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Everything posted by jlcarneiro
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What features in a DLC would you happily pay for?
jlcarneiro replied to Rocket Farmer's topic in KSP1 Discussion
I'll buy this DLC but I crave for life support and better visual and sound effects... -
[1.3] RCS Sound Effects (2017-06-12)
jlcarneiro replied to pizzaoverhead's topic in KSP1 Mod Releases
No RCS sounds. Everything sounds fine, except RCS... To test RCS I even muted Chatterer! The only other sound mods I have are RoverWheelSounds and CollisionFX. I only got one read message in the console log: -
[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
jlcarneiro replied to severedsolo's topic in KSP1 Mod Releases
About this, I understand Kerbal Academy disables stock rescue missions. But could it disable them using "stock method"? I mean, if I enable stock rescue missions again in the difficult settings menu, they should get back, shouldn't they?- 205 replies
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- career
- contract configurator
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[1.3] RCS Sound Effects (2017-06-12)
jlcarneiro replied to pizzaoverhead's topic in KSP1 Mod Releases
I don't know what am I doing wrong: I'm trying to install version 5.2 on KSP 1.3 under Linux and I get no sounds at all... Actually, I tried stock sounds and got nothing either... Can someone help me, please? -
How to add modulecommand to a part through MM?
jlcarneiro replied to jlcarneiro's topic in KSP1 Mods Discussions
Thanks! Don't know how to code upgrades (specially through MM). Do you know any tutorial? -
Thanks, man! See, kids, don't try these dangerous moves without supervision, you're not kerbals! Hey, @magico13, I've got an idea: how do I force KCT to distribute the points again? I think I'll go on with this (pretend something terrible happened to KSC and I lost a lot of money, production had to begin again and it lost its upgrades but I could salvage some of them and could get a jumpstart, headstart...
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Hi, @magico13! I know I did a silly thing: I installed beta ScrapYard on my "production" (career) game. I know, I couldn't resist... When I loaded the game, I received a message that my KCT data was corrupted. I downloaded your latest KCT version and the message went away (yay!), but my "point usage" was lost. I THINK I remember where I used each one but, when I started using them again, they simply weren't enough. How do I give myself new points without spending money or science points? I can deal with the lost of built crafts and ongoing building line, but I'd like to get my KCT situation back...
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I'm very interested on this thread!
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
jlcarneiro replied to Virindi's topic in KSP1 Mod Releases
Oh, my memory still serves for something! About the requirements (SCANsat and scan the planet) I did scan the planet, problem was SCANsat. Hope you can solve this shortly! If I can help with something... And thank you very much! For your hard work and for your attention!- 49 replies
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
jlcarneiro replied to Virindi's topic in KSP1 Mod Releases
It's very good to see this back on track! I have a somewhat embarrassing question, though: I can't remember how to show the map view on a screen... If memory serves me, it should be one of the leftmost buttons on the top or bottom rows... ETA: I vaguelly remember something about those maps being Scansat's... Is that correct? I would be a shame... I gave it up to ease the load on may notebook. Can't Kerbnet be integrated? ETA2: Apparently it won't do...- 49 replies
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I'm terribly sorry and I feel kind of dumb, but I couldn't find the link to your fork on the OP and the development branch on Github has only a .svg file. I give up: what am I overlooking?
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I think @AlexSheFF's version is from before the 1.2.1 one, isn't it? It doesn't include those antenna info...
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I meant the latest one (with antenna info)...
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@Kowgan, the work done in this thread (yours and others') is invaluable! Thanks! May I suggest that the latest version is converted to KSPedia?
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I'll once again suggest on that topic that someone with the correct tools (and knowledge) convert the latest version to KSPedia...
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How to add modulecommand to a part through MM?
jlcarneiro replied to jlcarneiro's topic in KSP1 Mods Discussions
Didn't think of this! It makes sense, I think I'll do something like this... I'll specifically delete KER module by adding this line: -MODULE[FlightEngineerModule] {} -
How to add modulecommand to a part through MM?
jlcarneiro replied to jlcarneiro's topic in KSP1 Mods Discussions
The VesselType did it, it worked, thanks! Here is the snippet now: //Add basic command capacity to KER unused parts //Author: jlcarneiro @PART[EngineerChip]:HAS[!MODULE[ModuleCommand|ModuleDataTransmitter]]:FINAL { @cost = 200 @category = Pods @TechRequired = engineering101 @mass = 0.001 // just a circuitry board, same weight as the Cubic Strut @crashTolerance = 8 // low crash tolerance @maxTemp = 800 // same to heat tolerance vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.005 // low consumption, less than a lamp } hasHibernation = False // doesn't hibernate } RESOURCE { name = ElectricCharge amount = 5 // small electric reserve, just a board, remember? maxAmount = 5 } MODULE // cheapest control unit, smallest range { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 1250 optimumRange = 625 packetFloor = .1 packetCeiling = 5 } } @PART[Engineer7500]:HAS[!MODULE[ModuleCommand|ModuleDataTransmitter]]:FINAL { @cost = 250 @category = Pods @TechRequired = engineering101 @mass = 0.005 // same as thermometer, heavier than real life notebook @crashTolerance = 10 // has low cost casing, low crash tolerance @maxTemp = 1000 // same to heat tolerance vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.01 // low consumption } hasHibernation = True hibernationMultiplier = 0.375 // when hibernating, uses 3/4 of chip's EC } RESOURCE { name = ElectricCharge amount = 10 // small electric reserve maxAmount = 10 } MODULE // small range, low cost control unit { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 2500 optimumRange = 1250 packetFloor = .1 packetCeiling = 5 } } How does this hibernation thing work? I mean, what is that "hibernationMultiplier"? Got it! What do you think of the balance I propose? -
Interesting topic! It's good to know our "forummates". Apparently, I'm like pandaman: primarily an Engineer, with a hint of Scientist and of Pilot. Can't remember if I've taken part in any projects, though...
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How to add modulecommand to a part through MM?
jlcarneiro replied to jlcarneiro's topic in KSP1 Mods Discussions
Thanks for your tips, folks! @Streetwind, I forgot MM is an add-on (duh!), I'll take that in consideration, next time! Thanks for your help! I've put my current snippet to the OP. @Alshain, this is very instructive, thank you! @Ruedii, I agree with you, I won't delete KER modules. I've added both ModuleCommand and ModuleDataTransmit (with reduced range), I won't add ModuleSAS nor ModuleKerbNetAccess, because this should be just for basic control and telemetry... About EC reserves, the parts are VERY small, if I need more power, I must include a battery. I noticed I did not include VesselType. I'll try including it... -
I'm not sure this is the right place to ask this (I think it isn't gameplay...) so moderators feel free to move it... I use KER, but I always set it to "partless" mode. Since those two beautiful parts are not used, I want to use them as poor's man probe core, installing one of them on manned vehicles to put on the brakes, turn lights, etc. I used some MM code to change some properties and add modulecommand and the internal antenna. My code seems right (I can see the changes), but I can't control the rover... Right-click menu keeps saying its command state is "no telemetry"... Whatam I missing? Can someone please help me? P.S.: I'm currently on my phone, I'll add the snippet I used ASAP... P.S.2: As promised, here is the code I used (I'll probably change it according to your tips): //Add basic command capacity to KER unused parts //Author: jlcarneiro @PART[EngineerChip]:HAS[!MODULE[ModuleCommand|ModuleDataTransmitter]]:FINAL { @cost = 200 @category = Pods @TechRequired = engineering101 @mass = 0.005 // It's just a circuitry board, same weight as the thermometer @crashTolerance = 8 // low crash tolerance @maxTemp = 800 // same to heat tolerance vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.01333333 // low consumption, just a board, remember? } hasHibernation = False } RESOURCE { name = ElectricCharge amount = 5 // small electric reserve, just a board! maxAmount = 5 } MODULE // small range, low cost control unit { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 2500 optimumRange = 1250 packetFloor = .1 packetCeiling = 5 } } @PART[Engineer7500]:HAS[!MODULE[ModuleCommand|ModuleDataTransmitter]]:FINAL { @cost = 250 @category = Pods @TechRequired = engineering101 @mass = 0.010 // same weight as the smallest battery @crashTolerance = 10 // has low cost casing, low crash tolerance @maxTemp = 1200 // same to heat tolerance vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.01666667 // low consumption } hasHibernation = False } RESOURCE { name = ElectricCharge amount = 10 // small electric reserve, just a board! maxAmount = 10 } MODULE // small range, low cost control unit { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 2500 optimumRange = 1250 packetFloor = .1 packetCeiling = 5 } }