Fraz86 Posted October 10, 2015 Share Posted October 10, 2015 Here's a patch that allows the K&K Planetary Cupola to satisfy a copula request in a base construction contract:@Contracts{ @Base { @PART_REQUEST:HAS[#Part[cupola]] { Part = KKAOSS_Cupola_g } }} Link to comment Share on other sites More sharing options...
Nils277 Posted October 11, 2015 Author Share Posted October 11, 2015 Here's a patch that allows the K&K Planetary Cupola to satisfy a copula request in a base construction contract:@Contracts{ @Base { @PART_REQUEST:HAS[#Part[cupola]] { Part = KKAOSS_Cupola_g } }}Wow, i didn't know that modulemanager could also change the contracts. Thanks for that! Does this replace the real cupola as dependency or does this add the mods' cupola to also satisfy the contract? Link to comment Share on other sites More sharing options...
Miruzuki Posted October 11, 2015 Share Posted October 11, 2015 Hello. Why K&K LV25 "Meerkat" Landing Assist is unavailable in career mode? It just does not appear in Advanced Landing tech node. I tried to change TechRequired in engine_g.cfg but it didnt help. By the way, everything is fine in sandbox mode. Link to comment Share on other sites More sharing options...
Starwaster Posted October 11, 2015 Share Posted October 11, 2015 Wow, i didn't know that modulemanager could also change the contracts. Thanks for that! Does this replace the real cupola as dependency or does this add the mods' cupola to also satisfy the contract?Part = KKAOSS_Cupola_g is adding and not replacing to a PART_REQUEST node that contains Part = cupolaIs this actually confirmed as working though? Link to comment Share on other sites More sharing options...
Fraz86 Posted October 11, 2015 Share Posted October 11, 2015 I tested & confirmed that this method worked as intended in 1.02 when I made a very similar patch for Nertea's Stockalike Station Pack. So unless there's been a change since 1.02, it should work. It does indeed add (and not replace) the specified part. Link to comment Share on other sites More sharing options...
Miruzuki Posted October 11, 2015 Share Posted October 11, 2015 Guys, please, anyone? I really stucked with this, i need to use Landing Assist part in my career... any suggestions why cant I use it?.. Link to comment Share on other sites More sharing options...
Nils277 Posted October 11, 2015 Author Share Posted October 11, 2015 Hello. Why K&K LV25 "Meerkat" Landing Assist is unavailable in career mode? It just does not appear in Advanced Landing tech node. I tried to change TechRequired in engine_g.cfg but it didnt help. By the way, everything is fine in sandbox mode.I will take a look at that tomorrow.It might still be visible in Advanced Landing Tech when this node was unlocked before v0.2.5. I moved the parts further back in the techtree. But KSP refuses to remove the Images of the parts in the nodes that are already unlocked. Have you looked into later nodes to find one locked Meerkat?I tested & confirmed that this method worked as intended in 1.02 when I made a very similar patch for Nertea's Stockalike Station Pack. So unless there's been a change since 1.02, it should work. It does indeed add (and not replace) the specified part.That sounds really good. I will add it in the next release. Thanks! Link to comment Share on other sites More sharing options...
Miruzuki Posted October 11, 2015 Share Posted October 11, 2015 I will take a look at that tomorrow.It might still be visible in Advanced Landing Tech when this node was unlocked before v0.2.5. I moved the parts further back in the techtree. But KSP refuses to remove the Images of the parts in the nodes that are already unlocked. Have you looked into later nodes to find one locked Meerkat?Thanks for answer. I just found it into Aerospace Composites (1000 sci) node. But cfg file says "TechRequired = heavyLanding". Heavy Landing is locked for me now, but even after unlocking it Meerkat doesnt show up. Should I unlock Aerospace Composites? Any ways to make it work with Heavy Landing? Because I need to spend about 2000 sci for AC...(- - - Updated - - -Yes, I am using CTT. But I dont understand, why its still in Aerospace Composites, if engine_g.cfg says "TechRequired = heavyLanding"? What other files are responsible for this? Link to comment Share on other sites More sharing options...
Nils277 Posted October 11, 2015 Author Share Posted October 11, 2015 Thanks for answer. I just found it into Aerospace Composites (1000 sci) node. But cfg file says "TechRequired = heavyLanding". Heavy Landing is locked for me now, but even after unlocking it Meerkat doesnt show up. Should I unlock Aerospace Composites? Any ways to make it work with Heavy Landing? Because I need to spend about 2000 sci for AC...(- - - Updated - - -Yes, I am using CTT. But I dont understand, why its still in Aerospace Composites, if engine_g.cfg says "TechRequired = heavyLanding"? What other files are responsible for this?Do you have community techtree installed? Some parts are moved into nodes from CTT. I'd suggest you unlock aerospace composites. ;-)If you want it to be in heavy landing you could remove the part in the config for CTT. The CTT configs are in configs/KPBS_MM_CTT.cfg (or similar).I'm not home right now and can look up the exact Name tomorrow. Link to comment Share on other sites More sharing options...
Miruzuki Posted October 11, 2015 Share Posted October 11, 2015 Do you have community techtree installed? Some parts are moved into nodes from CTT. I'd suggest you unlock aerospace composites. ;-)If you want it to be in heavy landing you could remove the part in the config for CTT. The CTT configs are in configs/KPBS_MM_CTT.cfg (or similar).I'm not home right now and can look up the exact Name tomorrow.Thanks a lot! Now i get it. Yes, its KPBS_MM_CTT.cfg. Link to comment Share on other sites More sharing options...
Miruzuki Posted October 11, 2015 Share Posted October 11, 2015 Oh... now another thing...K&K Base Bi-Cupler. BaseBiCupler.cfg: TechRequired = advMetalworksKPBS_MM_CTT.cfg: @TechRequired = advMetalworksIngame: Advanced MetalWorks is already unlocked (before installing this mod). No Base Bi-Cupler (and also no adapters to mk2/small size) there (into advMW node).WAIDW?... Link to comment Share on other sites More sharing options...
Nils277 Posted October 12, 2015 Author Share Posted October 12, 2015 Oh... now another thing...K&K Base Bi-Cupler. BaseBiCupler.cfg: TechRequired = advMetalworksKPBS_MM_CTT.cfg: @TechRequired = advMetalworksIngame: Advanced MetalWorks is already unlocked (before installing this mod). No Base Bi-Cupler (and also no adapters to mk2/small size) there (into advMW node).WAIDW?...When a part is moved or added to a node in the techtree that is already unlocked, you need to unlock that part with funds. I think you can to this by clicking on the part in the unlocked node. There should be an option to unlock that part. Link to comment Share on other sites More sharing options...
Miruzuki Posted October 12, 2015 Share Posted October 12, 2015 When a part is moved or added to a node in the techtree that is already unlocked, you need to unlock that part with funds. I think you can to this by clicking on the part in the unlocked node. There should be an option to unlock that part.Hah, im not that stupid Bicupler is absent in the node. There is no such part. At all.But nevermind, i already fixed this. I removed "@PART[KKAOSS_ bla bla bla" string from KPBS_MM_CTT.cfg. And then bicupler appears. Link to comment Share on other sites More sharing options...
Nils277 Posted October 12, 2015 Author Share Posted October 12, 2015 Hah, im not that stupid Bicupler is absent in the node. There is no such part. At all.But nevermind, i already fixed this. I removed "@PART[KKAOSS_ bla bla bla" string from KPBS_MM_CTT.cfg. And then bicupler appears.Oh, i have looked it up and saw that i had added a ";" and the end of the definitions of two adapters and the bicupler. I will fix that with the next update.In the meantime you could remove the ";" from the definitions. The parts should work then again. Link to comment Share on other sites More sharing options...
Rhedd Posted October 12, 2015 Share Posted October 12, 2015 I was just reading the discussion on another mod, listening to the creator say how he didn't find IVAs all that important and they were pretty much a waste of time, when I realized I had yet to post here and say how FANTASTIC your new science IVA is! Really, it's perfect.As I've mentioned before, IVAs are the #1 important thing about a base/station to me, because they're mostly only useful for immersion. (Glowing windows is #2 )Thank you VERY much for being the first and only modder to finish a full set of IVAs for a large set of parts. I'm sad you're the only one, but you deserve serious credit. Link to comment Share on other sites More sharing options...
davidy12 Posted October 12, 2015 Share Posted October 12, 2015 I was just reading the discussion on another mod, listening to the creator say how he didn't find IVAs all that important and they were pretty much a waste of time, when I realized I had yet to post here and say how FANTASTIC your new science IVA is! Really, it's perfect.As I've mentioned before, IVAs are the #1 important thing about a base/station to me, because they're mostly only useful for immersion. (Glowing windows is #2 )Thank you VERY much for being the first and only modder to finish a full set of IVAs for a large set of parts. I'm sad you're the only one, but you deserve serious credit.Agreed, IVAs aren't just cosmetic, they immerse the player in the game. Sometimes, I just fire up the game to look out through the windows on my bases at Duna or the Mun.Also, (May be a bit late) thanks for fixing all the lights Link to comment Share on other sites More sharing options...
nikokespprfan Posted October 13, 2015 Share Posted October 13, 2015 I was just reading the discussion on another mod, listening to the creator say how he didn't find IVAs all that important and they were pretty much a waste of time, when I realized I had yet to post here and say how FANTASTIC your new science IVA is! Really, it's perfect.As I've mentioned before, IVAs are the #1 important thing about a base/station to me, because they're mostly only useful for immersion. (Glowing windows is #2 )Thank you VERY much for being the first and only modder to finish a full set of IVAs for a large set of parts. I'm sad you're the only one, but you deserve serious credit.Totally agreed. And that full set of IVA will pay off once free IVA comes out. Link to comment Share on other sites More sharing options...
davidy12 Posted October 13, 2015 Share Posted October 13, 2015 Technically all of the modules do have IVAs.ps: Free IVA, extremely buggy. Link to comment Share on other sites More sharing options...
Fraz86 Posted October 15, 2015 Share Posted October 15, 2015 (edited) I recommend a few tweaks for CLS support.Add passability:Service BayTwo-End CorridorHabitat MK2Restrict passability to hatches only:Command ModuleCupolaService BayLaboratoryLV25 "Meerkat" Landing AssistPlanetary AdapterTwo-End CorridorGreenhouseHabitat MK1Habitat MK2See the patch below for details:@PART[KKAOSS_Control_g]{ %MODULE[ModuleConnectedLivingSpace] { %impassablenodes = front, back }}@PART[KKAOSS_Cupola_g]{ %MODULE[ModuleConnectedLivingSpace] { %impassablenodes = back }}@PART[KKAOSS_Service_g]{ %MODULE[ModuleConnectedLivingSpace] { %passable = true %impassablenodes = front, back, inner_bottom, inner_top }}@PART[KKAOSS_Science_g]{ %MODULE[ModuleConnectedLivingSpace] { %impassablenodes = front, back }}@PART[KKAOSS_engine_g]{ %MODULE[ModuleConnectedLivingSpace] { %impassablenodes = front, back, leg_1, leg_2 }}@PART[KKAOSS_adapter_g]{ %MODULE[ModuleConnectedLivingSpace] { %impassablenodes = front, back, leg_1, leg_2 }}@PART[KKAOSS_gangway_2_adapter]{ %MODULE[ModuleConnectedLivingSpace] { %passable = true %impassablenodes = leg_1, leg_2 }}@PART[KKAOSS_Greenhouse_g]{ %MODULE[ModuleConnectedLivingSpace] { %impassablenodes = front, back }}@PART[KKAOSS_Habitat_MK1_g]{ %MODULE[ModuleConnectedLivingSpace] { %impassablenodes = front, back }}@PART[KKAOSS_Habitat_MK2_g]{ %MODULE[ModuleConnectedLivingSpace] { %passable = true %impassablenodes = front, back }} Edited October 15, 2015 by Fraz86 Link to comment Share on other sites More sharing options...
Nils277 Posted October 15, 2015 Author Share Posted October 15, 2015 I recommend a few tweaks for CLS support.Add passability:Service BayTwo-End CorridorHabitat MK2Restrict passability to hatches only:Command ModuleCupolaService BayLaboratoryLV25 "Meerkat" Landing AssistPlanetary AdapterTwo-End CorridorGreenhouseHabitat MK1Habitat MK2See the patch below for details: [....]Hi, thanks for the ideas and provided patch code. The 2-End Gangway Adapter and the Habitat MK2 should have been passable, that was my mistake that they were not.I think its a good idea to restrict the passable nodes on the parts. I will apply the changes.The only thing i'm not sure about is the service-bay. It's impassability was intended because it was not inside the hull. But i think about it Technically all of the modules do have IVAs.ps: Free IVA, extremely buggy.I personally like the idea of Free IVA. And it is still in development so there could happen a lot to reduce the bugs Link to comment Share on other sites More sharing options...
Nils277 Posted October 15, 2015 Author Share Posted October 15, 2015 So, i think there are enough things done to release the Kraken...uhm i mean another update.ChangelogNew Parts:Added Fuel-Cell containerAdded Base Profile End-Airlock (with KIS storage)Added Base Profile Side-Airlock (with KIS storage)Added Size3 Tri-CouplerEnhancements:The KPBS parts now also satisfy the contracts for bases (needs ModuleManager)Optimized memory-usage of some partsRemoved unimportant debug-outputs from the pluginRestricted passability for CLS to the main nodes on the modulesNew Functionality:Added science experiment for the greenhouseAdded the habitats and the greenhouse as possible part request for bases (needs ModuleManager)Mod Support:Added bigger KIS baseplateAdded support for Remote TechRemoved RPM Monitor as TV from the habitats (it will be replaced by a better model later)Added support for FilterExtentions (will be available when FilterExtentions is updated)Adapted LS parts to better fit with (SETI)CTTBug Fixes:Fixed wrong techtree definitions of some parts for CTT which prevented them from appearing in the techtreeAdjusted the colliders of the Service-Bay it should be a bit easier to attach nowOutsourced configs for CLS on the Life-Support parts, this should prevent clutter in the logThe Habitat MK2 and the 2-Eng Corridor Adapter are now passable in CLS againAdjusted placement of ladder on Planetary Control. This should reduce jumping when going on EVAThanks to Fraz86 for the suggestions on how to add the parts to satisfy the contracts and improvements on CLS support.Downloads:From KerbalstuffFrom CursePS: I plan to make this the last update as "in development". It's about time the mod will be officially "released". Link to comment Share on other sites More sharing options...
theJesuit Posted October 15, 2015 Share Posted October 15, 2015 Great job! It seems your dedication is comparable to the developers! Maybe they should take you on!(Still hoping for a garage part at twice the height/size for a rover Peace. Link to comment Share on other sites More sharing options...
davidy12 Posted October 16, 2015 Share Posted October 16, 2015 One thing that would be nice is some OPM science defs. Link to comment Share on other sites More sharing options...
EdusacconBR Posted October 16, 2015 Share Posted October 16, 2015 Nils, i was going to launch decoupler size 3, both airlocks and fuel cell container at the same time and my computer blue screened XD- - - Updated - - -Updoot:Its not end-airlock fault Link to comment Share on other sites More sharing options...
theJesuit Posted October 16, 2015 Share Posted October 16, 2015 Nils, i was going to launch decoupler size 3, both airlocks and fuel cell container at the same time and my computer blue screened XD- - - Updated - - -Updoot:Its not end-airlock faultBlue Screen!The Kraken is evolving! Link to comment Share on other sites More sharing options...
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