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toric5

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Everything posted by toric5

  1. is there any bd armooury pack that foucuses on space based weapons platforms? railguns, coilguns, realistic lasers, or space optimized missiles?
  2. maybe target the patch at anything with the moduleablator? that way it works with modded heatshields as well?
  3. this is exactly why i want it. i dont want to have to worry about the com misalignment caused by a scansat dish or dmagic science experement...
  4. 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
  5. the reason i want them physicsless is simply for balance (the mass kind). physics less parts aren't really physics less, they just assign their mass to their parent part, thereby not affecting the COM, and making things like comms and science satellites much easier to build.
  6. i know about the physics significance, and that might do... maybye with a blacklist of modules (blacklist some fuel tanks, for example) that could work. how would i implement the node attach check?
  7. 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?
  8. 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?
  9. 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?
  10. any idea if this will mess with orbital resource gathering, of the sort that karbonite and K+ uses?
  11. could you maybye split the toolbar function into a seperate mod? i really like the toolbar feautres, but dont at all need the part pruning, and the extra UI for it gets in the way. really small request of little importance, but a request nonetheless.
  12. you just dont like seeing mods die, do you?
  13. 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.
  14. reinstalled game, deleted appmanifest, etc. (steam BTW.) no game logs. does steam itself have logs that i could look at?
  15. 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:
  16. well, it seems to be working. it should be easy enough to make the same sort of thing for LH2. thanks everyone for helping me out with this!
  17. 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?
  18. i currently have @PART[*]:HAS[@MODULE[ModuleResourceConverter]:HAS[@OUTPUT?RESOURCE[MonoPropellant],@INPUT?RESOURCE[Ore]]] the ? replacing the _ is because a couple post above my op, @linuxgurugamer seems to have found a bug having to do with _. still does not work.
  19. im basing it on this: @PART[*]:HAS[ @MODULE[ModuleEngines] :HAS [ @PROPELLANT[XenonGas] , @PROPELLANT[ElectricCharge] ] ] straight from the MM handbook. any long time users want to help a newbie modder out?
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