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toric5

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Everything posted by toric5

  1. i guess this is where i should ask for help. im trying to make the smaller antennas in remotetech physicsless, like the stock antennas. (it adds the mass ot the parent part now, o IMO, it fari, just makes COG balancing a it easier) what i have here does not work. what am i doing wrong? //Communotron 32 @PART[RTLongAntenna2]:AFTER[RemoteTech]:FOR[RemoteTech] { @PhysicsSignificance=1 } //CommTech EXP-VR-2T @PART[RTLongAntenna3]:AFTER[RemoteTech]:FOR[RemoteTech] { @PhysicsSignificance=1 } //Reflectron LL-5 @PART[RTLongDish1]:AFTER[RemoteTech]:FOR[RemoteTech] { @PhysicsSignificance=1 } //Reflectron DP-10 @PART[RTShortAntenna1]:AFTER[RemoteTech]:FOR[RemoteTech] { @PhysicsSignificance=1 } /Reflectron KR-7 @PART[RTShortDish2]:AFTER[RemoteTech]:FOR[RemoteTech] { @PhysicsSignificance=1 } i did try physics significance=0, did not work. according to the wiki, physicssignificance=1 sets the part to physicsless.
  2. near future construction made a new probe. no idea how to use git, but this need to be added to the RemoteTech_NearFuture_Probes.cfg // Modular Octo-Girder Guidance Unit @PART[truss-octo-drone-01]:AFTER[NearFutureConstruction]:NEEDS[RemoteTech] { %MODULE[ModuleSPU] { } %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } i jut coped the range and packet stuff from another patch, so feel free to change.
  3. it would make construction a lot easier to make the smaller antennas (especially the omnis) physicsless? i belive that this simply assigns thier mass to the parent part. would make balancing craft a lot easier. (im stickly about my craft being exactly balanced, no tourqe.) my suggestions would be: comm tech EXP-VR-2T communicitron 32 reflectotron dp-10 possibly the KR-7
  4. kerbal atomics has a system where ne nucular engines are actually reactors that require uranium. this would, for example, mean that the nucular jet engine would probably have a flight time of 3 or 4 days, instead of infinite flight time. (this also means that most of them can genrate power.) that and LH2. essentialy, nereta makes his parts and the stock ntr use his nuke code. along with using LH2, would you be able to add that to the two nuke engines in you expantion?
  5. with stock scanning disabled, will i still be able to use the map veiw overlay, or will resources only be avalible through the scansat maps?
  6. i know it might be a bit mutch to ask, but would you consider writing a patch to convert the 2 nukes in this patch to the same reactor system that kerbal atomics uses?
  7. the service bays in this, spaceY expanded, and lithobrake tech all are translucent in the vab, no matter the mouse position.
  8. I'm looking for the probable color of an NTRs exhaust plume for a sprite i am making for a project. google has been no help, nor has atomic rockets website. any pointer or awnsers. (assume upper limit solid state NTR, but a answer based off of a nuclear lightbulb could work to.)
  9. when you update, most mod dev put the version changeling onto kerbalstuff under the changeling panel. this also gives us the changeling in the email notification. it would be nice if you could put the changeling on kerbalstuff.
  10. could you please publish the changes to kerbalstuff? would be very convineint for us.
  11. would ti be possible to add some smaller transfer engines? possibly convert the ones from NFSP?
  12. anyone know of an addon that adds more space based weaponry?
  13. using updated version, weaponized mk1 cockpits node is far behind where it should be.
  14. it seems that anything using the plugin crashes the game on right click. would tweak able everything do this? edit: yes, tweakablevertying is to blame.
  15. would anyone be able to throw together an MM each for KIS support? i have yet to learn how to use it, so it would b smutch apreciated. (unless the old KAS one works.) EDIT: could you also move the textures away from PNGs? 1.0 introduced support for a new format that used less RAM (can't remember what it was called off of the top of my head...)
  16. would it be possible to get more space based weapons? currently we only have the one missile. also maybe a foundry part for making ammo out of ore?
  17. just a request for this pack. maybe a 3m probe core?
  18. not sure whats going on, but would there be any way to fix this? it seems that it only populates the nodes used, not the nodes necessary to get to it...
  19. would it be much to ask to make the tiny radial parts physicsless? just irks me when something so small can slowly make my probes spin... physicsless parts now add their mass to the parent part.
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