Thourion
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Everything posted by Thourion
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Hey Majiir, dunno what you did with this update, but yeah its as smooth as silk. The map change speed is day and night compated to the previus release. I also have the idea of a more smooth operation. Dunno if its my imagination, or if its the new grid code, or other fixes you may did. Anyway cheers.
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[0.22] Extraplanetary Launchpads Legacy Thread
Thourion replied to skykooler's topic in KSP1 Mod Releases
You dont even need to remove anything. You can just make a copy of the part.cfg, name it part2.cfg change the Part Name, the Resource Name value (inside the "KethaneExtractor" module) from Kethane to Ore, and you got another drill that uses the same model and texture, so it doesnt waste ram. Example for the big drill (note the Bold lines) : ..... ..... // --- general parameters --- [B]name = Ore_heavyDrill[/B] ........ ........ MODULE { name = KethaneExtractor PowerConsumption = 24 Resource { [B]Name = Ore[/B] Rate = 5 } HeadTransform = heavyDrillHead TailTransform = heavyDrillShaft4 } As for the scan part, you can add another resource to the detector module ("KethaneDetector"): MODULE { name = KethaneDetector ....blalbablab... .........blabal ......blaalblablabla..................................... [B]Resource { Name = Kethane } Resource { Name = Ore }[/B] } .................................................... And scan for both kethane and ore at the same time. (Thanks to Khaos for tiping me the code syntax) EDIT: Of course i could just Quote this helpfull post instead, but im an idiot and i just remembered it heh... LINK Nice pointer for making the ore drill puff Red smoke. -
How do I determine lift needed?
Thourion replied to orangexception's topic in KSP1 Gameplay Questions and Tutorials
Yeah well, i poked at that thread, got dizzy, and im back to "Make it look sexy" mode. @fatfluffycat: Jeb or KE, dont show lift, am i right? or did i miss something again? -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Thourion replied to damny's topic in KSP1 Mod Development
Hmm 1. could be a nice idea for later addition to the mod. 2. If you click the Settings button, you can see the % discovered for each celestial body (0% to 100%). Although you get the total percent, and not divided by sat. -
[0.22.X] BobCat ind. Historical spacecraft thread
Thourion replied to BobCat's topic in KSP1 Mod Releases
Accent!! You got it now? -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Thourion replied to damny's topic in KSP1 Mod Development
I either found a bug OR i did something stupid from my side, although no clue how or what. I cant get the instrument window to show up anymore, debug log doesnt mention anything out of order, i just click the button but no dice. I tried with many already flying ships, along with new ones. I just noticed it today, when i tried to bring it up, last time i had it working was like 1-2 days ago, with no game alterations in between (new mods/saves etc). Everything else is working just fine. If i did something from my part, i can only imagine either dragging the window near the edge of my screen, and/or using the button while in high warp. Dunno if those could pose any misbehavior though. -
Not entirelly sure, but i think i can answer my question. After a peek at the .cfg file, i see that you have the ModuleCommand inside, so i guess it can work as a probe and it will stay in persistence, even after long timewarps etc. If thats true i think ill try to stick, some small RTG function onto it, just to feed its power needs, so i can just plant em all over
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From what i can see in your pic, you have used the "link" feat of the pipe instead of "grab" and "attach". You need to have an End Connection part in the other craft. If you got any other spare pipes, use Grab, then go use Attach on the ship that needs fuel. And from there you can use "Link" to join the 2 ports together and do your stuff. Hmm although now that im checking the picture more, i think thats not a Fuel Pipe Connector, thats the other one, i cant be sure since i have'nt used it in a long time, but im guessing it also needs an "End point" part on the other ship, like the "Stack connector port".
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Erm, i dunno how to search the forum with the question thats buggin me (the term i mean), and basically i think i posted about it someplace, although that got lost in the wipe we had some time ago... Anyway here goes. Does anyone remember the shortcut we had, where you had the game switch to the tab that contained the part we clicked in our craft? (while building it) For the love of me, i cant remember, i think it was shift-click.. anyway that got removed somewhere around 0.17-0.18 ? Is it gone forever? or maybe it didnt exist after all and im chasing windmills? and of course the most important question.. is there an alternative? Needless to say that it was convenient, lets say you need another decoupler, you just did the magic-click and boom you were in the tab that had the part, so yeah (i know about the alt-clicking, but imo its only handy for radial parts. In the above scenario you got stuff under the decoupler, so you make a copy, put the decoupler under the craft if possible, remove the other parts, and remind yourself to keep a spare solo ghost copy around while building .... rant off lol)
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Well basically in the Wiki (more specifically in this LINK, you see the different things you can add to your part .cfg file. So you open that file, and just add the following lines anywhere, usually at the end of the file just before the last "}" that should exist in that file. MODULE { name = KASModuleGrab storable = true storedSize = 1 attachMaxDist = 2 attachOnPart = true attachOnEva = true } And basically just read what each line does, and keep adding, remove or delete those you want. I havnt tested the above code, but im sure you will get it from the descriptions in the wiki.
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Well my guess for the above expansions of the system, along with implementation of another Solar system maybe in the future, is like i said above some kind of warp drive engines. Much like how Interstellar mod has it atm. You drive with crazy speeds, in order to get you there fast (and it is fast, just not instant), but you still have to make up for the difference in velocity once you arrive, that way it takes out the cheat illusion. That way, you dont have to bother with game braking physics, since everything around flows like normal, its not some magic insta port like Hyperedit, and of course you still need the planning for the resources required, and crafts design. So i bet that when the time comes to introduce further expansion of the game, Squad will have already something up on their sleeves, it could be anything from warp engines, to black holes to space gates , cosmic higways and such. Because yeah in the end nobody likes to watch a blip running at 100000000000x time accel to reach the most outer body for half an hour heh. EDIT: I just saw the above post from boomer, and yeah i agree that instaport without any other "labor" takes away much of the game. But the thing is, without Life Support resources, without any accidents either engineering or cosmical, then after you done the trip to Eeloo for the 20th time, it starts to get old. Now imagine that for bodies even further.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Thourion replied to damny's topic in KSP1 Mod Development
The only anomaly on Kerbin, that i havnt send a BTDT, is North of KSC. But it is some distance away from it. Are we talking about the same? or is yours close to KSC ? -
I am gonna need some extra fingers to add just another good mod into the "I am a small gem hidden on the Add-On Dev Section muhahah" list. And yet again, its one of those things that i recently started to think about (a bloody light that can act as in the movie you have in the pics), wanting to get out of the back of my imagination, and now boom finnaly appeared on my browser. I feel either lucky, or blind ..or a bit of both, anyway big thanks for this Although i do have a question, what happens if you dont KAS-link it to any craft? When the battery dies, i can probably link it then, but if i dont does it stay in persistence? or does it become a debris that you cant interact with? ( I lost what happens with debris after long times. Not 100% sure but I believe they used to be dead weights before 0.16-0.17 ..cant remember)
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Im pretty sure I think, since we have the stock timewarp speeds that can go only up to a set limit, and the help of mods like mechjeb (has a warp until x feat) or Hyperedit, that whatever could be done for time warp with the current game engine ability is done. The problem with your idea, is of course Physics and Positional calculations for all Celestial bodies and crafts. Basically the game engine cannot insta-teleport you on rails, meaning following your trajectory through time, and at the same time move every movable game object through theirs instantly, and even if it can you will need a hell of a computer for the above calculations. Hyperedit mod for example just teleports you, but does not affect universe time at all, leaving the other objects at their present location. And of course with all that said, its the retorical question that matters. If you are satisfied with the current warping speeds then theres no need for your idea. If you are not satisfied and want to just blink in your destination, then just use a mod like Hyperedit, and dont worry to much about the loss of simulation (of course because the other objects stayed where they were before you hyper). And of course lets not forget about some mods that make use of warp drives, so you can basically travel somewhere faster, using the stock warp speeds along, but yeah.
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Hmm well im sure its been asked somewhere before, but anyway here goes: Multiple Resource nodes can be defined, and the detector will scan for them simultaneously I got the above from the Wiki. Im trying to make a part scan for both kethane and ore. So first question is, should the cfg code (inside the relevant Module section) be like this? : ..... ..... Resource { Name = Kethane Name = Ore Name = WhateverElseFromAvailable } ..... ..... Im guessing, if the above is true, then you got no way of differentiating the detect period-maxAltitute and/or Power Consumption separately for each resource, right? I dont mind that at all, (at least for electricity purposes you can just add the requirement SUM of the resources to the Module) but the second question would be, if it is possible to separate them somehow anyway. I also tried as a test, to include 2 separate whole modules inside the cfg, but that results in weird KSP behavior.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Thourion replied to damny's topic in KSP1 Mod Development
I agree with you, but since you can already go and read the cfg. files and the values, that mean you can also edit the desc yourself pretty easily, no? -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Thourion replied to damny's topic in KSP1 Mod Development
..I cant even begin to imagine, what on Kerbin this update would have on, if the above went like you wanted. I mean it is already insane full of stuff. EDIT: After a very quick run, i didnt see any problems. Really cool addition of the Legend in the map, and im not entirelly sure, but i think overall the plugin has even more smooth feel, gameplay wise, than build 3. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Thourion replied to damny's topic in KSP1 Mod Development
Like others said its Lazor's (and other mods probably) thingy doing stuff in the GUI, im guessing Damny uses stock code to invoke the interface, in which case the other mods that convert it take precedence ... (some times i feel real weird saying stuff in english lol) If the part is animated, couldn't be possible to call its animate function like normal ? (look for stock animated parts code). Im guessing if you do that, when you activate it it will animate as well as run this mods function (module). PS: Dont look at me, im having a "Lets keep Guessing" thing going on -
So lemme get this straight. Lets say tomorrow (as in now) you got a ship, that can take you to a new planet full of alien forms. Lets make them humanoids, but with not much intelligence other than their survival instincts. So you go there, grab your M50, and slaughter a thousand, then you come back to earth, kiss your wife and kids goodnight, and fall asleep? Or does that other sole planet included in your idea of "society" so its a no go ? Or does your off world actions, affect you in some way, that in turn have an impact in your beloved inner society, so no M50 dance either way? Or maybe you prefer to nuke them out of orbit, that way you dont do the trip, you just push a button so you sleep better right? Oh and btw, how does someone "make" ethics ? They either exist based on your consciousness existence if present, or they dont. (This leads to different idea of what is ethical or not, but thats another story) Now that we moved from ethics, lets go about the UGE (uni-good-evil). Some God may exist. God as in the God of the many forms of religion here on earth, God as in some higher cosmic alien entity-unity, or God like some star trek federation that utilizes those UGE laws. And yes there could be a "Devil" in similar forms like above, out there included as well. You dont know this, and i surelly dont. Only real reason you say theres no "Universal good or evil", i think its because you're either sure that we are the only species around the kosmos, or that all the rest are inferior to our own. Or perhaps that all of the other intelligent species if they do exist, are just plain "eat-sleep-do the smooth moves-and go to the toilet" beings. And tbh "activities outside society" ? I trully believe that once you start fiddling about with something, either a celestial body, an off world civilization and all the rest of the things we probably wont see in our life time, then you make that something a part of our society. And yeah i could keep going on, in a more plain fashion, explaining that Mars, as in the OP's case, is just next door. I mean it should be already a part of our society, imagine in the future with terraforming tech and whatnot, it could take a few days/hrs (at worse) to get there.