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mellester

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  1. Isn't it possible to Enable a module with module.EnableModule(); So when you inflate the module enable the kis inventory. And with deflate disable. not sure if this method exist or what happens if there is inventory. p.s Like I said before I am not able to find the lines of code you're using to start inflating and deflating stuff because well inexperience. Where do you define WBIModuleSwitcher
  2. I thought runtime ment a module mager patch. But found the KISAddonConfig.cs you where referring to I understand the problem now a bit better. My knowledge of the partloader class and its prefab methods is absent so take my following words with a grain of salt . by adding your own [KSPAddon(KSPAddon.Startup.SpaceCentre, true)] public void Awake() that does the same as KISAddonConfig.cs but referring to your own hidden crewcapitcy like this.KISaddonConfig lines I am referring to foreach (AvailablePart avPart in PartLoader.LoadedPartsList) //..// if (avPart.partPrefab.WBIMultipurposeHab.inflatedCrewCapacity < 1) continue; //..// for (int i = 0; i < avPart.WBIMultipurposeHab.inflatedCrewCapacity; i++) { //..// }
  3. public class USIAnimation : PartModule, IPartCostModifier { [KSPField] public int CrewCapacity = 0; //..../// private bool CheckDeployConditions() { if(inflatable) { if (inflatedMultiplier > 0) ExpandResourceCapacity(); if (CrewCapacity > 0) part.CrewCapacity = CrewCapacity; foreach (var m in part.FindModulesImplementing<ModuleResourceConverter>()) { m.EnableModule(); } MonoUtilities.RefreshContextWindows(part); } return true; } //...// I am in no way a decent modder but can't you do something like the above module of usi and have a hidden crewcapicty in your partmodule. And every time it inflates or deflates update the crew capacity. And i believe but arent sure but doesn't ModuleKISInventory get added by a modulemanger patch. So by that logic if on being loaded into the VAB it gets locked to to the DEFLATE state its crew capacity should revert to 0. p.s I only glanced at your githhub files (and bobpalmers) so I have no idea how your inflating your parts. and I am just guessing a solution without full knowledge p.p.s I am embarrassed to not be able to find the WBIMultiConverter referred to in public class WBIMultipurposeHab : WBIMultiConverter
  4. you mean something like this. @PART[WBI_*]:HAS[~CrewCapacity[*]]:AFTER[Pathfinder] { @description = does not have crewcapity } this works and changes description part except those with crewcapitcy edit this is probably a better solution. @PART[WBI_*]:HAS[~CrewCapacity[>0]] { @description = does not have crewcapity }
  5. In orbit I had to dump my kerbals onto a ladder. Then I could inflate the homstead.
  6. I was unable to inflate a Homestead with kerbals in them. Only after floating them into space was I able to is this a bug?
  7. Try CKAN it works best with downloading mods and keeping them updated. Plus the recommend a lot of stuf. But yeah the link is broken. It is supposed to refer to this http://bobpalmer.github.io/UmbraSpaceIndustries/ (On which you find the link to github download) Also the inline monopropellant tank has only 1 Attachment node so I can't make a stack!
  8. Bit of a noob here trying to figure out a shader problem. I got the plugin picked a stock part Disabled the fairing from rendering and pressed f12. What are those black patches and how can I get rit of them
  9. I think the DERP parts come way to early in the tech tree. I moved them up into a different tech level because it feels like cheating. @PART[DERP_*]:AFTER[CommunityTechTree] { @TechRequired = enhancedSurvivability } @PART[DERP_Engine_*]:AFTER[CommunityTechTree] { @TechRequired = propulsionSystems } @PART[DERP_FuelCan|DERP_InlineTank]:AFTER[CommunityTechTree] { @TechRequired = advFlightControl } @PART[DERP_FuelCell]:AFTER[CommunityTechTree] { @TechRequired = advElectrics } @PART[DERP_ServiceRing]:AFTER[CommunityTechTree] { @TechRequired = Landing } @PART[DERP_Solar]:AFTER[CommunityTechTree] { @TechRequired = Electrics }
  10. I probably have a old table for Terminal vel values because that vid shows values higher than I thought terminal velocity was.
  11. Interesting so people have both high twr and low twr designs. Perhaps higher a TWR gives a good accent for the more steeper turns. As in mechjeb 60% turns . And lower TWR gives a better use if you ascent with mechjebs 40%
  12. Interesting ill switch my designs for weaker engines and see if I can reduce the amount of fuel I need to get to orbit
  13. not exceeding terminal vel is kind of hard. with a TWR of 1.8 you quickly exceed that velocity quickly . My designs give me a delta v of around 3500 m/s into a 100km orbit. So I go faster than Vt usually. Anybody using designs with TWR higher than 2.2
  14. Yes during dumb re-entry I can tweak a parachute deployment height. Is this worth reporting as a bug.
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