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Everything posted by curiousepic
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
curiousepic replied to KospY's topic in KSP1 Mod Releases
As mentioned in my other posts, I'd like to be able to use a resource-bearing item from the seat inventory of a pod to transfer to the pod or another part of the vessel, which it doesn't seem I can do, at least using the method I am to hack on the cfgs. I'd like to be able to allow it for certain parts, or certain resources, specifically TACLS supplies. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
curiousepic replied to KospY's topic in KSP1 Mod Releases
The old Cargo Transfer Bags, which otherwise are working fine. Here's the default .cfg PART { // --- general parameters --- name = CargoTransferBag module = Part author = Albert VDS - blackheart612: Textures // --- asset parameters --- model = CargoTransferBag.mu scale = 1 rescaleFactor = 1 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 // --- general parameters --- node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 attachRules = 0,1,0,1,0 // --- editor parameters --- TechRequired = survivability entryCost = 2800 cost = 340 category = Utility subcategory = 0 title = Crago Transfer Bag manufacturer = VDS description = Velcro Delivery System as introduced by VDS claimed as "The best way to avoid things going to your face in space". Contains all the things you need to stay alive while dying. Made of very tight fibre to not let water leak out. Warranty void if Velcro is eaten. // --- general parameters --- mass = 0.07 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.2, -0.22) evaPartDir = (0,0,-1) storable = False //storedSize = 16 attachOnPart = True attachOnEva = False attachOnStatic = True attachPartSndPath = KAS/Sounds/attachTape grabSndPath = KAS/Sounds/detachTape } MODULE { name = FStextureSwitch2 nextButtonText = Next resource prevButtonText = Previous resource statusText = Current resource switchableInFlight = true repaintableEVA = false textureRootFolder = CargoTransferBags/Parts/CargoTransferBags/ textureNames = CargoTransferBags;Water;Food;Oxygen;Food objectNames = CargoTransferBags textureDisplayNames = Empty;Water;Food;Oxygen;Mixed useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4 } MODULE { name = FSfuelSwitch resourceNames = Structural;Water;Food;Oxygen;Water,Food,Oxygen resourceAmounts = 0;250;250;250;80,80,80 hasGUI = false switchableInFlight = true } } And my changes: @PART[CargoTransferBag] { -MODULE[KASModuleGrab] MODULE { name = ModuleKISItem shortcutKeyAction = drop usableFromEva = true usableFromContainer = true usableFromPod = true usableFromEditor = false stackable = false volumeOverride = 0 editorItemsCategory = false equipable = true equipMode = part equipSlot = jetpack useName = Resupply equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.21,-0.3) equipDir = (0,280,0) carriable = true } MODULE { name = ModuleKISItemEvaTweaker runSpeed = 0.8 } } Hmm... "-MODULE[KASModuleGrab]" It doesn't seem to be working to remove that module. -
[0.25] NEBULA space engineering - EVA handrails pack
curiousepic replied to Krasimir's topic in KSP1 Mod Releases
Man, I'd love the circular and longer rails that Krasimir was working on before disappearing :/ -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
curiousepic replied to KospY's topic in KSP1 Mod Releases
I tried that code with "usableFromPod = true", and it gave a "Use" button when right clicking the item from inventory, but nothing seems to happen, even if TACLS resources in the pod are not full. The part has a probably obsolete "KASModuleGrab", could that be conflicting with it? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
curiousepic replied to KospY's topic in KSP1 Mod Releases
So it looks like ModuleKISItemEvaPropellant allows transfer of resources, but specifically for EVA propellant to a Kerbal's suit. Is there a more general module that allows resource transfer from the part to a targeted part? A "ModuleKISItemResupply"? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
curiousepic replied to SuicidalInsanity's topic in KSP1 Mod Releases
In my (heavily modded) install, parts from this pack seem to have 2 different InterstellarFuelSwitch modules applied to them, which causes them to have no resources in flight. Does anyone else get this or know what else might be applying the module? EDIT: Fixed - this was because CryoEngines has a MM.cfg that gives IFS to all fuel tanks to allow them to contain LqdHydrogen. My fix is to just remove Mk2 Expansion's IFS .cfg However, you may wish to alter the packaged .cfg to use :!HAS[MODULE[interstellarFuelSwitch]] which will prevent it from being applied if there is already an IFS patch applied to it.- 1,508 replies
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
curiousepic replied to KospY's topic in KSP1 Mod Releases
Apologies if this is covered somewhere as I'm finding a search difficult: If I have a container (in this case a Cargo Transfer Bag with TACLS supplies) in the "seat" inventory of a part, is there any way to have it be considered a resource available to that part? You'd think a Kerbal wouldn't have any trouble ripping open a container of snacks under their seat. -
This is probably a sensitive topic, but is it permissible to put monetary bounties on mod requests?
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I desperately want something that acts like the stock camera in terms of controls, but can simply be focused on any given part rather than the vessel's CoM. I feel like this kind of feature is essential for operating larger vessels, and honestly have trouble believing this doesn't exist yet, as a mod if not in stock. Camera Tools doesn't act like this, which is disappointing, considering it has code to select a part to focus on, but then you have to deal with the whole camera dolly controls which is super awkward for normal gameplay.
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So the obvious choice is radiators. Squad made the reverse side of solar panels act as a (weak) radiator until (I can only presume) they add dedicated parts. But there are a number of mods that add decently efficient radiators, including angel-125's own DSEV, Heat Management, and most prominently, Nertea's NFE and standalone Heat Control (which also has awesome heat pipes and insulators), which will be considered complete for 1.0.2 imminently but experimental versions are currently available in the dev thread. It's possible that Heat Control's heat pipes or radiators have a part module that could be used within the cryofreezer itself to act as a "heat pump" that would actively conduct its heat to connected parts. I don't think it needs to fit a mounting rack; a normal radial tank would be suitable. It would be great to have it resemble a goo canister though Temperatures and the temp fluxes do seem to operate properly during time warps, so we might be able to enforce a max temp requirement, if not a constant EC requirement. Wiki sez: "Long-term cryopreservation can be achieved by cooling to near 77.15 Kelvin (approximately -196.01°C), the boiling point of liquid nitrogen." AFAIK in-game temp units are in Kelvin. However, I think it would be sufficient to require 400 or 300, though, and assume that the Cryofreezer maintains the required temp within the cryostats themselves. I have not played with it in 1.0.2 yet, but DRE actually splits out the temp of a single part into surface temp and interior temp, in which case we might want to make the internal temp required be ~77. As mentioned earlier, the Nuclear Fuel Reprocessor part from NFE makes a good representative for this behavior, I encourage you to grab the experimental build and play around with it. It was posted here: http://forum.kerbalspaceprogram.com/threads/51395-WIP-Nert-s-Models-Current-NFElectrical-HeatControl-testing?p=1957155&viewfull=1#post1957155 (NFE includes Heat Control)
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Nevermind, KER does actually have this, at the bottom of the Vessel options.
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So, the Fuel Reprocessor from NFE will not operate (actively reprocess nuclear fuel) unless it is under a temp of 400. Obviously, a Cryofreezer needs to be below at least the melting point of Glykerol, or you cannot keep a Kerbal frozen. I just think it would be neat to have to actively cool the Cryofreezer, or Kerbals would be force-thawed. Or at the least, require the temp to be met in order to initially freeze them.
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Aw, where's your pioneer spirit?
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
curiousepic replied to KospY's topic in KSP1 Mod Releases
Has anyone put together a set of subassemblies with useful, full containers for download? -
I came across an incompatibility/bug with PaladinLabs DeepFreeze cryonic crew storage (or at least the latest version available, revived by someone other than the original author, and its the first time I've used it). Not sure if it's unique to that mod, a bug with that mod, or a more general issue. The Cryofreezer part has a capacity of only 1 (non-frozen) Kerbal. If there is a Kerbal in it, and you initiate a transfer of another Kerbal to it, SM seems to not recognize that it is full, and on completion the transferring Kerbal will disappear. I reproduced it with stock override both on and off, realism on and off, and CLS on and off. And I'm on 4.2.1.1.
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Nice work, thanks for reviving this so far. Now that we have proper part heat, it would be awesome to require a maximum operating temperature, similar to the way the Nuclear Fuel Re-processor from Near Future Electrical does (and maybe stock ISRU drills? I haven't used them yet), ideally throughout the storage time.
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Awesome. It would be great for new planet packs like OPM, and my own fantasy of creating a planet pack and not providing (detailed) images of the locations so players can feel like true explorers! I assume ScanSat intends to implement something like this eventually, but it would also be nice to have it available in this more lightweight mod (but scope creep yadda yadda).
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Woo! Very nice, you beat ScanSat to displaying biomes in map view. Along those lines, do you think it might be in scope to implement some sort of fog-of-war for planets that have not been scanned? Basically a forced map overlay that is a blurry version of the regular texture? Also, do you think you could split out the number of orbits required to display biome view vs. resources in the cfg?
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Awesome, thanks for the recompile! - Though I can't seem to activate the plugin after adding it? EDIT: It messed up when trying to add via "add new" and the .dll was not in "<KSP>/CKAN/Plugins", but after exiting CKAN, removing it from that folder, restarting CKAN, exiting CKAN, manually putting dll in the Plugins folder, and restarting CKAN, it seems to be working.
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
curiousepic replied to nli2work's topic in KSP1 Mod Releases
I'd love versions of the pods with the seats facing up the stack instead of outward. -
[WIP][1.3] SolarSailNavigator v1.0.9
curiousepic replied to mrsolarsail's topic in KSP1 Mod Development
It does let you keep orientation (by using SAS lock) relative to any given body including the sun. I'm not sure how stable it is over solar sailing time-frames, but you should check it out! -
1.4.1 and 1.1.0. Pretty sure the contract appeared since updating to those versions. Ah, maybe I misread you previously. Probably a Crew Rotation mission - I've only ever gotten those and build contracts, so far. It's entirely possible that CC was updated just prior to this - if it was updated on CKAN today or yesterday. Not sure how to check that. But my current version is 1.1.0 Yep, worked. Thanks for the free money
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I've been using this for 2 or 3 weeks, and kept up to date via CKAN. I have a KSS and MSS, but just got a "Build the KSS" contract. Is this normal (a second KSS), or should I debug it somehow? Also - since the station docking port part is no longer needed, could you set it to category 0 so it doesn't show up in the VAB? Also, be sure to fix the "optional" cupola text in the contracts!