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tazyload

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Everything posted by tazyload

  1. 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
  2. People want instant Kethane and so the almighty Majiir demands a sacrifice!!!
  3. The lazor mod has a fuel transfer system that works in a similar fashion to the one you describe, just select the target and beam the fuel.
  4. As long as you can get one of your dudes near to it you should be able to repack no problems
  5. 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.
  6. That looks awesome! I'm loving the advances this mod is making and the depth it's adding to my gameplay
  7. 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
  8. 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?
  9. 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
  10. 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
  11. 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.
  12. 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.
  13. Why bother with OC then? You might as well just use HyperEdit if you don't want the resource cost, or you can set up your OC station and then quicksave, edit the tanks full of parts and spawn ships to your hearts content
  14. I haven't actually tried making a ground base with OC yet, I think that is going to the top of tonight's to-do list I believe that should include said patch, at least I haven't come across any issues so far
  15. 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
  16. 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.
  17. 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
  18. Found it, although reading through a thread backwards is damn confusing xD I'm really glad this is planned though, the new resource system has made tweaking configs and adding resources almost as enjoyable as going out and getting them.
  19. I had a feeling it might not be doable but I thought I should at least ask I tried going through all the posts but 1100+ is a bit much for me xD Thank you anyway and thank you Majiir for giving my missions purpose
  20. 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
  21. 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
  22. 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.
  23. 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.
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