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KerbMav

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Everything posted by KerbMav

  1. How would I safely integrate this mod into my 2x Kerbin with 1.5x atmosphere via Sigma Dimensions? I have the feeling the atmosphere is a bit thicker in the upper layers now, or maybe it is just the 1km/s more orbital speed, but I am getting a lot of reentry heating very soon after entering a few meters of atmosphere.
  2. 20+ Bwaahahahahahaha!!! I lost count! Partially I even mod these mods to my liking. Why? Because: The game can look nicer and I have the hardware to run it. Some things just add an extra challenge, like lifesupport or runtime of radio signals. In some parts the game's UI is lacking, dV readouts missing completely, some editor tools make the "work" easier. Other mods add possibilites, be it building in orbit without docking lots of pieces or simply plugging in fuel lines to share resources.
  3. @NomenNescio You could also take a look at Ship Manifest, I find its UI a bit more clear and I think to remember you could define multiple "from-to" tanks.
  4. Roverdude does something similar in his MKS/USI LS, where vessels in a certain distance - without even being connected - share resources, but I guess it works completely different from what you want to do.
  5. Ah, ok. So the pipe will be more of a hose with limited length? Do you plan to have some ways of connecting (for refueling) without making it one vessel - like DMagics EVA Fuel Transfer?
  6. KAS_CPort1 At least it should be. Building pipes from (right clicking) an attached thingy pulled to another thingy. Guess it will be your RTS-1 later? Also: I totally overlooked that there are two versions, two threads, two files in my mod storage folder ...
  7. I seem to remember you could pull pipes from surface attached valves to one another at some point. Also there were harpoons and magnets, winches - or was that IR?
  8. @Bit Fiddler No. This stops production - and therefore should also stop usage of input resources. OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.00066000 DumpExcess = False }
  9. 1. Or out of desperation - I took a look into Roverdude's code for his own HarvesterModule - I gave up pretty quickly ... 2. Uuuhh!
  10. 1. How do you all know so much about programming languages?! 2. So you want to drop the feature to only show experiments that can still give you something. Instead the mod will show every available experiment at that place and time and the player has to gauge the usefulness of running them by checking the bar next to them?
  11. Wouldn't it be easier to provide configs to support a fuel switcher mod like Interstellar Fuel Switch ?
  12. Would I need MKS to establish "colonies" in space/on planets, places that Kerbals can stay without going nuts after some months?
  13. Some new thoughts. I could not care less about small parts and art packs, as long as the game still works and mostly (e.g. new engines) plays the same without them, nobody is forced to buy anything. Also fancy hats and shoes in MMOs purchasable from ingame real money stores are no trouble for me. Microtransactions are - if they are micro - a non-issue. An issue for me would be, if at some point all or even just certain kinds of mods or specific single mods were "banned" for conflicting/competing with official DLC content. What TakeTwo should not expect though, is people buying their big or small DLCs just because everyone loves the game. Now and again players told on the forums they bought extra copies or would insta-buy any DLC - for the lone reason of gratitude and wish to give back to: The Creators of the game. Now with Harvester and a big number of "day one" developers gone, big portions of DLC-money going to a "third party" might feel less inviting to open ones purse.
  14. 1. No, they were detached after I reloaded. (connected - saved - disconnected - reloaded -> found them disconnected) 2. Not that I know of, but KAC seems to make additional saves. Save in question was made by me pressing quicksave button. 3. Reproducable. You even have an error message for it it seems. (upper right in red) https://www.dropbox.com/sh/t8ydpjaka3prhse/AAAAmC9mlvJyA2tf_rdDI5FUa?dl=0 KAS test 2 is the save that fails to reload, the other is before connecting them all. 4. Detaching the Tele by detaching its parent works, but it is still broken and cannot be reattached, even after de-re-attaching both parts (Tele and Socket). 4b. Save/Load once more makes reconnecting possible again. 4c. Reloading while connected leads to the same error again. (KAS test 4)
  15. Did anyone have this happen too? Attached three landers via TJ-2 Free Telescopic Joint and a JS-1 Joint Socket, beginning with a Tele on each left and right and connecting to a Socket on the middle one. I then quicksaved and disconnected while sitting in the cockpit - not with EVA tools that is - to check the dV after fuel transfer. After reloading said quicksave the Teles were disconnected and going EVA again I could not reconnect them again, no matter where I clicked. I also cannot detach the Tele, because it has become the root part of the vessel. Running a ton of mods I doubt my savefile would be any help, but I could upload it anyway, as well as the log file. Just asking for now if I encountered an unusual but known bug?
  16. 1. Bummer - because I do not use MKS, but the LS window shows that feature. 2. So, what happens when batteries are empty, grace period is over - and I switch back to the vessel that let's say is in full sunlight when I do?
  17. @RoverDude Sooo, for the resources to be shared with vessels in 150m distance, there has to be a crewable part on all of them? Which MODULE is needed to make a vessel part of this "supply network"? I might want to add it to parts containing supplies, to simulate that the Kerbals can leave the base/lander and retrieve some snacks from a resupply drop/outside stock - if this does not create any problems ... Oh, another question: How does USI LS determine power generation from solar panels - because the overview shows a declining survival time powerwise when on rails, but when I am actively flying the vessel, the time is constant/halted?
  18. There is a patch in this mod that updates the SurfaceScanner for the added resources - should the OrbitalScanner not be updated too? Edit: @TheRagingIrishman I really do not know though ... Same for the drills - adding each minable resource would make for one hell of a part menu, no? It would be cool to get the drills to look at the concentrations for each present resource and produce them proportionately, like actually digging up the ground (instead of "prefiltering" the dirt for a specific resource) and "sorting" them into their available tanks, excess being dropped. Would require a new ModuleResourceHarvester for sure .. hm ... How are asteroids even handled? ModuleAsteroidDrill does not specify a resource, but CRP defines a presenceChance for each resource. Does one asteroid always contain only one resource then?
  19. Some of the parts have a transmitter. RemoteTech simply deletes every ModuleDataTransmitter it finds, @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:FOR[RemoteTech] { !MODULE[ModuleDataTransmitter]{} } and then @tomek.piotrowskiputs in its own thing. In the end we can always just put another antenna on the vessel of course, but since e.g. the Oversize Signals Intelligence Satellite is a handy verymuchlong-range antenna, adding compatibility on either end would be very much appreciated.
  20. A Mun mission, how original! Doubling the size of Kerbin, making the days 24hrs and the atmosphere 105km ... had some impact on my acquired building and launching skills, how little they have been anyway. So, my crafts require a bit more size and tend to fly the way they want ... Jeb made the call to land despite the fact the remaining 100 m/s would never be enough to return home. (Yes, it was Jeb!!!) Next step will be sending a supply drone with enough food and energy storing capacity to survive the upcoming Munar night of three days. Until we have researched enough tech to send a viable rescue mission, as the drone suffers from the same planning and flying issues of not having enough dV after the landing to simply refuel the Mun vehicle. Oh my ...
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