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rhoark

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Everything posted by rhoark

  1. I'd like to get to the little nagging issues with mod support, but to be honest its not high on my priorities right now. It was never my intention to issue continual updates to keep pace with the whole modding scene, just to get things rapidly to what I considered a playable state at the release of .22 That aside, bumping for the fact VT already has basic docking ports in Space Exploration, right where the new science lab goes, so you can start making actual science stations separate from your probes. Imagine that!
  2. Many parts of the game are built on the same APIs available to 3rd parties. i.e., you are already playing with mods and it didn't hurt at all.
  3. A 1x3 cubesat with solar sail will ride along for SLS EM-1 in 2017. It's supposed to go interstellar, but I don't know where or how fast.
  4. That's one of the main points of tweakables: changing how engines work. Hence the RAPIER.
  5. Given the balance improvements that are coming to science progress, I think you'll want to restart career mode, even if you aren't forced to.
  6. Would it be at all possible to increase the number of custom action groups?
  7. Venting could be done with a little "engine" (linear RCS model perhaps) that can be shut down but not throttled (so it can be action grouped independently of the throttle)
  8. Squad is talking about tweakables and secondary fuels now. Wish they'd lay out the specifics so we'd know how to prepare.
  9. Stock batteries are actually pretty puny by that conversion. The 2.5 meter one is worth about 16 alkaline AA's.
  10. I'm working on a whole suite of resource-transforming parts, based on real-world values to ensure there's no perpetual cycle. 20 Watts per EC/s is also what I had picked out, from ballparking solar panels comparable to the OX-STAT. (This is going to include the phase changes as well - fuel cells operate at room temperature + )
  11. Worrying about aerodynamics to the extent of having variable geometry, without installing FAR, is putting the cart before the horse
  12. Ignition and flame FX would satisfy my plans in the near term. HoneyFox has talked about failure chance and non-ignited venting, but if those live in the Ignitor module block as well I suppose it would be covered. I'm working on an engine config collection as one facet of a resource system, breaking down into fuel type and engine cycle. Each fuel and cycle has an associated ignition resource, but for gameplay's sake I reduce it to the most limiting resource for each pairing. Looking a little further forward, it would be great to have modular configs for ModuleGenerator (or ResGen, but I can never get ResGen to do what its supposed to) to cut down the number of separate chemical processor parts I'll need.
  13. Do you mean configuration beyond the engine block generally, or ignitors specifically?
  14. Ignition types is one motivation for this: I'd like configurations to be able to add additional modules and resources outside the engine module. Also flame FX
  15. Can arbitrary things go into a configuration, or only particular tags?
  16. I don't play with Kethane (like the concept, but not the way the kethane resource turns into everything else) so not likely to make something for it in the near future. I'll note I do play with FASA and HL airships and haven't seen anything yet that needs to be relocated.
  17. Looks great, no problems so far. Clouds on the horizon at sunset look odd though, being inky black. Perhaps a slight emissiveness to simulate sub-surface scattering would help?
  18. I'm working on the phenomenon of missing parts. It has to do with parts that don't already have a techRequired in their original part cfgs. 1.4.2 Fixed problem of missing mod parts
  19. It's not a module or a new tree. It modifies the part.cfg files only. VetTech is a less-invasive alternative to TreeLoader - using them together would be redundant.
  20. This is why I made VetTech. Here's what I did for Inf. Robotics. @PART[IR_Rotatron]:Final { @TechRequired = advConstruction } @PART[IR_Rotatronmk2]:Final { @TechRequired = specializedConstruction } @PART[IR_RotatronVTOL]:Final { @TechRequired = automation } @PART[IRPiston]:Final { @TechRequired = generalConstruction } @PART[TelescopeFullA]:Final { @TechRequired = precisionEngineering } @PART[GantryLarge]:Final { @TechRequired = advMotors } @PART[AdjustableRail]:Final { @TechRequired = advMetalworks } @PART[dockingwasher_free]:Final { @TechRequired = advExploration } @PART[dockingwasher_std]:Final { @TechRequired = advExploration } @PART[IRHingeClosed]:Final { @TechRequired = generalConstruction } @PART[IRHingeOpen]:Final { @TechRequired = generalConstruction } @PART[IRHingeTall]:Final { @TechRequired = composites } @PART[IRHingeTallND]:Final { @TechRequired = composites } @PART[IR_HingeIndustrial]:Final { @TechRequired = advMotors }
  21. This is what I use for KAS in VetTech @PART[KAS_Container1]:Final { @TechRequired = start } @PART[KAS_Container2]:Final { @TechRequired = generalConstruction } @PART[KAS_ContainerBay1]:Final { @TechRequired = start } @PART[KAS_CPort1]:Final { @TechRequired = generalConstruction } @PART[KAS_CPort2]:Final { @TechRequired = generalConstruction } @PART[KAS_Hook_Anchor]:Final { @TechRequired = landing } @PART[KAS_Hook_GrapplingHook]:Final { @TechRequired = generalConstruction } @PART[KAS_Hook_Magnet]:Final { @TechRequired = advElectrics } @PART[KAS_HookSupport]:Final { @TechRequired = advElectrics } @PART[KAS_Pipe1]:Final { @TechRequired = fuelSystems } @PART[KAS_Pylon1]:Final { @TechRequired = advConstruction } @PART[KAS_Strut1]:Final { @TechRequired = advConstruction } @PART[KAS_Winch1]:Final { @TechRequired = generalConstruction } @PART[KAS_Winch2]:Final { @TechRequired = generalConstruction } @PART[KAS_Winch3]:Final { @TechRequired = specializedConstruction } @PART[KAS_Winch4]:Final { @TechRequired = specializedConstruction }
  22. 1.4 added configurations for B9, KAS, Infernal Robotics, IonCross Crew Support, and a subset of NovaPunch (liquid engines only) moved the basic ladder down to Start fixed some typos in node names
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