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Everything posted by Apollo13
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Snacks Life Support Parts by Whyren v5 (8/31/2014)
Apollo13 replied to Whyren's topic in KSP1 Mod Releases
Meanwhile, at the Minmus Station Science orbiting lab (with 12 Kerbals), a Kerbal tends to the herbal garden greenhouse, while grabbing a snack during an EVA -
Snacks Life Support Parts by Whyren v5 (8/31/2014)
Apollo13 replied to Whyren's topic in KSP1 Mod Releases
I'm using the regular greenhouse. Snacks were just trickling in, like maybe 1 snack every 3 or 4 minutes. As for the large: you've got it now. Might as well keep it. -
I don't blame you. Something to think about in the future, whereby you have two versions of each truss: one with pipes, one without. As for me, I'm happy to have the pipes in all. Looking forward to that. Once you put out the next version, I'll push Rowsdower again for Modding Mondays. All my orbiting stations use Hex Trusses. Not a stock truss to be found in the lot.
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Suggestion: if a truss has pipes, then it can conduct resources (LF, Oxy, Monoprop, electricity, Kibble, etc). If no pipes, then no conduction. I know parts can be make non-conductive in the CFG file (fuelCrossFeed parameter); I just don't know if it can be a tweakable option in real-time.
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Snacks Life Support Parts by Whyren v5 (8/31/2014)
Apollo13 replied to Whyren's topic in KSP1 Mod Releases
0.2,0.4,0.6I may change those as well. Thought you might like to see your mod in action for my Station Science (mod) station orbiting Mun. That station has 12 Kerbals at all times. So, lots of snacks are needed. In the first image, the orange container is for Kibble for the Zoology experiment used by Station Science mod. The little circle devices you see in front are a separator and an RCS jet. After docking, they're blown off. They can also be removed by a Kerbal on EVA. The second image is just after launch. I use F.A.R., so fairings are required. In the last shot, I sent a separate vehicle up with 3 large containers of Snacks, because the Snack House is so slow. When I docked the House originally, the imbalance snapped-off two of my Solar Panels. So, I sent up two Panels with the 3 Snack Containers. I EVA'd a Kerbal to remove the panels from the Snacks vessel and repair the Panels. (yep: using that KAS code in my previous post, you can make ANY part attachable via EVA, including Solar panels). I have another station like this around Minmus and a base on Minmus. So that's the next stop for the Snack train. -
Snacks Life Support Parts by Whyren v5 (8/31/2014)
Apollo13 replied to Whyren's topic in KSP1 Mod Releases
Now THAT is a tale of woe. I just changed the mass values in the .CFG files. Why? When loaded with goodies, they should weigh more than 0.02, 0.04, 0.08; but, that's just me. I see tgruetzm posted a link in his Snacks Life Support mod OP to your mod. Awesome! -
Removed post. No problem.
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I've been there...done that.
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How most KSP players think KSP is developed: How Squad developers actually create software: And THIS is why it takes Squad so darned long to make releases: And for the 3D artists, it wouldn't be "Compiling!". Rather "Rendering!"
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Apollo13 replied to tgruetzm's topic in KSP1 Mod Releases
Whyren created a Snacks Life Support parts mod to grow and store Snacks: Link to mod I think it's great that another player was so impressed with the Snacks Life Support mod that he created parts to go with it. It's Whyren's first mod, too. -
Snacks Life Support Parts by Whyren v5 (8/31/2014)
Apollo13 replied to Whyren's topic in KSP1 Mod Releases
Healthy snacks!?!? Bah!! My Kerbals want Doritos and Pork Rinds. Regardless, I've downloaded the mod. My Kerbals will eat healthy until they get the junk food.. Link to Snacks Life Support mod. I just mentioned your mod in the original Snacks Life Support thread. Also, if you use KAS, add this to the .CFG file(s) to allow the containers to be removed from one ship and placed on another. I did this with just the small container. MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = False storedSize = 5 attachOnPart = True attachOnEva = True attachOnStatic = False } Sidebar: I just adjusted the mass of each of the containers in the CFG files to be much heavier. -
EDIT: Done programmatically. See post # 111. Very easy fix. I was wondering that myself. I use Blender and Unity for 3D modeling, and I could see no way to put pipes in and out of the model geometry via a programmatic interface without creating two models for each truss: one with pipes, and one without.
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First, I want that "clean look". Secondly, you may "see no reason to use an end cap here". Your opinion is irrelevant in my builds. I wish to have an end cap with a docking port. Bottom line: I presented a method for those players who want two nodes. If you choose not to use it, then don't.
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I'm not telling the mod maker that HE needs to add the part. I'm stating that that the ubiquitous "you", need the part. Secondly, I'm a supporter of the Hex Truss System, and he knows it. So, thank you, white knight... Show me how that works in the context of the examples I've provided. Especially, how does your solution resolve my second example whereby I'm using a docking port at the end of the truss?@TMS: Thanks for showing me how to make best use of the open truss.
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@montyben101: Post #4. It's not that hard. You're modifying a simple text file. Really, for so small a matter, making a mod may be too time-consuming.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Apollo13 replied to ethernet's topic in KSP1 Mod Releases
I'll look at StageRecovery to replace DebRefund. Thanks. -
I use another mod (among others) called Station Science mod. It contains part modules that perform experiments contracts. Upon returning it to Kerbin, the contracts are supposed to payout. In my latest mission, I separated the experiment part from the command module part and parachuted each separately. DebRefund reported that that the experiment part landed safely. However, the the contract condition of "returned to kerbin" was not satisfied, so I did not get contract completion. I understand that all mods are not necessarily compatible with other mods. When I mentioned this situation in the Station Science mod thread, the mod author mentioned that DebRefund may not be triggering the "ship recovered" trigger. As I'm not a modder, I don't know about these things. Anyway, just wanted to report this in case there is something that can be done. My current work-around is ALT-F12/Contracts/Com for the mission upon returning to Kerbin.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Apollo13 replied to ethernet's topic in KSP1 Mod Releases
Good enough. thanks for checking. Even if it cannot be made compatible, ALT-F12 may have to be my workaround for successful completion. I'll post this, including your "ship recovered" hook info in the DebRefund thread. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Apollo13 replied to ethernet's topic in KSP1 Mod Releases
The contract was for eccentric Kquargs around Minmus. I completed the experiment (confirmed in contracts window) and returned to Kerbin. I parachuted the experiment with one set of chutes while the manned command capsule came down separately. DebRefund mod indicated the Experiment arrived safely (2.5 m/s) However, I received no notification that the contract was completed. Does the Experiment need to arrive with the command module or probe to be credited? Perhaps, because DebRefund recognized it as debris, could that be the problem? Perhaps, I need to have the vessel camera focus on the experiment when it's under the chutes. So, I had to do the ALT-F12/Contracts/Com fix. I'm using KSP 0.24.2, 32-bit version. -
If you want just the docking camera, just add the Lazor Cam mod to GameData. You get the docking camera for free, even if you do not put the Lazor Cam on you rocket.
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Concerning the Lazor Camera (the one you mount anywhere, not Docking Camera): is there a way to make that full screen instead of just the small pic-in-pic? If not, Romfarer, would you be so kind as to add that to your list of potential improvements?
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Integrating into highlighting would be great, so long as the player can click to select the parts. Thanks. But credit where credit is due. It's a function of the AGM mod. So, not my idea.
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