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KerbMav

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Everything posted by KerbMav

  1. I do not know how big e.g. the greenhouse is compared to the other mod - would be silly to have a smaller one be as good as a bigger one, that was what I meant by balance. And yes, if you take the MKS parts and change their .cfg files to work like Kerbalism parts.
  2. It would be possible to remove the USI/MKS MODULEs from those parts and replace them with Kerbalism MODULEs, but at first glance that would be a bit of work, especially balancing for different part sizes.
  3. I found no way to define a spawn node. My first attempt (using SimpleConstruction btw) put the craft docked to the docking port I was building from, but meters away, and I guess oriented like in the VAB relative to the port. Second attempt was a small capsule with engine, got build directly from the port connected to the engine, so ideal case really. Somehow I expected to be able to set a docking port/decoupler in the VAB to be the node that connects to the building port.
  4. Anyone else having the problem that the Unbreakable Joints/No Crash Damage cheats are constantly active whenever the game is launched?
  5. @SpannerMonkey(smce) @Alshain I am not even sure if it had any real value (performance?) for the game. It mainly was a thought to get ExLaunchPad to build the vessel in a certain orientation, leaving it only one open node to do so.
  6. @Gordon Dry You have @PART[*]:HAS[@MODULE[ModuleFuelTanks],#CrewCapacity[>0],@TANK[ReservePower]]:NEEDS[TacLifeSupport,modularFuelTanks|RealFuels,!RealismOverhaul]:AFTER[zzz_GD_TACLSMFTRF_9] { @MODULE[ModuleFuelTanks] { @type = LifeSupportAll @volume += #$/TANK[ReservePower]/maxAmount$ } } which makes it look for a part that has PART[*] { CrewCapacity = x>0 MODULE[ModuleFuelTanks] {} TANK[ReservePower] {} } but what you seem to want it to look for is (if I read this correctly) PART[*] { CrewCapacity = x>0 MODULE[ModuleFuelTanks] { TANK[ReservePower] {} } } so you should have some HAS in it somewhere? @PART[*]:HAS[@MODULE[ModuleFuelTanks]:HAS[@TANK[ReservePower]],#CrewCapacity[>0],@TANK[ReservePower]]:NEEDS[TacLifeSupport,modularFuelTanks|RealFuels,!RealismOverhaul]:AFTER[zzz_GD_TACLSMFTRF_9] { @MODULE[ModuleFuelTanks]:HAS[#type[LifeSupportAll]] { // moved this line up into HAS @type = LifeSupportAll @volume += #$/TANK[ReservePower]/maxAmount$ } } Not to sure about what I did to the @PART part, please check before testing!
  7. Oh ... *learning intensifies* Intention is to change xmitDataScalar for certain experiments wherever they are hiding. "Find every part that has a MODULE with one of these IDs" I am pretty sure it has to be this way - it worked when I targeted specific parts, but some mods reuse the experiments in their own MODULEs, so I had to include those cases somehow.
  8. @Gordon Dry But now I have one for you, because this does not seem to work ... @PART[*]:HAS[@MODULE[*]:HAS[#experimentID[atmosphereAnalysis|temperatureScan|gravityScan|barometerScan|seismicScan|scopeScan]]] { @MODULE[*]:HAS[#experimentID[atmosphereAnalysis|temperatureScan|gravityScan|barometerScan|seismicScan|scopeScan]] { @xmitDataScalar = 1.0 } }
  9. @Gordon Dry @PART[*]:HAS[@MODULE[ModuleFuelTanks],#CrewCapacity[>0],!Resource[ReservePower],@TANK[ReservePower]]:NEEDS[TacLifeSupport,modularFuelTanks|RealFuels,!RealismOverhaul]:FINAL { @MODULE[ModuleFuelTanks] { @type = LifeSupportAll @TANK[ReservePower] { @amount = 80 @maxAmount = #$amount$ @utilization = 1000 @fillable = true } @volume += #$TANK[ReservePower]/maxAmount$ } } I thought we established that we do not need to reference the MODULE in which we are looking? It is like in DOS, while in \games you only use cd ksp, not cd games\ksp. You are doing this several times in your patch. If I am right, than you had it right and were only missing the @ before volume = ...
  10. Yeah, I copied the example, changed it to yours - and tadaa ... was the same. Are you missing a @ at some values maybe?
  11. Take a look at this example, I have a feeling it might help. https://github.com/sarbian/ModuleManager/blob/master/Tests/ValueCreate.cfg volume = #$TANK[ElectricCharge]/maxAmount$ Well, it at least tells us, that your last version should work ... Are you adding or changing those values? (Just to be sure.)
  12. Wasn't there a 3.2 - 4x something sized real solar system somewhere?
  13. https://kerbalspaceprogram.com/api/class_experience_1_1_experience_effect.html Do all these traits (still) have an effect in the game? Which skills can I put into MODULEs (e.g. converters like ISRU or greenhouses) and what will they do? The MobileLab only utilizes scientist Kerbals sitting in it, the drill skill only requires the Kerbal to be in the craft - where is this defined? Is there an FAQ that google could not find for me?
  14. @Wyzard Huh, neat. I use Ship Manifest to move science around. In cases when I know where the science is stored (i.e. not a massive station), this would actually be really handy!
  15. I think it is more the fact that KER shows the "time to impact on current orbit" here and disregards deceleration from atmospheric drag and parachutes.
  16. Put your mod into a folder with a zzz infront in the beginning of the game, it will load last regardless which other mods are installed. If there are parts of your mod that require another mod or shall only be loaded if another mod is installed, add a :NEEDS[other mod] to your patches.
  17. @blowfish So do I just add a line with @maxAmount ^= :\.\d+:: or do I have to change anything for my needs? maxAmount = 18 @maxAmount /= 3.14 @maxAmount *= 2.09
  18. Part and craft match - I uploaded as soon as possible to keep the log short (at the end ...), so time fits as well. Will see if I can reproduce and get back to you. @cakepie I updated the logs in the link - at least for the same craft and hatch it behaves the same.
  19. @sarbian or anyone else: Is there a function to round a value down/cut of anything behind the decimal?
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