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Nori

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Everything posted by Nori

  1. Yeah that TCA dev seems to know his stuff.
  2. USI needs EPL, but only the DLL, survey stake and mallet. Everything else can be removed. I wouldn't be surprised if he removes the need for it entirely at some point, but he hasn't yet.
  3. well my post above is all the resources that aren't currently in your tank types. Was there additional info that you need in order to setup the resources? If it helps, RoverDude seems to have his tanks support the same number of most resources. For instance his 1.25m flat kontainer tank supports 600 dirt, ore, supplies, substrate and all other non gas resources his mod adds. Maybe I'm wrong, but I thought the whole point of CRP was to reduce conflicts by having almost all mods define their resources there. The EPL resources used to be in there. As far as I'm concerned, the fact that there is a MetalOre/MetallicOre and Metal/Metals is enough confusion and conflict already.
  4. I meant the TankType.cfg configs. Yeah ReplacementParts isn't really needed. I think you mean MetalOre/Metal/ScrapMetal are from ExtraplanetaryLaunchpads. Just checked and you are right. I find that odd as the CRP doesn't have those listed anymore. USI does use a lot of resources internally, but most of the time you need at least some storage. Being able to switch on the fly would be amazing. As would the ability to have one big tank with all the resources to cut down on parts and complexity.
  5. Covers all the stuff I use (minus USI, but those are FSswitch so I'll do those myself). Don't suppose you could add default tank parts for the rest of MKS (KolonyTools) resources? I also made a few notes on things that are no longer around or have changed. The number is their density as per the resource definition. MetallicOre - 0.00550000000 - There is a MetalOre in your config, but the name must have changed. Uraninite - 0.0075 Substrate - 0.0016 Minerals - 0.00270000000 Metals - 0.0078 - ScrapMetal and Metal (no "s") no longer appear to be used Polymers - 0.00104000000 SpecializedParts - 0.00378 - ReplacementParts is gone Hydrates - 0.00150000000 Gypsum - 0.00550000000 Silicates - 0.00025 Silicon - 0.0002329 RefinedExotics - 0.0052 ColonySupplies - 0.001556 Organics - 0.001 ArgonGas - Near Future Propulsion uses this Water - 0.0010000000 - KolonyTools uses water now Chemicals - 0.00250000000 LqdHydrogen - You don't need Karbonite to use this. Near Future Propulsion uses this as do some other mods
  6. Ah I see. I don't think you can do that. But yeah I would ask in MM's thread.
  7. You can't specify more than one position argument as far as I know. So you would have to drop the FOR[ConfigurableContainers] in this example. This is why you see heavy use of the NEED/HAS parameters.
  8. @Thomas P. Thanks for the hard work! Greatly appreciated.
  9. I can understand this. But you do control what it applies to pretty well. It isn't going to mess up anyone else's tank switching since those are excluded so it seems like a pretty "safe" add in my opinion. Up to you though. Also I forgot the B9 part switcher. So here it is with that. @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleB9PartSwitch],!MODULE[ConfigurableContainers],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks&!RealFuels]:FOR[ConfigurableContainers] { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ @LF *= 0.013717 MODULE { name = ModuleTankManager Volume = #$../LF$ DoCostPatch = True TANK { name = LFO Volume = 100.0 } } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} }
  10. Ok, here it is. This will take any LFO tank and convert it to Configurable Containers. Took a hour to get it all working right. @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ConfigurableContainers],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks&!RealFuels]:FOR[ConfigurableContainers] { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ @LF *= 0.013717 MODULE { name = ModuleTankManager Volume = #$../LF$ DoCostPatch = True TANK { name = LFO Volume = 100.0 } } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} }
  11. Would you be able to add a default TankType for LH2 and LH2O? CryoEngines and a few other mods use these. Assuming that you get 0.45LF and 0.55OX per 1 volume, a LH2 tank would give you 10LH2 units per volume. A LH2O would give you 6LH2 and 0.4Ox per volume.
  12. I was playing around last night with Throttle Controlled Avionics (TCA) and a bunch of parts from your pack and noticed something I thought a bit odd. Most of your jet engines have no gimbal action. For some of them this isn't a issue, but for anything that is intended for use as a VTOL or high altitude use, it is almost essential to have gimballing. Is there some specific reason for this exclusion?
  13. @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ConfigurableContainers],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks&!RealFuels]:FOR[ConfigurableContainers] { MODULE { name = ModuleTankManager Volume = #$RESOURCE[LiquidFuel] * 0.013717 DoCostPatch = True TANK { name = LFO Volume = 100.0 } } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} } I believe something like that would work. I'll try it tonight.
  14. MM has a lot of options and can indeed delete RESOURCE and MODULE definitions. CryoEngines has a patch to modify all tanks if they don't already have a switcher. This mod would be simpler though as you don't need to define the resources, just volume.
  15. Well if it isn't too hard to do, I would appreciate something like that. It's my main complaint with other switching options. You have to manually specify mass for every tank which drives me crazy. If this mod had a config that did proper mass, I could just replace all the other switchers. edit: Opps..
  16. heh, this reminds me of the Kethane mod... You could turn Kerbals into kethane (for emergencies only of course). Anywho, your mod is awesome. One question though, is there anyway to specify separate empty masses for different resources? Xenon gas generally seems to have heavier empty tanks vs LFO for instance.
  17. @RoverDude @MiniMatt It's the Toolbar mod interacting negatively with USI LS. Possibly related to this: http://forum.kerbalspaceprogram.com/index.php?/topic/55420-120-toolbar-1713-common-api-for-draggableresizable-buttons-toolbar/&do=findComment&comment=2770188 Anyway, removing the toolbar mod "fixes" it.
  18. So I updated to 0.5.2 and I'm getting a GUI error upon opening the life support screen. Log is here: https://www.dropbox.com/s/fayg46gc9dm2ssy/KSP.zip?dl=0
  19. Yeah don't worry about AR. Remotetech really depends on where the team for that is going to go. But for now I should think just worrying about stock is best.
  20. Oh yeah, forgot about that. I'm just too used to having this mod.. I played stock for a couple hours last night and the things I immediately missed was Kerbal engineer (how do we not have basic deltav, TWR and simple flight info yet?), Realchute (stock chutes...shudder), Editor Extensions Redux. I hadn't gotten to missing Action Groups yet as I hadn't unlocked them in game and rarely use action groups in the first couple of hours.
  21. Thanks for working on this @Starwaster I played stock for a hour last night (first time I've done that in years) and the parachutes... shudder.
  22. Yeah I never run out, I just always forget to add them. The editing in-flight is awesome!
  23. Well there is a pre-release: https://github.com/S-C-A-N/SCANsat/releases/tag/v16.8 Beyond that, DMagic has a lot of mods to update and it's only been a few days, so give him time.
  24. Yeah I read that and thought it strange. I have at least 3 eligible bodies for scanning at the moment. The odd thing is it says the requirements are met but no contracts generate.
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