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Everything posted by KerbMav
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
KerbMav replied to sirkut's topic in KSP1 Mod Releases
Is KJR a requirement or just important to have the right version to have no problems? -
I modded again, but I also played! Not much and nothing to exciting though. Back to the Mun, but this time to finish some survey contracts and gather orbital science from still missing biomes, especially around the poles. After docking back at the space station, the engineers built a couple science return pods and sent them back to KSC.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
KerbMav replied to tomek.piotrowski's topic in KSP1 Mod Releases
@vossiewulf The stock game offers a difficulty setting, something like "requires connection for control", can't look right now. Basically even with stock you have the choice between limited control or none at all without a connection. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
KerbMav replied to Thomas P.'s topic in KSP1 Mod Releases
I wanted to add a minute atmosphere to Minmus to justify my dust clouds up there, just minimum pressure and just below the height of the dust. But now during the day everything is lit and the sky is blue. What would I have to change to remove the atmospheric effects? (Apart from removing the atmosphere ... ) And yes, I am using Scatterer, PlanetShine and stuff. -
It is a background process. The mod moves the rover across the surface while you are away / out of physics range.
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It always bugged me that rover wheels were so high up (right) in the tech tree. For Kerbin surface exploration around the KSC there should be a good old combustion engine, so I kind of made one. The LqFuel+Air(Oxygen) powered wheel becomes available with aviation, just in time for the needed air intakes - as well as in the same tech node most players will start building jet cars on landing gears, so quite fitting I think. +PART[wheelMed] { @name = wheelMedFuel @TechRequired = aviation @entryCost = 2000 @cost = 200 @title = Combustion Ruggedized Wheel @description = An extremely tough wheel made for mobilizing medium sized vehicles across a large variety of terrain. Will need air intakes to feed the motor oxygen for fuel combustion. @mass = 0.3 @maxTemp = 800 @MODULE[ModuleWheelMotor] { @wheelSpeedMax = 59 // kph @driveResponse = 2 RESOURCE { name = LiquidFuel rate = 0.01 } RESOURCE { name = IntakeAir rate = 0.1 } @idleDrain = 0.0 -RESOURCE[ElectricCharge] {} } -MODULE[ModuleTestSubject]{} } @PART[wheelMedFuel]:NEEDS[WheelSounds] { MODULE { name = WheelSounds wheelSoundVolume = 1.5 wheelSoundPitch = 0.5 wheelSoundFile = WheelSounds/Sounds/RoveMaxXL3 skidSoundVolume = 0.2 skidSoundPitch = 1 skidSoundFile = WheelSounds/Sounds/gravelSkid damageSoundVolume = 1 damageSoundFile = WheelSounds/Sounds/wheelDamage soundInVacuum = false } } @PART[*]:HAS[@MODULE[WheelSounds],!@MODULE[ModuleWheelMotorSteering]]:NEEDS[WheelSounds]:FINAL { @MODULE[WheelSounds] { skidSoundVolume = 0.3 soundInVacuum = true } } Comes with a paragraph to integrate WheelSounds, not really part of a stock patch, feel free to just toss it out.
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You mean adhesive wheels to connect to the Carrier?
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Toying around with my selected mods once more I noticed that LS also adds a MODULE USI_ModuleFieldRepair Can I completely remove it everywhere or is it also needed for the LS part?
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- usi
- life support
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Lords of Kerbol, hear my prayers! Found it ... in the oh so unimportant log ... @PART[*]:HAS[@RESOURCE[Supplies],#CrewCapacity[>0]]:FINAL This also finds parts that I did not touch, so there is no temporary key to remove. @PART[*]:HAS[#tempCostSupp[>0]]:FINAL And one more instance like that also changed and all is well ... @sarbian Nothing to see ... just an old fool ... Although - I am puzzled that this should throw an error, other things will not if they do not find what they are told to do?
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Launched something new under a "new sun". Returned to Mun now that the technical difficulties with our equipment have been fixed. And even more fiddling with mods - encountering even more peculiar issues ...
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During launch it says this one has 3 errors - everything looks OK in the game, just as I want it to be. And MM does not create a cache file for me anymore? // Rate of consumption is 1.8 Supplies per Kerbal per hour at 0.0005/s // app. 40 (43.2) per 24hrs , so either one (Earth) or four (Kerbal) days worth of Supplies // Adds about x days worth of Supplies (per kerbal seat) to parts with crew capacity // Ignores parts that already have Supplies RESOURCE declared as well as cryo pods @PART[*]:HAS[!RESOURCE[Supplies],#CrewCapacity[>0],!MODULE[DeepFreezer]] { // temporary key for calculations, is removed later tempCostSupp = 40 @tempCostSupp *= 1 @tempCostSupp *= #$CrewCapacity$ RESOURCE { name = Supplies maxAmount = #$/tempCostSupp$ amount = #$maxAmount$ } RESOURCE { name= Mulch maxAmount = #$/tempCostSupp$ amount = 0 } } // Multiplies Supplies added above by 10 for pure cabins/quarters @PART[*]:HAS[!MODULE[ModuleCommand],!MODULE[ModuleResourceConverter],!MODULE[ModuleScienceConverter],@RESOURCE[Supplies],#CrewCapacity[>0]] { @tempCostSupp *= 10 @RESOURCE[Supplies] { @maxAmount = #$/tempCostSupp$ @amount = #$maxAmount$ } @RESOURCE[Mulch] { @maxAmount = #$/tempCostSupp$ } } // Finally calculates costs of Supplies and adds to Costs, removes temporary key @PART[*]:HAS[@RESOURCE[Supplies],#CrewCapacity[>0]]:FINAL { @tempCostSupp *= 2.5 @cost += #$tempCostSupp$ -tempCostSupp = DELETE }
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@liquidhype I guess this will mess with any auto-node-burn mod?
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@TK421 Description fits my experience too. Though I had the same issue with a SEP part recently, and there were no labs present on Mun then. Which reminds me, I forgot to post a bug report over there ...
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
KerbMav replied to IgorZ's topic in KSP1 Mod Releases
For me as well, havent done more than removing RCS ports from new station parts in my current save. But I seem to remember that you had to attach something to the whinch first? Some connecting part? Or a port to connect to on what is to be whinched? Have you tried using the magnet instead of the decoupler? -
[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
KerbMav replied to Galileo's topic in KSP1 Mod Releases
This is my greatest fear regarding KSP at the moment - I have spent more time in notepad++ than in the VAB recently.- 310 replies
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- dimensions
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Flew 0 meters in atmosphere or space once more. Instead fiddled with the third iteration of a small exploration vessel as well as my changes to USI-LS and SimpleConstruction. When I am done here, my already built space station will be completely out of date.
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Does that mean one would have only some certain stock parts available to use as atmospheric/ocean/stardust resource collectors?