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Starwhip

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Everything posted by Starwhip

  1. Right, that plugin solved it. I'll look into figuring it out myself, perhaps a stock capable solution.
  2. Trying to get my new plugin working, and the radial tanks are not being nice. I added this to the plugin's .cfg that goes into the GameData directory: @RESOURCE_DEFINITION[LiquidFuel]:Final { @flowMode = STAGE_PRIORITY_FLOW } @RESOURCE_DEFINITION[Oxidizer]:Final { @flowMode = STAGE_PRIORITY_FLOW } I based it off the logic that RCS tanks in such an orientation will power RCS thrusters. The part config goes as follows: PART { // --- general parameters --- name = sphere_tank01 module = Part author = Squad, Starwhip // --- asset parameters --- MODEL { model = Squad/Parts/FuelTank/radialRCSTank/model scale = 1,1,1 } rescaleFactor = 1 node_attach = 0.0, 0.0, 0.22, 0.0, 0.0, -1.0 // --- editor parameters --- TechRequired = advFlightControl entryCost = 6200 cost = 400 category = Propulsion subcategory = 0 title = SACO Radial LFO Tank description = Radially attachable LFO tank manufacturer = Starwhip Aerospace Corporation // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.075 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2900 // ----- DO NOT EDIT BELOW THIS POINT ------ RESOURCE { name = LiquidFuel amount = 18 maxAmount = 18 } RESOURCE { name = Oxidizer amount = 22 maxAmount = 22 } } Help?
  3. Hello! (Input welcoming message here) I swear to god that there are 15 people signing up on the Forum every day...
  4. Short, and I've seen it too many times. 4/10
  5. Or a docking port/parachute combo. I would like that much more.
  6. If you time it right, you could launch an OKTO2 or a very cheap capsule at the exact moment an asteroid is about to hit the KSC. Since it would take 0 seconds to destroy everything, you get a score of UNDEFINED and win by default. If only vessels were tracked through the atmosphere.
  7. Starwhip

    Riddles

    Wow, this came and went before I woke up this morning.
  8. Is it up yet? [youngandhighpitched]Is it up yet?!?[/youngandhighpitched] IT IS? Holy Kraken!
  9. They are probably going to require you to buy a new part for its cost in R&D after research of said part to be able to use it.
  10. Good to know we have someone to keep us who cannot watch up-to-date.
  11. Someone please put up the secret feature here. I can't watch the Squadcast.
  12. AND we're LIVE! OOOH, very nice. The countdown reads: "HYPE REACTORS ENGAGED"
  13. 10/10 Avatar-switcher extraordinaire.
  14. Just a note: The plugin was created for another user who wanted to restore pre .23 science functionality, not for me. I'm a 6-materials-bays-and-goo-canisters kind of guy.
  15. I've made this .cfg to make both the Mystery Goo and Materials Bay re-usable. Didn't take much time, either. @PART[science_module]:Final { %MODULE[ModuleScienceExperiment] { rerunnable = True } } @PART[GooExperiment]:Final { %MODULE[ModuleScienceExperiment] { rerunnable = True } } I am also thinking of making an "all-in-one" sensor package. One part, one config, one texture. But every single type of science (minus crew reports/eva) can be obtained with it.
  16. Same as merlinux, but I just made a .cfg for you that should make them rerunnable. Going to test it now. EDIT @PART[science_module]:Final { %MODULE[ModuleScienceExperiment] { rerunnable = True } } @PART[GooExperiment]:Final { %MODULE[ModuleScienceExperiment] { rerunnable = True } } Copy-paste into Notepad or whatever program, name it WHATEVER.cfg, and put it into the KSP GameData Directory.
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