Vickytor Posted May 15, 2016 Share Posted May 15, 2016 Thanks! I'm using this now with the sole purpose to hire Kerbonauts for a fixed rate. After a dozen rescue <insert random name> from orbit, I got bored but I still wanted to have kerbals in my mun/mimus bases and space stations. Module mananger + a few lines in CustomBarnKit.cfg and it worked :D. @CUSTOMBARNKIT { @ASTRONAUTS { @recruitHireFixedRate = True } } Quote Link to comment Share on other sites More sharing options...
Cornholio Posted May 29, 2016 Share Posted May 29, 2016 I'm still using 1.0.5. Could anyone provide a link for a compatible version? I would greatly appreciate it. Quote Link to comment Share on other sites More sharing options...
RiCZrd Posted May 30, 2016 Share Posted May 30, 2016 13 hours ago, Cornholio said: I'm still using 1.0.5. Could anyone provide a link for a compatible version? I would greatly appreciate it. 1.1.4.0 Quote Link to comment Share on other sites More sharing options...
Cornholio Posted May 30, 2016 Share Posted May 30, 2016 Thanks! Quote Link to comment Share on other sites More sharing options...
RiCZrd Posted May 30, 2016 Share Posted May 30, 2016 Refers to the parameter "upgradesVisual" only an external view of the building (space center)? Is there a way to configure the view inside the VAB / SPH? I would look inside the VAB / SPH permanently set at the facility level 1. With the upgrade of the buildings to the next level will look (Space Center) same, but inside the building did not. Thanks. CUSTOMBARNKIT:Final { @VAB { @upgradesVisual = 1, 1, 1 } @SPH { @upgradesVisual = 1, 1, 1 } } Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 2, 2016 Author Share Posted June 2, 2016 I did not find how to change the inside of buildings yet Quote Link to comment Share on other sites More sharing options...
MalevolentNinja Posted June 15, 2016 Share Posted June 15, 2016 A suggestion: A CBK option to allow all probes to have all the advanced SAS features. Most parts in KSP have their uses in late game. But the early probes become almost useless later with their lack of prograde, retrograde, normal, anti-normal, radial in and out, maneuver and target tracking. It'd be even better if probe features were tied to building upgrades! So once you have all max level buildings, all the probes have all the advanced features. Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 22, 2016 Author Share Posted June 22, 2016 This is out of scope. It would require to change things on live vessel and I am not going there with CBK. Quote Link to comment Share on other sites More sharing options...
Yemo Posted June 22, 2016 Share Posted June 22, 2016 (edited) Since there was no answer to the suggestion a few months ago: Is it possible to make the dimension restrictions dependent on VAB/SPH level instead of LaunchPad/Runway level? That would be a huge improvement for realism mods, which could then deactivate the abstract "part" restriction of the VAB/SPH levels and make them influence the dimensions, as they do in real life. Edited June 22, 2016 by Yemo Quote Link to comment Share on other sites More sharing options...
theonegalen Posted July 24, 2016 Share Posted July 24, 2016 @sarbian, would it be possible to use CBK to allow EVAs from the start, but only in atmosphere? Ejection with a parachute (SM_chute) would help me save a lot of Kerbal lives during flight testing. Also, there's the skydiving contracts from @inigma's GAP I'd like to take. Quote Link to comment Share on other sites More sharing options...
sarbian Posted July 24, 2016 Author Share Posted July 24, 2016 On 22/06/2016 at 6:40 PM, Yemo said: Since there was no answer to the suggestion a few months ago: Is it possible to make the dimension restrictions dependent on VAB/SPH level instead of LaunchPad/Runway level? That would be a huge improvement for realism mods, which could then deactivate the abstract "part" restriction of the VAB/SPH levels and make them influence the dimensions, as they do in real life. Sorry, I missed that one. Yes it should be doable. I will have to look into it. 7 hours ago, theonegalen said: @sarbian, would it be possible to use CBK to allow EVAs from the start, but only in atmosphere? Ejection with a parachute (SM_chute) would help me save a lot of Kerbal lives during flight testing. Also, there's the skydiving contracts from @inigma's GAP I'd like to take. I just did a quick test and I can change the code to allow for that. I do not have the time to code that properly right now but I will look into it soonish. Ping me again if you don't see any change later in the week Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 30, 2016 Share Posted July 30, 2016 my MM patch seems to be working fine for everything except this: @ADMINISTRATION { @activeStrategyLimit = 2, 4, 6 } When I right-click my admin building the current strategy limit shows correctly as 2 but when I hover over the upgrade button the next level shows a value of 3 instead of 4. Also there's an upgrade in the R&D building to allow EVA kerbals to collect surface samples that doesn't have an option in the .cfg file Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 30, 2016 Share Posted July 30, 2016 36 minutes ago, Gaiiden said: my MM patch seems to be working fine for everything except this: @ADMINISTRATION { @activeStrategyLimit = 2, 4, 6 } When I right-click my admin building the current strategy limit shows correctly as 2 but when I hover over the upgrade button the next level shows a value of 3 instead of 4. Also there's an upgrade in the R&D building to allow EVA kerbals to collect surface samples that doesn't have an option in the .cfg file Do you have Strategia? Because it patches those values, and could be running after yours. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 30, 2016 Share Posted July 30, 2016 (edited) ah, yes I do have Strategia. I'll add a :FINAL on there. Thx! Edited July 30, 2016 by Gaiiden Quote Link to comment Share on other sites More sharing options...
sarbian Posted July 30, 2016 Author Share Posted July 30, 2016 3 hours ago, Gaiiden said: Also there's an upgrade in the R&D building to allow EVA kerbals to collect surface samples that doesn't have an option in the .cfg file That one is tied to the surfaceSample experiment config (requiredExperimentLevel) Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 31, 2016 Share Posted July 31, 2016 On 7/30/2016 at 4:25 AM, sarbian said: That one is tied to the surfaceSample experiment config (requiredExperimentLevel) Thx do you know what the values are? The KSP wiki says this determines the level of RnD required to do the experiment but I don't know what 0.5 means at all in relation to building levels. Why wouldn't it be 1, 2, or 3?? Quote Link to comment Share on other sites More sharing options...
sarbian Posted July 31, 2016 Author Share Posted July 31, 2016 3 hours ago, Gaiiden said: Thx do you know what the values are? The KSP wiki says this determines the level of RnD required to do the experiment but I don't know what 0.5 means at all in relation to building levels. Why wouldn't it be 1, 2, or 3?? Ask whoever coded it It is true when the building is over that lvl. 1 > 0.5 so it works. 0.9 would have the same effect Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 3, 2016 Share Posted August 3, 2016 (edited) On 7/31/2016 at 9:00 AM, sarbian said: It is true when the building is over that lvl. 1 > 0.5 so it works. 0.9 would have the same effect Actually I just now found out what's going on here by looking at the ScenarioUpgradeableFacilities in the SFS file. Turns out they have the facility upgrade value between 0-1 so 0 is level 1, 0.5 is level 2 and 1 is level 3. So when I set requiredExperimentLevel in the ScienceDefs.cfg file to 0 I was able to access surface samples at level 1. However when I made a patch instead it didn't work: @EXPERIMENT_DEFINITION[surfaceSample]:FINAL { @requiredExperimentLevel = 0 } Edited August 3, 2016 by Gaiiden Quote Link to comment Share on other sites More sharing options...
Nightside Posted August 3, 2016 Share Posted August 3, 2016 Does anyone know if it is possible to use CBK to change the text that says what features are unlocked when the upgrade is purchased on the building upgrades window seen in the KSC screen? Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 3, 2016 Author Share Posted August 3, 2016 The current code does not allow for it but I guess t could be easily added. I ll have to check... Quote Link to comment Share on other sites More sharing options...
Nightside Posted August 3, 2016 Share Posted August 3, 2016 In KCT for example, one can have additional launchpads and multiple rockets building as the buildings improve, but it would be nice to have that indicated in game. Thank you for looking into it! Quote Link to comment Share on other sites More sharing options...
theonegalen Posted August 20, 2016 Share Posted August 20, 2016 On 7/24/2016 at 2:52 AM, sarbian said: I just did a quick test and I can change the code to allow for that. I do not have the time to code that properly right now but I will look into it soonish. Ping me again if you don't see any change later in the week Whooops, forgot to ping you again back then, but am pinging you again now. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 20, 2016 Share Posted September 20, 2016 @sarbian I am NOT asking when, I know how busy you are. I'm just wondering whether or not you are planning on upgrading this to 1.2? Thanks Quote Link to comment Share on other sites More sharing options...
sarbian Posted September 20, 2016 Author Share Posted September 20, 2016 Yes, and with some new features. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 20, 2016 Share Posted September 20, 2016 I'm looking to do something a bit finer tuned than this (which is why I'm looking at it). I want to be able to do individual purchases for each of the configurable things in the building. for example, the VAB changes the number of action groups, and the part counts; I want to be able to do that individually. It doesn't appear that I can do that here, at least not now. Is that correct? Quote Link to comment Share on other sites More sharing options...
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