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ArkaelDren

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Everything posted by ArkaelDren

  1. Pay you "another" compliment. Value your work again. Explain that some might get frustrated with lots of Mod packs including out of date versions of your Module Manager. "Deal with it" Your a high quality kinda guy in RL aren't you bud? If some one sees where I was rude to "Purveyor of Nyan Cat" let me know. I'm missing something here.
  2. I'm sure people have brought this issue up before, but I'm going to stress this point a bit more, give it more of a PUSH.... Sarbian the work you have done here at KSP has been instrumental in about every players experience. I'm not just kissing A$$, you know I try to be as forthright an honest, even though I sound a bit "brown nosing" at times. You really need to put your foot down and disallow people from including Module Manager with in other Mod creators packs. Every time I go to rebuild a new GameData file I end up with 5-6 copies of out dated Module Manager. Its completely fair to have Mod creators list this as a dependency. If people are using mods, they either learn to "hit the link" for Module Manager, or...... they learn to hit the link? If they cant figure out that part of the download process, then I am damn sure they wont be able to figure out why they are seeing quadruple text overlapping during the start of KSP. This is a valid issue, as I never understood why people were allowed to re-distribute. I understand the function, but people are not always updating the most current stable build of Module Manager and so we get multiple outdated copies. Any way, take it or leave it, thx for the work man and enjoy your business trip or vacation. Try and enjoy the sights a bit as Japan has got to be one of my favorites. I will take Japan over most of Europe, any day of the week.
  3. So you have gone through all the right channels, got this listed with NathanKell, so we shouldn't run into any more problems with your Mod bugging out due to the conflicts? I looked at the KSPAPIExtensions thread and did not see your Mod in the list of, "Approved I guess", Mods that are currently using KSPAPI?
  4. In the old Bobcat rovers you had the ability to adjust the friction levels. MODULE { name = ModuleCleverWheeledVehicle forwardTorque = 5.0 backwardTorque = 6.0 brakeTorue = 8.0 frictionTorque = 0.025 forwardFriction = 0.9 sidewaysFriction = 0.6 Made it possible to reduce the "catch a rail" rover deaths when a slight bounce or turn in a very slight direction happened. I am not aware of a cfg edit within the KerbalFoundries parts unless I'm missing something. Seen a post or two asking or attempting to find out. Please tell me we have an option, or something close to it, because these tracks at any speed over the "(rated at X=speed), or kerbal stuff will happen" values and they stick a rail and pirouette rather spectacularly. We do have the ability to adjust this, rollingResistance { key = 0 10 0 0 key = 15 33.84891 4.694316 4.968345 key = 25 200 30.06485 31.3923 } In this example the resistance is 10 up until you reach 15ms, but what are the other two values for?
  5. well that could explain a bit for sure. Any plans in the future to doing resources like this? I will go ahead and adjust all the liquid resources to Biome specific. Thx for the help again. Wanted to know if you have thought about doing a few Resource scanners of your own? Your science models are amazing and I think doing a few resource scanners would be a great way to cut out the middle man for some of us. I hardly use Mods that expand resources like Kethane or Karbonite for the intended purpose, I just need scanners for SCANSat.
  6. I'm trying to set up some resources only found in the Oceans and I keep running into a couple problems. This placed within the part cfg of the scanner. MODULE { name = ModuleResourceScanner ScannerType = 1 ResourceName = LqdMethane } Then I have placed this inside the MM patches within the SCANSat folder. @PART[OceanicScanner]:FOR[sCANsat]:NEEDS[Oceanscanners] { MODULE { name = ModuleSCANresourceScanner sensorType = 2097152 fov = 3 min_alt = 50000 max_alt = 750000 best_alt = 350000 scanName = LqdMethane Scan power = 0.75 } } I have the resources in the community folder, they are correct. But when I try and scan it seems to work but ScanSat says "no scanner found" Could you possibly show the correct way to set this up, I have every other scanning process doing its thing with all of the crustal type resources, but for some reason these wont function. If you don't have the time no sweat, you guys are busy i get it. Time doesn't slow for any of us.
  7. Just got a reply over in the KIS/KAS thread and they say you don't put things on your back any more, its all done in and out of your inventory. Was news to me, to be honest I don't really like not being able to place things on my back to carry around. But its a way I guess to limit overall volume and weight per Kerbal.
  8. Lets say I'm setting up my scanners to use these types, how do I tell the scanner to do them all? I know if I want to scan for the entire list of sensorTypes, I just take the last numeral at the end of the list, not yet assigned, and use it to do everything "X" number and lower, but how do I tell the scanner, to selectively scan the 4 types I have listed? BTW: the last sensorType is the final resource in the SCANresource cfg. sensorType = 512 sensorType = 8192 sensorType = 2097152 sensorType = 4194304 I have been given a bit of instructions earlier in this thread, but it didn't quite explain what I am currently trying to set up. Thx guys and keep fingers crossed for the Unity5 release. EDIT: Ok I think I have figure it out, didn't think it was as simple as just adding the values together, but that seems to be the answer. Thx for helping me earlier with this, I'm finally getting it.
  9. Searched a bit and could not find anyone asking about having things on your back. Is this a feature that's been removed? I cant seem to just grab an item anymore and carry it on my back???
  10. So with a fresh install, then KAS, KIS and UniversalStorage I cant get the right click action to show anything and I have no way of equipping the EVAX, but if I change the lines in the cfg, MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false equipable = true stackable = true equipSlot = jetpack equipMode = part equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0,-0.06) equipDir = (0,0,0) runSpeed = 1 } Replace Carriable with the two lines shown and I can put the backpack on. I am using (KAS 0.5.4) (KIS 1.2.2) and (Universal Storage 1.1.0.7) Again with the stock install I cant get it to work at all. Maybe I am missing something you guys have said to do, or not to do I don't know. I don't think I need the stackable = true line but just have not tried it yet with out it. Thx for the help Dren
  11. Nice of you to leave this great piece of news. Now lets see if its going to work as intended. Edit: Referring to post #180
  12. We are all patiently awaiting the Cryo-goodness. I have to say, the sound of a gentle cracking, while final freeze takes place gives me the chills still, Nice touch...
  13. Ok I'm really sorry for asking this, but I cant for the life of me get the damn back pack on any more. Its been a while since I used the mod, but I cant find the gui button, used the grab key and tried having a wrench, screw gun, every way I can think of. Some one please tell me what I am missing that's so simple?
  14. Thx Ash BTW: Looking forward to how your going to implement another Star in our system.
  15. Wanting to add the oceans to "Better Buoyancy" mod but don't have a clue what the name = default //Kerbin BodyOceanDensity { bodyIndex = 1 bodyOceanDensity = 1.5 } Values are or where they can be found? Would really appreciate the headsup cause your mod has become a mandatory now days. Thx Dren
  16. Hmm... Feel a bit lame at this point after reading the entire thread. Sorry for even recommending an additional source of cooling. I had no idea to what length this team has been struggling with all the details and complications the new heating/cooling system created. Was a good read, very entertaining stuff. Thanks for all your work gents, will be eagerly awaiting news.
  17. Nice Fricken job man. I used these tracks years ago with out the ability to adjust the spring and dampening rates. You have made these tracks come alive bud. Thx a ton Dren
  18. Its not much, but after you wrote your module for the realistic half life of the RTG's, it got me thinking about cooling efficiency, and uses of a compressed gas. The ideal refrigerant would have favorable thermodynamic properties, be noncorrosive to mechanical components, and be safe, including free from flammability. As that implies, you could create a few sub parts if you wanted to complicate it a bit more. You could create specialized tanks, that were relatively small, with a half life, or better, a complete decay over time. After it lost a specific percentage, it would destroy the tank and most likely the attached part. Figuring out the plugin or module for this to work, with the heating/cooling addition, is something I know you can do. Maybe the guys at "Dangit" could whip up a lubricant to stop corrosive damage, like the WD-40 clone used to free stuck parts. Your Mods are in the top 5 of "must have" for many of my friends and the community. This would add such a huge factor in long term power solutions, that it will soon become a quick must have addition. Nert please consider this man, I have tried to propose such a part or module a couple times and for some reason no one thought it a good idea. I'm sure you can think of the creative ways this could extend and increase the long term planning of most missions. Its exactly within the parameters of your most recent adaptation of squads heating cooling updates. The heat transfer Pipes are excellent supporting parts for your Heat Control pack, and this would add new depth for damn sure. Please consider, but if your not interested, let me know either way. Dren
  19. Ok bud, this will be the last question, you have been more than helpful. I'm going to just set the survey scanner back to your original scan value, then I'm going to adjust the orbital to include all the specific scans. Don't really want the scanning to become to easy. I was really just trying to figure out how the damn thing worked. The GLOBAL_RESOURCE values don't seem to be exactly what I perceived to start. If I set a Global like this, GLOBAL_RESOURCE { ResourceName = Plutonium ResourceType = 0 Distribution { PresenceChance = 10 MinAbundance = 0.025 MaxAbundance = 0.25 Variance = 50 Dispersal = 50 } } Then I set a PLANETARY_RESOURCE like this, PLANETARY_RESOURCE { ResourceName = Plutonium ResourceType = 0 PlanetName = Kerbin Distribution { PresenceChance = 100.0 MinAbundance = .001 MaxAbundance = 10 Variance = 75.0 Dispersal = 2.0 } } Then in all planets but for Kerbin, I should have virtually no Plutonium. Doesn't seem to be working that way. Almost seems as if the Global is over riding the specific planetary values. I don't know how to write the cfg to allow for very low if non existent resource on all planets but the few I have made planetary_resources specific values. Any way that's where I'm at. Got everything else hammered out now with your help, but it sure would be great to be able to place the resources I want on specific planets, and have almost zero on the rest. Point being the nuclear material should be very difficult to reach, at least that's what I am going for. Thx D for all your help man, almost there.
  20. Thx D for thr quick response. I was trying to use the M700 as the primary planitary survey scanner. I was going to use it the same way you would use the MKS antenna, by adding all the values inside the M700's MM file. If I change the M700 survey scanners sensorType back to 524288, then change the plutonium value to 1048576 and have the total MM cfg look like this, then it should work correct? @PART[surveyScanner]:FOR[sCANsat]:NEEDS[CommunityResourcePack] { MODULE { name = ModuleSCANresourceScanner sensorType = 524288 fov = 4 min_alt = 20000 max_alt = 750000 best_alt = 200000 scanName = Resource Scan power = 0.5 } MODULE { name = SCANresourceDisplay sensorType = 128 ResourceName = MetallicOre } MODULE { name = SCANresourceDisplay sensorType = 256 ResourceName = Ore } MODULE { name = SCANresourceDisplay sensorType = 2048 ResourceName = Thorium } MODULE { name = SCANresourceDisplay sensorType = 4096 ResourceName = Alumina } MODULE { name = SCANresourceDisplay sensorType = 32768 ResourceName = Minerals } MODULE { name = SCANresourceDisplay sensorType = 65536 ResourceName = Substrate } MODULE { name = SCANresourceDisplay sensorType = 1024 ResourceName = Uraninite } MODULE { name = SCANresourceDisplay sensorType = 8192 ResourceName = Water } MODULE { name = SCANresourceDisplay sensorType = 1048576 ResourceName = Plutonium } } Or would I need to change the the main ModuleSCANresourceScanner to include this variable 1162368 instead of the prexisting 524288? I'm getting this piece by piece so bare with me buddy. And thx again. I'm trying to avoid needing to use any additional mods to use SCANsat and its mapping ability is all. If you think I should just alter other antennas then I will do that instead. MODULE { name = ModuleSCANresourceScanner sensorType = 1162368 fov = 4 min_alt = 20000 max_alt = 750000 best_alt = 200000 scanName = Resource Scan power = 0.5 } edit: One last thing, the Planetary resource values include, Variance = 10 does this mean how many locations the material shows up on the map? Dispersal = 10 And is this the rate at which they are separated?
  21. I'm trying to add a few resources and I am having a very hard time figuring out what I am doing wrong here. I have requested info or direction before in the MKS thread due to the fact I was using his scanners. Wrong place I guess and they tried to educate me. I'm trying to get ScanSat to recognize Alumina, Throium and Plutonium. I will show what I have done so far and maybe some one can point out what are where I am missing the correct cfg's. Within the "Community Resource Pack" I have placed the needed PLANETARY_RESOURCE { ResourceName = Plutonium ResourceType = 0 PlanetName = Kerbin Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 10 Variance = 95 Dispersal = 3 } } for each of the resources only using Kerbin as a test bed. Then I placed the additions to the "common Resource" cfg if it did not have an asset within. Which it turns out they do have all the resources I was wanting but for Plutonium loosing its realistic Plutonium-238 values. I then placed additions into the ScanSat "SCANresources cfg the additional resource SCANSAT_SENSOR { name = Karbonite SCANtype = 262144 //2^18 } SCANSAT_SENSOR { name = Plutonium SCANtype = 524288 //2^19 } Then I added this into the MM_Parts file inside the SCANsat_Resource_Scanner cfg @PART[surveyScanner]:FOR[sCANsat] { MODULE { name = ModuleSCANresourceScanner sensorType = 1048576 fov = 4 min_alt = 20000 max_alt = 750000 best_alt = 200000 scanName = Resource Scan power = 0.5 } } Changing the sensor type to the Double value of the last sensor type value of 524288 which covers the entire scansat sensor type values if I'm correct, which I think I'm not. With all of what I have included, shouldn't the resources show up with in the resource tabs? Could some one list a step by step how to introduce a new resource and have it show up for use with the Survey Scanner with overlays, as well as the finite scanning of an Orbital high res scanner. Or maybe just lead me or link me some better instructions or tutorials please? I have tried several different ways to get this to work, I'm not going to show them all, but I have placed alterations and additions to every file I can find that deals with resources in ScanSat and the parts. Really could use some help from you guys. Thx
  22. Yes shinny new star please. You have made KSP so much more entertaining again. Thanks for all your hard work man, great job. BTW: Love the attitude, "I wont stop till its perfect"....
  23. Was interested to know if you guys planned on implementing the need for engineers and or scientists to be included for the use of the 6 man command station rule? I know I can just adjust the amount of kerbals needed in the cfg, but would love to see the requirements for engineers specifically. Thx keep up the good work.
  24. Thx for your great sound enhancements Pizza, we have talked a few times and still using your SRB sounds which are amazing. Hey I cant seem to get the RcS sound volume to increase. I have tried changing the values low and high in the cfg, but no changes seem to take affect. Thx for your work bud. Dren
  25. Oh yeah, that's what I was referring to. You are saying creating a Mod for our community isn't a good enough stand alone reason. Plus your saying that's living in a fairy-tale?? Are you kidding Sarbian The OP created another Mod that helped out a ton of people that want to use the 64bit. It just stomped on the intentional locks placed by Mod creators that didn't want to hear the BS anymore. I cant say, that if I was in your shoes, I wouldn't have done the same thing. That's just the bottom line. Don't tell me you don't understand why he did it. You have the right to be pissed off... congratulations. But I'm going to go play now, with my 64bit 5.1gig ram usage. Live in my Hugs and Love world, where people still give a .... about doing great things for the community. Lastly I'm going to tell you thank you, cause I really do love what you guys have given me for my KSP experience. That's not hollow text, any time any of you ever need anything I could possibly due, all you have to do is PM me.
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