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Everything posted by toric5
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is there any bd armooury pack that foucuses on space based weapons platforms? railguns, coilguns, realistic lasers, or space optimized missiles?
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could you add support for quiztechs areo pack and mk2 expantion?
- 1,046 replies
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- contract configurator
- contract pack
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maybe target the patch at anything with the moduleablator? that way it works with modded heatshields as well?
- 31 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
toric5 replied to RoverDude's topic in KSP1 Mod Releases
where exactly are the orbital resources for karbonit/mks? i just want to know if the placement of said orbital resources might conflict with this mod -
yah. my question is whether or not it can cause the atmosphere to rise up to the point where your 'orbital' resources are no longer outside the atmosphere. im guessing that the resource bands dont move up with the atmo?
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[request] see in editro whether a part is physicsless
toric5 posted a topic in KSP1 Mods Discussions
essentiallly, right now the only way to search for physicsless parts is to put them on something and see if the COM moves. that is tedious, the other way is to look at every individual .cfg file, even more tedious. would somone make a mod making a part show its physics status in the tooltip? -
i would like to make a patch that looks for ralially mouted parts .1t or under and makes them physicless (to simplify COM balancing) any idea how i would do this. it seems simple enough to select parts at or under .1t, but how would i determine if they were radial? also, what would the simplest way to add a blacklist be?
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any idea if this will mess with orbital resource gathering, of the sort that karbonite and K+ uses?
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you just dont like seeing mods die, do you?
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[1.9.x] Kessler Syndrome 1.4 (19/02/2020)
toric5 replied to severedsolo's topic in KSP1 Mod Releases
what about a restriction that the part has to be between the apoapis and periapis of the debris. this would allow an above-keostationary graveyard orbit to be used, like in real life. -
well, i had thought i had got the hang of it, then i tried to add a ore to LH2 converter for everthing that had an ore to LF converter, as well as doing the same for LF+OX to LH2+OX here is the code: //adding LH2 only converter to all LF only ISRUs. @PART[*]:HAS[@MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]&@INPUT_RESOURCE:HAS[#ResourceName[Ore]]!@OUTPUT_RESOURCE:HAS[#ResourceName[LqdHydrogen]]]]:FINAL { +MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]&@INPUT_RESOURCE:HAS[#ResourceName[Ore]]!@OUTPUT_RESOURCE:HAS[#ResourceName[Oxidizer]]] { @name = ModuleResourceConverter @ConverterName = LH2 @StartActionName = Start ISRU [LH2] @StopActionName = Stop ISRU [LH2] @Specialty = Engineer @INPUT_RESOURCE:HAS[#ResourceName[Ore]] { @ResourceName = Ore @Ratio /=.45 FlowMode = STAGE_PRIORITY_FLOW } @INPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]] { @ResourceName = ElectricCharge @Ratio /= .6 } @OUTPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]] { @ResourceName = LqdHydrogen @Ratio /=.0064 @DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } //adding LH2+Ox converter to all LF+Ox ISRUs. @PART[*]:HAS[@MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]&@OUTPUT_RESOURCE:HAS[#ResourceName[Oxidizer]]&@INPUT_RESOURCE:HAS[#ResourceName[Ore]]]:HAS[!@OUTPUT_RESOURCE:HAS[#ResourceName[LqdHydrogen]]]]:FINAL { +MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]&@OUTPUT_RESOURCE:HAS[#ResourceName[Oxidizer]]&@INPUT_RESOURCE:HAS[#ResourceName[Ore]]] { @name = ModuleResourceConverter @ConverterName =LH2+Ox @StartActionName = Start ISRU [LH2+Ox] @StopActionName = Stop ISRU [LH2+Ox] @Specialty = Engineer @INPUT_RESOURCE:HAS[#ResourceName[Ore]] { @ResourceName = Ore @Ratio /=.5 FlowMode = STAGE_PRIORITY_FLOW } @INPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]] { @ResourceName = ElectricCharge @Ratio /= .6 } @OUTPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]] { @ResourceName = LqdHydrogen @Ratio /=.0182 @DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } @OUTPUT_RESOURCE:HAS[#ResourceName[Oxidizer]] { @ResourceName = Oxidizer @Ratio /=.3335 @DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } this thing is supposed to add a LH2 converter and an LH2+Ox converter. however, it also adds a converter named LH2 that converts into LH2 and oxidiser, on top on what i want it to do. my question is, what is causing this? how can i fix it? pic:
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so how would i add a check to make sure the input resource is ore? (dont want, say, karbonite converters to have this.) also a check for a lithium converter, so you dont get 2 on a part? im guessing it would be: @PART[*]:HAS[@MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE:HAS[#ResourceName[MonoPropellant]]&@INPUT_RESOURCE:HAS[#ResourceName[Ore]]&!@OUTPUT_RESOURCE:HAS[#ResourceName[Lithium]]]]:FINAL will the thermal efficenccy stuff automatically copy over?