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Everything posted by KerbMav
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[1.4+] BETA: Kerbal Attachment System (KAS) v1.0 Release Candidate 1
KerbMav replied to IgorZ's topic in KSP1 Mod Releases
It might very well be - just install the the "classic" version as well, they work fine in tandem. -
totm march 2020 So what song is stuck in your head today?
KerbMav replied to SmileyTRex's topic in The Lounge
Neon Genesis Intro - whereever that came from ... -
Like many mods this one also uses ModuleManager to add a few lines into a parts config file. If you are feeling brave, take a look at the patches in TweakScale's folder and see if you can make one for KER's parts.
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Meddled way to long with mods instead of playing, but at least I am done - for now ... Built my first capsule in space - not enough storage space for bigger projects, will see how I get these massive Kontainers in the right position though. Build something that kinda flew like a cow - at least it didn't crash! (I miss the ground scatter ... ) And at some point we went to Mun and Minmus once more - gathering science, doing contracts and leveling the crew. Which sunflare did you pick from the pack? I want THAT one!
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
KerbMav replied to nightingale's topic in KSP1 Mod Releases
While picking a waypoint on the surface from orbit, is there a way to see the biome the waypoint marker is hovering over while setting the new waypoint? -
[1.12.x] Custom Asteroids 1.9.0 - January 24
KerbMav replied to Starstrider42's topic in KSP1 Mod Releases
[1.3.x] Custom Asteroids 1.5.0 - May 29 -
Squad would have to cover all the things that spread a bit across the different mods. Depending on variant: resource types amounts partial amounts pricing mass textures / layers
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Exactly that. Yet in the VAB the price goes wild for each part, some thousands into the negatives. Even if I do nothing - or edit the cost of the part itself, ignoring FuelSwitch - it does work for all resources but Rock (double price) and RocketParts (57,xx times the price) - for the empty container even.
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Would there be any use for a physicsless, massless, colliderless, invisible part, that does nothing else but attach to a node in the VAB/SPH and closes the attach node for good?
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Original line from the part.cfg and full .cfg: tankCost = 225280;89600;38400;102400;40960;19200000;256000;1822720;1024000;320000;512;2022400;896000;4096000;256000;64000;1280;38400;1280;2560;32000000;1920000;64000;64000 My Cache for the same part: tankCost = 80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000;80000 All the same for: @tankCost[*,;] = 5000 @tankCost[*,;] *= #$/mass$ Edit: Ahm ... without doing anything the prices are actually the same - but for Rock resource where it is double the cost. @RoverDude What are you doing to me? All I wanted to do was change two resources to fit into Simple Construction - but the Kontainer-4 for RocketParts would cost 3Mf+ empty ...
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Or so I thought - but as long as the mod does not build the new parts from the actual "LP pad" outwards starting with the right part to connect the new module, I am back to using RCS for the last step of construction. I get that SC/ExLP does this to avoid what happened in the screenshot - building partly into existing structures - but sometimes having the option would be helpful.
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... ... ... naaaahh ... I get what you are saying, but I would have no clue how to do it in MM - I am still forgetting (after all these years) basic syntax and stuff, having to compare to old working patches whenever I start something new, so I really shouldn't get into this. @Starwaster made my work a lot easier though. @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#resourceNames[MetallicOre;Uraninite;Substrate;Minerals;Karbonite;ExoticMinerals,RareMetals;MaterialKits;Metals;Polymers;Supplies;Ore;Machinery;Recyclables;SpecializedParts;Fertilizer;Hydrates;Gypsum;Dirt;Silicates;Silicon;RefinedExotics;ColonySupplies;Organics;Rock]]] { @MODULE[FStextureSwitch2] { @textureDisplayNames[7,;] = Metal @textureDisplayNames[13,;] = RocketParts } @MODULE[FSfuelSwitch] { @resourceNames[7,;] = Metal @resourceNames[13,;] = RocketParts } } // 0 MetallicOre // 1 Uraninite // 2 Substrate // 3 Minerals // 4 Karbonite // 5 ExoticMinerals,RareMetals // 6 MaterialKits // 7 Metals // 8 Polymers // 9 Supplies // 10 Ore // 11 Machinery // 12 Recyclables // 13 SpecializedParts // 14 Fertilizer // 15 Hydrates // 16 Gypsum // 17 Dirt // 18 Silicates // 19 Silicon // 20 RefinedExotics // 21 ColonySupplies // 22 Organics // 23 Rock My next problem deals with editing all values in a key at once. tankCost = 225280;89600;38400;102400;40960;19200000;256000;1822720;1024000;320000;512;2022400;896000;4096000;256000;64000;1280;38400;1280;2560;32000000;1920000;64000;64000 basePartMass = 16 @tankCost,*[1,;] = #$basePartMass$ @tankCost[*] *= 5000 It does something, but I am getting negative values and values that shouldn't be there. I have difficulties wrapping my head around Sarbians explanation. Some of these seem to be the same - at least for my limited understanding of code magic. @key,* = xxx applies to all presents key value @key[1] += 1 will apply the math to the 2nd component in a comma separated vector. "key = 0,1,0,1" will be " key = 0,2,0,1" @key[*] += 1 will add 1 to all elements of the vector. "key = 1,2,3,4" will be changed to "key = 2,3,4,5" @key,*[1, ] += 1 will do it on all the key
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How do I define the node of a vessel that it is build from? In this case I would have liked the container module to spawn with the lower docking port stuck to the build-port on the orange tank. Actually, it did spawn that way - but at a distance and 90 degress angled - compressing the Konstruction ports makes exactly those disappear that I wanted to - but not hanging in the air like that! (Note: I made the Konstruction ports into LP pads as well for easier ongoing construction of the station.)
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How do I target and double a value in a key if there are many? keyA = 100;100;100;100;100 Is there a way to change the third value to be double? keyA= 100;100;200;100;100 Also, can I target it depending on another key? keyB = AAA;BBB;CCC;DDD;EEE keyA = 100;100;100;100;100 So, check position of CCC and double value in same position at keyA? keyB = AAA;BBB;CCC;DDD;EEE keyA = 100;100;200;100;100 And while we are at it, what if I wanted to change CCC afterwards into FFF?
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I learned how to use Windows' video capture thingy and how to upload on youtube.
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https://www.dropbox.com/sh/e2q429supqh4ro6/AAB-TYC8UACQqeUdxtCLxBZIa?dl=0 Kerbal picked from empty pod to go on EVA gets flung whirling from the station - uncontrollable, not jetpack, no timewarp possible - and station gets a movement impulse too, starting to sway and turn quite a bit.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
KerbMav replied to TriggerAu's topic in KSP1 Mod Releases
That might not be 100% how it works, as KAC also updates the alarms while you edit the node - you would need to fiddle with the settings a bit, because I never used it that way really, just a thought that it could be used that way. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
KerbMav replied to TriggerAu's topic in KSP1 Mod Releases
In the olden days KSP did not save nodes when switching to another vessel, so KAC offered a way to do so. Now you might use it - depending on your settings of auto-updating alarms - as some kind of backup before playing around with your node and not liking the result. -
Consumers reacted negatively to being charged for packaging, so the actual goods had to be made more expensive to cover the costs.
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totm march 2020 So what song is stuck in your head today?
KerbMav replied to SmileyTRex's topic in The Lounge
Atemlos durch die Nacht Had to wait the full length of the song infront of a Schlager bar to switch trains ... -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
KerbMav replied to IgorZ's topic in KSP1 Mod Releases
Semipatiently waiting. Being able to remove docking ports and replacing them with perfectly fitting Konstruction ports would have made the lives of my space station crew much easier.