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Aknar

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Everything posted by Aknar

  1. Thanks a ton, Here, you deserve some Rep for going the extra mile
  2. I was rather thinking at the beginning, when you have to set up the network or when you expand it to another planet
  3. Here was the thread for this mod idea : Random Failures mod. There are a 2 skeletons of this mod so far, 1 from Regex (https://github.com/jbengtson/ksp-partfailure), who doesn't have time to devellop this mod and passed it on to anyone who will do it, another from HoneyFox who got furthur (RandomFailures). I'm currently asking him where he is at with this, if he is still actively working on it. Check out what has been said about it, how it could come to look and the diffrent failures and their chances of failing in chart form.
  4. Sorry, I wasn't clear because I read through it too fast, I rectified it overhead straight after
  5. Yes, the mod looks for parts that are manned to add this module in along with enough ressources for the crew (depending on it's number) to last for a day. It's considered in-game but isn't added to the stockpartchange.cfg. If you want to change the values, you just have to add the part manually in this .cfg file (so that the game will find these parts and won't have to attribute anything to it). The life support module is what makes the parts need these ressources and drain them. Without them, you just have a rsevoir part the stocks those ressources for other parts of the vessel with kerbals there to use them. To add a capsule (if the mod doesn't do it itself), open the stockpartchanges.cfg with notepad++ and add at the bottom: @PART[the name that the part has [COLOR=#b22222]IN IT's .CFG FILE[/COLOR] (first thing you see "name =")] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = (1 for each kerbal onboard) maxAmount = (same amount) } RESOURCE { name = Water amount = (1 for each kerbal onboard) maxAmount = (same amount) } RESOURCE { name = Oxygen amount = (1 for each kerbal onboard) maxAmount = (same amount) } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = (personnel choice) } RESOURCE { name = Waste amount = 0 maxAmount = (personnel choice) } RESOURCE { name = WasteWater amount = 0 maxAmount = (personnel choice) } } And if you just want to add a tank, or add ressources to any part, same thing with only the ressources you want and without the Life Support Module at the top
  6. I'm still willing to try but i'm all out of ideas. If it doesn't bother you and only takes you a sec, I'd be very thankful I don't wish to be annoying though, it consums less without extra mods and is faster to use. I'm always looking to reduce my load time since I play around with a lot of mods and need to relaunch the game 20 times to check everything is working fine, (and it would be longer and more painful to take empty the gamefolder everytime)
  7. Already done, but it isn't the problem since I don't have the original folder loaded.
  8. ^^ Nice. My problem was indeed with texture replacer and was fixed once I updated it, thanks
  9. Something is really missing... Why isn't there a timer in some corner of map view telling you in how much time connection will be lost. A communication area cone would also be nice but I beleive it doesn't exactly work that way... Also, the antennas should automatically deploy or dishes (depending on what you have onboard) should automatically activate and set their target (control center as a priority) right before lossing contact, in order to save the probe. One last thing, the exectute manoeuver command is great to be able to circulurize orbit after it losses signal. To that should be added a way to set the activation of an instrument onboard.
  10. Well, the title says it all, AmpYear is getting old and I was hoping to find a fancier mod to take into account power management, even on inactive vessels. It would be nice to have a mod that can automatically do some actions when it's power is about to be depleted in order to save the ship, like deploy solar panels, turn off non-essential tasks, lights, ... switch to powersaving mode to run only essentials on backup battery. Also, If someone has an ingame tech tree editor to make your own tech tree and use it, or an .exe that would fill in that role, i'd be very very thankful. (Tree Edit and TreeLoader are full of bugs and just won't work right for me)
  11. okay, not much of a problem, the mechanics are so much more important Did you intend on adding a feature for parachute tearing off at high speeds during reentry, mainly during reentry effect, any time soon?
  12. It's especially obvious during pre-deployment where you can see the exterior is really stretched.
  13. I know the textures are distorted (for the triple chute) because they are set off-center, but would there be a way to readjust it?
  14. Ok, you were right, I tried both and the ones that had it in Model didn't show up. The others still don't have texture though... :/ I think the game only recognizes .mbm...
  15. Yeah, I did see the mistake and corrected it ^^ I'll try this new one and tell you how it goes but shouldn't the second part be included in the overhead brackets?
  16. I tried a couple of times, changing things here and there to see if I could make it work, but either it doesn't recognize .png's or it doesn't recognize the extra lines: MODEL { model = CargoTransferBags/Parts/CargoTrasnferBag texture = CargoTransferBags/Parts/Oxygen/Oxygen }
  17. Yeah, i'm a bit fuzzy on how to change textures since there's only a line for the mesh... I want to make individual .cfg files for each resource with their own texture so as to avoid using the two other mods. Can it be done with .png's or only .mbm's and how?
  18. Nice Would it be possible to have a version with those cool textures (the iss styled ones) but in .mu's to avoid needing other mods?
  19. I tried it out and the new tweakable functionnality, where you can choose the size of the part, of the chutes and their number, and have the whole calculator do the hard part for you is genius, great job. I might have to ruin the party though since the stock chutes won't deploy (they have the tweakable functionality and the info menu but they don't do a thing when asked to deploy, no message, nothing...)
  20. Duly noted CalculusWarrior Those ribbons are the custom ribbons we are talking about, they are found by clicking on a kerbal's name to display his stat window, then clicking on "award ribbon". Be careful, since as we said before, this feature is extremely buggy.
  21. Even the small drill would make a nice science instrument. Just need to change the color of theses meshes to use them again
  22. I don't seem to have this problem though when there aren't any kerbals on mission on any of the saves. This isn't a compatibility issue with another mod then but simply with the stock game...
  23. Since update, I lost the colors for ressource meter bars. They went black, so I can only read the numbers to know how much I have. Everything else is working. Tried re-downloading, didn't work
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