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Everything posted by fenderzilla
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Right. I guess it's only important to know when making your own resources, so you know the right number to put as the density value that's reflective of reality relative to other resources.
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So if water's density value is 0.001, then ksp calculates density in terms of tonnes per unit?
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How to Stop a Resource from Spawning?
fenderzilla replied to fenderzilla's topic in KSP1 Mods Discussions
It makes the node affect all instances of whatever matches the parameters, instead of just the first one it finds. Basically. I think. -
How to Stop a Resource from Spawning?
fenderzilla replied to fenderzilla's topic in KSP1 Mods Discussions
Thanks, that was good advice. What ended up working was !PLANETARY_RESOURCE:HAS[#ResourceName[Substrate]]:AFTER[CommunityResourcePack],* {} !GLOBAL_RESOURCE:HAS[#ResourceName[Substrate]]:AFTER[CommunityResourcePack],* {} !BIOME_RESOURCE:HAS[#ResourceName[Substrate]]:AFTER[CommunityResourcePack],* {} so close enough. This seems to work for all instances of the substrate spawning configuration, even stuff that comes after it in the same config file. So if and of you want to edit the resource instead of deleting it altogether you have to use "@" the old fashioned way. -
[1.12] Extraplanetary Launchpads v6.99.3
fenderzilla replied to taniwha's topic in KSP1 Mod Releases
So UmbraSpaceIndustries was able to change the required resource for building rockets from RocketParts to SpecializedParts and MaterialKits, by using patch manager to modify EL_DefaultStructureRecipe. I figure I could do the same and change it to whatever resource I want. But is there a built-in way to edit the resource requirements for specific parts, like if I wanted to make solar panels require silicon or something like that? I tried combing through the source code but I basically had no idea what was going on. -
How to Stop a Resource from Spawning?
fenderzilla replied to fenderzilla's topic in KSP1 Mods Discussions
Thanks, I'll try that. I'm making it as part of a larger mod which adds a bunch of resources and I mainly just don't want to have a big menu that people have to click through a million times. I'll see what works. -
How to Stop a Resource from Spawning?
fenderzilla replied to fenderzilla's topic in KSP1 Mods Discussions
Anyone? No one? -
I'm trying to make a simple ModuleManager config to make it so the "Substrate" resource from Community Resource Pack is manufactured from Silicates rather than mined straight from the world. As part of this, though, I want to make it stop spawning on planets. I know modulemanager can make it so Substrate spawns at 0% on all planets, but I want to be able to remove it from the resource scanning UI altogether. I've tried As Well as Am I just getting the syntax wrong (I'm pretty new to MM, please be gentle), or is there some other problem? Is there a way to stop a resource from spawning altogether?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
fenderzilla replied to Thomas P.'s topic in KSP1 Mod Releases
So when I edit a planet with KittopiaTech, I found the save file in Kopernicus/Cache. But it's a .bin File, which I've tried to open with about six different programs to no avail. How do I access the planets I've edited so I can actually use the configs that kittopia has created? -
Just to be clear on what it says is allowed here... the explanation says not to modify any of the downloaded configs, but if I made a mod that installed seperately and used ModuleManager to, for example, change the abundance of karbonite on specific planets, would that be an issue?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
fenderzilla replied to Thomas P.'s topic in KSP1 Mod Releases
K thanks, I couldn't find any information on using % -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
fenderzilla replied to Thomas P.'s topic in KSP1 Mod Releases
So which one do we use now, @ or %? Are all the online tutorials outdated? -
Since the ModuleCryoTank module isn't in any of the actual part files, it's got to have something to do with the @PART[*]:HAS[@RESOURCE[LqdHydrogen],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch],!MODULE[WBIResourceSwitcher]]:NEEDS[!modularFuelTanks&!RealFuels]:FOR[zzz_CryoTanks] { part. I'm sorry, I'm not really experienced with this, but how would I make this line include, say, the interstellar wrapper tanks?
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KSP Interstellar Extended Continued Development Thread
fenderzilla replied to FreeThinker's topic in KSP1 Mod Development
Are there any plans to combine the solar sail and beamed power for direct beamed propulsion? because that would be incredible. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
fenderzilla replied to Nertea's topic in KSP1 Mod Releases
I might be totally wrong here, but because the Cryo Tanks hold so much more hydrogen than their liquid fuel counterparts (13.33x more roughly), aren't you making the Nervas 13 times worse by adding this, -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
fenderzilla replied to Angelo Kerman's topic in KSP1 Mod Releases
stranded astronauts can spawn in the "spyglass service module" in orbit, but are unable to exit because the module has no hatch. this makes it impossible to rescue the astronaut from orbit.- 3,517 replies
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- colonization
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The KSP Interstellar Proxima Centauri Challenge
fenderzilla replied to FreeThinker's topic in KSP1 Challenges & Mission ideas
Of course. I wasn't about to try an interstellar journey with chemical drives. -
The KSP Interstellar Proxima Centauri Challenge
fenderzilla replied to FreeThinker's topic in KSP1 Challenges & Mission ideas
Do we have to use realism overhaul parts or just RSS? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
fenderzilla replied to Thomas P.'s topic in KSP1 Mod Releases
In my experience, numbers with commas work perfectly fine in Kopernicus fields. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
fenderzilla replied to Thomas P.'s topic in KSP1 Mod Releases
So is there a reason why the value of "semiMajorAxis" for Jool's moons is always, like, 40% of the number I put in? because this results in this -
parts [1.12.x] Asteroid Recycling Technologies
fenderzilla replied to RoverDude's topic in KSP1 Mod Releases
The JAW works, and the available volume in the asteroid increases, but the fuel hatch doesn't do anything. Clicking "Expand Tank", "Dump" or "Compress" has no effect. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
fenderzilla replied to Thomas P.'s topic in KSP1 Mod Releases
I used a fresh install of KSP 1.2.2, the only mods were Kopernicus and SigmaDimensions. Yes, I landed, got out, and swam around. The seas were a little glitchy at the edges (if you angled the camera right they disappeared) and when I took a surface sample it still said "Surface sample from Eve's impact ejecta", but Jeb was definitely swimming around. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
fenderzilla replied to Thomas P.'s topic in KSP1 Mod Releases
Yeah, that doesn't work. Eve's oceans are still there.