tazyload
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Everything posted by tazyload
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[0.22] Extraplanetary Launchpads Legacy Thread
tazyload replied to skykooler's topic in KSP1 Mod Releases
*Removed due to my own stupidity* -
You don't have to close out of the game, you can just quicksave with the vessel on the launchpad, then alt + tab, go to the quicksave file, edit the tank and save the file, then just quickload and the tank will suddenly be full. The game is remarkably resilient to modifying configs with the game open as well, then you just have to use the cheat menu at the space centre screen to reload the database
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I must say I'm loving the new overlay, and although some others don't seem to agree I think its a nice addition to the main menu. Put a smile on my face loading up and seeing those green hex's tempting me in The only issue I have seen is Minmus has put on a little weight since you last measured her and the overlay doesn't cover her modesty as well as it could in a couple of areas, but not enough to cause me any problems so I'ma tap that for some green goodness xD.
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[0.21] Hooligan Labs - Airship, Submarines and More
tazyload replied to Hooligan Labs's topic in KSP1 Mod Releases
Someone did http://forum.kerbalspaceprogram.com/showthread.php/37196-20-x-Jeb-s-Big-Stick-For-all-your-large-measuring-needs-v1-0?highlight=ruler -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
tazyload replied to sirkut's topic in KSP1 Mod Releases
This is fantastic!! My OCD was a gibbering wreck in the corner of the VAB before, but now it is content beyond belief. Thank you very much Edit: Would you mind putting a link to the required plugin just to make life a bit easier? -
[0.22] Extraplanetary Launchpads Legacy Thread
tazyload replied to skykooler's topic in KSP1 Mod Releases
That is awesome, personally I believe the two mods belong together so to hear this is in the works brings a smile to my face, best of luck with the new framework -
Go back one page and try number 6; "6) On Linux, rename hilo.dat to Hilo.dat or make a symbolic link between the two (ln -s hilo.dat Hilo.dat), this solves a crash/pause on launchpad issue" helped me out
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[0.22] Extraplanetary Launchpads Legacy Thread
tazyload replied to skykooler's topic in KSP1 Mod Releases
Once again I find myself saying, if you don't want the resource cost but want to spawn stuff in orbit then why not just use Hyperedit? I specifically use this mod and OC because I want to earn the ability to spawn each ship by paying a resource cost, without this cost then it's just too cheaty for my liking. -
I enjoy using these two mods because launching everything you want to use from KSC becomes tedious as hell when you are working anywhere other than in orbit around Kerbin. In fact in my current game the only 2 things I have launched from KSC are an Orbital construction station and my mining vessel, both went straight to Minmus and started pillaging for goodies. Also having to gather the materials for each craft makes me consider their mass and other design features more carefully than I would if I were just launching from Kerbin.
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This is a real shame because these two mods really belong together, although due to the EL being an arse-ache to set up I am just using OC and supplying it with resources from EL atm. It's funny because imo both mods have small failings that the other fixes, for example I like EL's launch method over OC's but OC has the upper hand when it comes to setting up in the first place. Personally I'll be happy when conversions can take multiple inputs and outputs, then I can start adding silicon and other resources to my game and make SpareParts as intricate to make as my twisted heart desires xD
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There should be a Plugins folder also with "KerbalTestOne.dll" inside it, sounds like you might be missing it. You only need to make an addition to the Resource folder if you are adding a new resource (like I added plastic), if you are just converting existing resources (eg metal into SpareParts) then you only need to add a module to the converter/smelter part.
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[0.22] Extraplanetary Launchpads Legacy Thread
tazyload replied to skykooler's topic in KSP1 Mod Releases
Yeah I asked in the Kethane thread and was told that it is a planned feature, so my over complicated resource ideas will have to wait a little while xD -
I mentioned I am tinkering with the configs between Kethane, Orbital construction and Extraplanetary launchpads earlier and in doing so I have had some success but I have hit a point where I need some help from you guys. My aim is to get the SpareParts required for OC by mixing Metal (from EL) and Plastic (I added it as a resource and added it to the Kethane converter) but looking at the code below I can't figure out how to make the conversion require two resources. MODULE { name = KethaneConverter SourceResource = Kethane TargetResource = Plastic ConversionEfficiency = 0.4 SourceConsumption = 10 PowerConsumption = 12 HeatProduction = 800 } As all the resource conversion modules across both mods have "name = KethaneConverter" I thought this might be the place to ask. Also I am trying to get two resources from one conversion (metal and rocks/silicon from ore) and I think defining a second SourceResource and a second rate of consumption are going to have a similar solution (if there is one ) Any help with this would be greatly appreciated
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More tweaking and I now have Kethane being converted into plastic am working on combining it with metal from EL to make SpareParts! I still have to fiddle the values but this method feels much more legit as when I think "spare parts" I see a pile of metal and plastic heaped up with Jeb on top xD Edit: making it need 2 resources (aside from electricity of course) is proving tricky but I shall not be stopped!! xD Edit: Turns out I can't make it need 2 resources yet but it's planned according to the Kethane thread
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I just wanted to say thank you for this great mod. Between this one, Extraplanetary Launchpads and Orbital construction I am having a whale of a time . Currently tweaking some configs to get them all working together, for example OC's SpareParts are a bugger to launch so using EL to make metal and tweaking Kethane converters to make plastic and then using both to make SpareParts I have now got a feeling of depth to the game I hadn't had before.
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[0.22] Extraplanetary Launchpads Legacy Thread
tazyload replied to skykooler's topic in KSP1 Mod Releases
This sounds good I might have a tinker with the three mods configs and see what I can do. Also I notice with most resource collecting mods (this one and Kethane at least) that you really only ever end up turning one thing into another, so making RocketParts need multiple resources aside from the power required to make them will add a little depth for me. I'm going to start working on getting Kethane to make Plastic now and then I'll tweak some hexcans or spherical tanks to hold it Edit: Got Kethane being converted into Plastic and stored in its own Hexcans Edit 2: Any ideas how I can get the Kethane converter or smelter to require more than 1 resource for a conversion? Any help with this would be greatly appreciated Edit3: Got an answer to edit 2 in the Kethane thread, can't handle multiple resources yet but it is planned.