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Meta Jonez

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  1. I haven't seen this question addressed. When you start a sandbox game, the game gives you the option to include the whole Kerbal Experience part of the game (so you still have to level-up Kerbals in sandbox mode for more skills). However, the kerbal kreator that is bundled with MKS only creates 5-star kerbals. (Interface says 5-star Kerbals are mandatory for Sandbox and Science modes) So I end up with 4 "Veteran" kerbals who have to earn experience, and every other kerbal I hire is a noob expert. Is there a workaround for this, or am I missing something? Thanks for your time, RoverDude. Your suite of mods make this game for me.
  2. Thank you for the replies. I knew there were very detailed textures, and quite a few planets added by the mod, I just wanted to be sure I did not have some memory issues going on, as the increase in RAM usage was more than I expected.
  3. I wanted to drop some memory usage numbers, and get some feedback as to whether this is expected: Un-modded game, Sandbox mode, idle at KSC screen: 1494 MB in use by the game. Modded Game, GPO and it's dependencies only, Sandbox, idle at KSC screen: 5706 MB in use by the game. Is this normal? This mod and it's dependencies add ~4GB RAM usage?
  4. This. The "format" of these ribbons is that they have colors of the planet they represent, along with detail "icons" that reflect the specific achievement (i.e. SOE, orbit, Lander, Rover, etc). I want to use identical icons to the ones used in the original FF mod, but placed on ribbons that reflect the GPO planets.
  5. In my (heavily modded) install, using ETT, the "Sunflower" Portable Light Kit from USI's MKS mod is showing up in an "Unassigned" Node, not connected to any other (but available in Career at the start) on the far left center of the tree.
  6. @Nereid - Do you have a file of graphic assets you use for this? In particular I am looking for the icons, brass-ish in color, that look like pins on a given ribbon, designating specifics about the mission (i.e. the capsule on the right side of the ribbon, or the buttons designating multiple awards for the same ribbon) I am looking into creating a ribbonpack for @Gameslinx's Planet Overhaul, and would like to use the same aesthetics as the original if possible. Thanx in advance.
  7. Upon further investigation it appears the config file for this part referred to a file that didn't exist, or rather was named something else. I pointed the config file mesh call towards the actual file name. Then I restarted KSP, remade a welded part with that part in it, reloaded the game, and it was there, appearing correctly. The problem was with the file the config was pointed to to find the mesh, rather than the folder structure. In any case, clearly this was not an issue with the welding mod, but I appreciate you helping me narrow it down nonetheless. Thank k you. For reference, the original cfg file calls for a mesh named "trusslrg-adapter", but the actual filename for that mesh (at least in NearFuture 3.0) is "trusslrg-adapter-25". I understand Nertea warned against folder and path changes, but it was something I did carefully and with a good deal of investigation into the file and folders. In any case, the problem did not lie here, but in what amounts to a typo.
  8. My bad . . . permission granted. As for NearFuture, i am running v 3.0, and I combined all near future mods under one folder, named NearFuture, so they would populate under one tab in PartCatalog (i.e. Gamedata/NearFuture/FX, /Parts, /Patches, . . . etc) . This has not caused me any problems using the parts before, and in fact, other NearFuture parts (such as the adapter at the top of the MonoFuel stack) weld without issue.
  9. I made the same part and renamed it: PART { name = DualOcto module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_toptrusslrg-adapter0 = 0,-0.02293,0,0,1,0,2 node_stack_bottomtrusslrg-adapter1 = 0,-0.02293,0,0,1,0,2 node_stack_toptrusslrg-adapter1 = 0,0.6517,0,0,1,0,2 node_stack_bottomtrusslrg-adapter0 = 0,-0.69756,0,0,1,0,2 node_attach = 0,0,0,0,0,0,0 CrewCapacity = 0 TechRequired = metaMaterials entryCost = 900 cost = 200 category = Structural subcategory = 0 title = DualOcto manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,0,1,1,0,0,0 mass = 0.1 dragModelType = default maximum_drag = 0.15 minimum_drag = 0.225 angularDrag = 1.5 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 1450 fuelCrossFeed = True MODEL { model = NearFuture/Parts/LargeTruss/trusslrg-adapter-25-25/trusslrg-adapter-25 position = 0,-0.33731,0 scale = 1,1,1 rotation = 0,1,0 } MODEL { model = NearFuture/Parts/LargeTruss/trusslrg-adapter-25-25/trusslrg-adapter-25 position = 0,0.33731,0 scale = 1,1,1 rotation = 0,1,0 } } Upon restart of KSP, part did not appear in VAB parts table. I also made this: PART { name = TestPart module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_bottomtrussPiece3x1 = -0.85378,0.0002,-0.84298,-0.70838,0,-0.70583,1 node_stack_toptrussPiece3x1 = -2.94384,0.0002,-2.92552,-0.70838,0,-0.70583,1 node_stack_bottomtrussPiece3x2 = -0.84298,0.0002,0.85378,-0.70583,0,0.70838,1 node_stack_toptrussPiece3x2 = -2.92552,0.0002,2.94384,-0.70583,0,0.70838,1 node_stack_bottomtrussPiece3x3 = 0.85378,0.0002,0.84298,0.70838,0,0.70583,1 node_stack_toptrussPiece3x3 = 2.94384,0.0002,2.92552,0.70838,0,0.70583,1 node_stack_bottomtrussPiece3x4 = 0.84298,0.0002,-0.85378,0.70583,0,-0.70838,1 node_stack_toptrussPiece3x4 = 2.92552,0.0002,-2.94384,0.70583,0,-0.70838,1 node_stack_toptrusslrg-adapter0 = 0,0.30834,0,0,1,0,2 node_stack_bottomtrusslrg-adapter0 = 0,-0.36629,0,0,1,0,2 node_attach = 0,0,0,0,0,0,0 CrewCapacity = 0 TechRequired = metaMaterials entryCost = 31650 cost = 400 category = Structural subcategory = 0 title = TestPart manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 1.55 dragModelType = default maximum_drag = 0.19375 minimum_drag = 0.19688 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 1450 fuelCrossFeed = True MODEL { model = NearFuture/Parts/LargeTruss/trusslrg-adapter-25-25/trusslrg-adapter-25 position = 0,-0.00605,0 scale = 1,1,1 rotation = 0,1,0 } MODEL { model = Squad/Parts/Structural/trussGirderXL/model position = -1.89881,0.0002,-1.88425 scale = 1,1,1 rotation = 90,225.1034,0 } MODEL { model = Squad/Parts/Structural/trussGirderXL/model position = -1.88425,0.0002,1.89881 scale = 1,1,1 rotation = 90,315.1034,0 } MODEL { model = Squad/Parts/Structural/trussGirderXL/model position = 1.89881,0.0002,1.88425 scale = 1,1,1 rotation = 90,45.10341,0 } MODEL { model = Squad/Parts/Structural/trussGirderXL/model position = 1.88425,0.0002,-1.89881 scale = 1,1,1 rotation = 90,135.1034,0 } } This part did show up, but again, without the NearFuture part saved with it. Interestingly, the nodes for that part were part of the completed weld. KSP.log: https://docs.google.com/file/d/0ByllhQuCvO6nSTMwdGplSUpqWTg/edit . . . and, yes, Thank you, too, Alewx, for your work on this mod. It wasn't my intention to omit you!
  10. After update to v.05: Minor issue: MK1 structural part resizing by a little over 1/2, top node disappearing from this part. Part in question highlighted in red below: PART { name = Station-Tank module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topfuelTank3-20 = 0,3.72045,0,0,1,0,2 node_stack_toplargeAdapter1 = 0,5.22545,0,0,1,0,1 node_stack_bottomlargeAdapter1 = 0,3.72045,0,0,1,0,2 node_stack_bottomMk1FuselageStructural2 = 0,5.22545,0,0,1,0,1 node_stack_topMk1FuselageStructural2 = 0,7.10045,0,0,1,0,1 node_stack_bottomfuelTank3-20 = 0,-3.77955,0,0,1,0,2 node_attach = 1.25,0,0,1,0,0,1 CrewCapacity = 0 TechRequired = heavierRocketry entryCost = 30000 cost = 13680 category = Propulsion subcategory = 0 title = Station Tank manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 4.2 dragModelType = default maximum_drag = 0.175 minimum_drag = 0.2625 angularDrag = 1.75 crashTolerance = 7.52381 breakingForce = 196.4286 breakingTorque = 196.4286 maxTemp = 1450 fuelCrossFeed = True MODEL { model = Squad/Parts/FuelTank/fuelTankJumbo-64/model position = 0,-0.02955,0 scale = 1,1,1 rotation = 0,1,0 } MODEL { model = Squad/Parts/Utility/largeAdapter/model position = 0,4.47545,0 scale = 1,1,1 rotation = 0,1,0 } [COLOR="#B22222"][B]MODEL { model = Squad/Parts/Mk1/mk1structural position = 0,6.16295,0 scale = 1.5625,1.5625,1.5625 rotation = 0,0,0[/B][/COLOR] } RESOURCE { name = LiquidFuel amount = 2880 maxAmount = 2880 } RESOURCE { name = Oxidizer amount = 3520 maxAmount = 3520 } } Changing the size in the CFG file to 1,1,1 left them seemingly too small, with the nodes on each size sticking out further than 1/2 the node-ball as with a normal node, and gaps between this and parts attached to it prior to the weld. Changing again to 1.25 for each axis seemed to be perfect. 2nd issue: Near Future Large 8-sided adapter not showing up in welds. (incidentally, you can see the oversized MK1 structural part above each orange tank in this picture as well.) I placed the part not showing up above the welded part as example. I had a stack of two right below the stack of batteries at the top, which, as you can see, did not appear in the final weld. After seeing this, I created another part with two of these parts welded together: PART { name = 2xOctogrid module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_toptrusslrg-adapter0 = 0,-0.02293,0,0,1,0,2 node_stack_bottomtrusslrg-adapter1 = 0,-0.02293,0,0,1,0,2 node_stack_toptrusslrg-adapter1 = 0,0.6517,0,0,1,0,2 node_stack_bottomtrusslrg-adapter0 = 0,-0.69756,0,0,1,0,2 node_attach = 0,0,0,0,0,0,0 CrewCapacity = 0 TechRequired = metaMaterials entryCost = 900 cost = 200 category = Structural subcategory = 0 title = Dual Octogrid manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,0,1,1,0,0,0 mass = 0.1 dragModelType = default maximum_drag = 0.15 minimum_drag = 0.225 angularDrag = 1.5 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 1450 fuelCrossFeed = True MODEL { model = NearFuture/Parts/LargeTruss/trusslrg-adapter-25-25/trusslrg-adapter-25 position = 0,-0.33731,0 scale = 1,1,1 rotation = 0,1,0 } MODEL { model = NearFuture/Parts/LargeTruss/trusslrg-adapter-25-25/trusslrg-adapter-25 position = 0,0.33731,0 scale = 1,1,1 rotation = 0,1,0 } } After reload of game, this part did not show up in the parts in VAB at all. Aside from these minor issues, . . . this mod is a gamesaver for me. Thank you, girka2K for continuing the work on it.
  11. Thank you! FYI - I am also seeing this issue. In addition, the TAC-LS parts appear as though there is more than one copy in the partspace.
  12. I have a few questions about this mod: I am building space station sections in the VAB. I understand it's not a good idea to weld part together that have interiors, so np on that count. but there is much externally that could be welded together to reduce part count. 1. I have these long girder sections that serve as arms to hold solar panels away from the main station body. Can I weld both the girder parts and the solar panels together, and still retain the functionality of the panels? (i.e. the unfold animation and the electrical charge gathering capability) There are also batteries on this assembly. Will they retain their charge? 2. I have stacks of the large 2.5m batteries in the station body. If I weld these stacks together, will they retain their total charge capability? 3. I have docking ports with the regular 1.25 docking port on one end and the larger 2.5's on the other. I understand the welding mod cannot handle more than one docking port on a welded part, yes? This is a vertical stack, so if I just weld the body of this assembly together, they should retain the stacking nodes on both the top and bottom, and I can add the docking ports after the weld (and reload, etc.). Am I correct on this? 4. Can I weld together stacks of modules from TAC Life Support: 1 water, 1 food, 1 oxygen in a vertical stack, and have them retain their life support capability? 5. Will the stock six-port hubs retain all their unused stacking nodes if used in a welded part? 6. Does welding interrupt fuel cross-feed? I have looked through this thread and seen several youtube videos on the mod, but can't find definitive answers to these questions. The station is built, and now I want to reduce part count where I can, so these questions have come up as a result. Thank s in advance!
  13. Man, these replies are coming faster than I can answer! (awesome!). Hadn't thought of the hack grav option. I'll try this. Thank you!
  14. So . . . no way to get it there by editing the file? I'm not trying to be obtuse here, really, just weighing my options. Adding another mod is iffy, and I understand hyperedit comes with it's own issues?
  15. Yea, this is for testing purposes, I don't really want to do the six launches and dockings that it would take to get it together up there just to see if some aspects of the station work like I want them to. If they do, I'll get it up the hard way in the career save. and let me clarify, If I used the placeholder, I would of course have the orbit info there - just replacing the craft in that orbit . . . or am I missing something else?
  16. I have a space station I want to edit into orbit, but it crumbles under gravity when moving from VAB to launch pad, so the quicksaving + editing VESSEL entry in save game isn't going to work. Is there a way to copy the craft file into the save (maybe taking the place of a placeholder object already in orbit) that will essentially achieve the same objective? Things I am trying not to do: brace it with dozens of struts so it will stand up on the launch pad brace it with dozens of Launch Stability Enhancers - if I assume correctly, these will go with the station into orbit if I edit the savefile, so I'd have to couple them with decouplers or docking ports to get rid of them once it is up there . . . . . . . any ideas?
  17. . . . but in the end, FAR had to go. I like realistic mods. I like the challenge presented by RemoteTech and TAC LS, to give a few examples. But FAR? it made launches frustrating, had to babysit the rocket too much, I often had seemingly inexplicable crashes or rockets randomly flipping . . . and since I don't fly planes much at all . . . I found myself missing asparagus staging and launching with contraptions shaped like a circus tent on top of the rocket (part of what, I always felt, seprates the fun of Kerbals from the seriouslness of real spaceflight). I began to dread having to completely re-engineer tried-and-true designs, and though I have long since moved past the fly-to-10Km-and-turn-right method of launching (I watched how mechjeb does it and mimicked that), I find the savings in d/V to be pretty thin with FAR, in comparison. I remember building the base lifter from Manley's Recyclable Space Program. I couldn't believe what a pain in the ass it was to get to a stable orbit. Made me realize that, as much as I enjoy watching him play the game, I was a different kind of Kerbal player than he. FAR forced me to a similar conclusion. Mostly it became work. God forbid, I am not getting a stipend from NASA to play this game. So, that's my rant on FAR. It is an amazing mod, and I gave it three weeks . . . just beyond my threshold of fun. SOOOOO . . . this brings me to a few questions: I understand that Kerbal is planning to eventually move to a FAR-type model in the future. Is this gonna be real, wishful thinking, an option or hardwired into the game? And I play with the latest B9, but mostly for a few parts within. I do want to build, at some point, a larger SSTO for ferrying Kerbals and fuel and whatnot to stations. without FAR, just how out-of-whack is a B9 SSTO?
  18. While I am trying to do this in-game, I understand what you are getting at. another question this brings up, though: Can I use the KAS claw to rip these parts off? This is excellent. Had not occurred to me. Only caveat being that I am using TAC Life Support, I would have to have the rescue ship in place prior to the attempt. But he's got plenty of LS in his lander now, so it would not be a problem to wait. Thank you for your replies.
  19. On the Mun. Spent too much fuel on landing, now do not have enough to get back to Kerbin. Actually, I don't even have enough to get into orbit around Mun again, but it's very close. I'm about 300 d/V short. So I know I could send up a rescue mission. I have KAS an could land a fuel trucker near the lander and refuel him. The lander has a lot of stuff on it - bunch of science experiments from DMOrbital, eight Materials Labs (I shrunk them to half size using Tweakscale) . . . I was thinking if there was a way to remove some of this stuff I could reduce my overall mass to a point where the fuel I do have would get me home. Alas, the only way I know of to do so would be to edit the .craft file, which I am not inclined to do. So I am looking for a mod that would allow removing parts in-game but out-of-VAB. Does such a thing exist? As for this particular mission, I will probably go with the rescue mission - it will be a good challenge to try to land another a ship within 20m of the lander. But I thought I'd ask the question - is there such a mod? and are there other solutions to this problem I haven't thought of?
  20. I've started using this method recently, but an in-game solution makes it all the more immersive (that is what I was trying to get at in earlier post, anyway.)
  21. My apologies, I did not mean this as a feature request, as I have been keeping up on the RemoteTech discussion (this is, my criticism above notwithstanding, one of my will-not-play-without mods). I was just meaning to contribute to the thread discussion.
  22. I applaud your solution to this commsat spacing problem. Alas, for me it negates the whole point of the mod. I like looking at my map view and seeing my commsats evenly spaced and bouncing signals between each other on their way to mission control, and this spacing issue over time means they have to be baby-sat. Repositioning them is a pain in the nozzle. What would be ideal, I think, is an additional feature to the mod in which, once placed in orbit, they could be auto-programmed to maintain a set distance from each other, and automatically adjust their orbits to do so. I mean, the challenge in this mod, for me, is to set up and maintain communications for my space-faring ships between orbital bodies. maintaining that communication between each other is . . . less fun, more busywork . . .
  23. Oh, it's completely over the top. It's becoming a challenge to see just how much I can hang on it . . . and the solar panels on the fuel tanks make for great docking obstacles. I've gotten pretty good at rendezvous and docking just getting this much together.
  24. I built a space station earlier in the week, and it mysteriously combusted . . . something to do with time warp, a lot of struts, and maybe the use of a cupola. I was trying to dock with a new module, an observation section with 4 cupolas. Anyway, last night I rebuilt, and added to, the fuel and energy section . . . . . . working on the crew section tonight . . .
  25. I bumped my station orbit to 125~130km primarily to be within the elevation that will give me 50x time warp . . . I can be infinitely patient when actually flying, rendezvous, docking, but I hate just waiting for my stuff to finish crawling around from the backside of the planet . . .
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