to be picked up by kerbals and deployed, rendering the parts unusable. My guess is that the deployable parts do not make use of the ModuleCargoPart class to define their volume, instead "bundling" it with the deployable science module (or however it's called), so adding this module to the config would fix the problem
  9. Sorry to bother you, but are there plans to make KAS compatible with physicsHold?
  10. do you have any plans to make a similar patch for parts from mk2 expantion?
  11. Greetings. i want to know if there is a way to chandge what rescources and in what proportions are required to build a ship via a config. I'm using global construction with USI mods, and while DIY kits require only materialkits and specialised parts, USI's orbital shipyards need a bunch of materials on top of that. Thus i wonder, can i make DIY kits also require robotics, alloys, chemicals and such, to bring them more in line with USI?
  12. dear jadeOfMaar. i'm currently trying to make rational rescources work with my install. if i understand correctly, all the ISRU chains (which i like and want to use in mu USI colonies) are contained within the Rational Rescources Companion module, but once i install this module it makes every single mining drill capable of mining every single rescource. Is there a way i can keep the ISRU chains, but remove the config that alteres the drills? i have both MKS and planetary base systems installed, and i would like to keep their dedicated drills dedicated. Preemptive thanks.
  13. Does the compatibility with far future technologies include a way to reprocess the waste from salt water and pebble bed reactors (i know that their fuel can be produced by the mod's nuclear fordge). Also, how do you obtain CO2 for the nerv engines
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