Sudragon Posted February 7, 2017 Share Posted February 7, 2017 (edited) 4 hours ago, Angel-125 said: That's an interesting idea... It might work, you'd have to connect to something like the trailer hitch, or a small underside docking port, but maybe it'll do the job. A docking node connected to a regular node in the VAB will decouple from it without issues. I don't know if this works with KAS. Give me an hour. Edit: Went with: It can be fiddly, but i managed to get a working rover out of a box of parts. A scene change (quicksave-quickload) is necessary to activate the docking port. Edited February 7, 2017 by Sudragon Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 7, 2017 Share Posted February 7, 2017 18 hours ago, Bombaatu said: Ok - the port on the saddle will connect to an SEP power conduit. However, the experiment did not recognize that it was connected to an SEP Central Station when I had a scientist try to calibrate it. Nor did the "Run All Experiments" button show in the right-click dialog for the Ponderosa. Maybe @CobaltWolf has some insights... ? I have no idea, ask @DMagic. He programmed it all. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted February 7, 2017 Share Posted February 7, 2017 16 minutes ago, CobaltWolf said: I have no idea, ask @DMagic. He programmed it all. Ah - thanks. We figured it out, though. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 7, 2017 Share Posted February 7, 2017 43 minutes ago, Bombaatu said: Ah - thanks. We figured it out, though. oh, whoops. reminds me though, I really should make it so the experiments can only be attached to the ground... Quote Link to comment Share on other sites More sharing options...
Lord_Potato Posted February 8, 2017 Share Posted February 8, 2017 Do you know if MKS's kerbal classes work with your parts? I've done a bit of testing with the geology lab, but i haven't gone far in my career save, so I can't be certain. Also, did you change the number of pipe ports on some of the parts in this pack and Buffalo? I seem to recall there being more. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 8, 2017 Author Share Posted February 8, 2017 12 minutes ago, Lord_Potato said: Do you know if MKS's kerbal classes work with your parts? I've done a bit of testing with the geology lab, but i haven't gone far in my career save, so I can't be certain. Also, did you change the number of pipe ports on some of the parts in this pack and Buffalo? I seem to recall there being more. There is minimal compatibility between Pathfinder and MKS, including adding MKS's resource distribution to Pathfinder parts, support for USI-LS (which is likely out of date), and requiring MaterialKits instead of Equipment. Beyond that, I don't provide any more support. I don't know anything about "MKS's kerbal classes," but Pathfinder's converters and drills all use skills instead of traits, just like the stock ISRU and drills do. So if these classes have the ConverterSkill or ScienceSkill- used by the stock Engineer and Scientist, respectively- then you should be ok. You're correct, there used to be more pipe ports on several parts. After consulting with IgorZ, having multiple pipe connections on a single part is unsupported and led to strange behavior. As a result I removed the extra pipe connectors, but kept some hooks in place so that I could add more attachment nodes if needed. Quote Link to comment Share on other sites More sharing options...
Lord_Potato Posted February 10, 2017 Share Posted February 10, 2017 Alright, I'll just modify the configs myself then. Thanks for the info. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted February 10, 2017 Share Posted February 10, 2017 (edited) There appears to be an issue with a Pathfinder science definition that is preventing KEI from functioning after Advanced Construction is unlocked. Here is the error from the log: Quote [WRN 22:27:54.635] [R&D]: No Experiment definition found with id WBIGeoScienceExperiment [EXC 22:27:54.640] NullReferenceException: Object reference not set to an instance of an object KEI.KEI.<GainScience>b__22_0 (.ScienceExperiment x) System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[ScienceExperiment].MoveNext () KEI.KEI.GainScience (System.Collections.Generic.List`1 experiments, Boolean analyze) KEI.KEI.ShowMainWindow () KSP.UI.Screens.ApplicationLauncherButton.OnTrue (UnityEngine.EventSystems.PointerEventData data, CallType callType) UnityEngine.Events.InvokableCall`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData arg0, CallType arg1) KSP.UI.UIRadioButton.SetState (State state, CallType callType, UnityEngine.EventSystems.PointerEventData data, Boolean popButtonsInGroup) KSP.UI.UIRadioButton.ToggleState (CallType callType, UnityEngine.EventSystems.PointerEventData data) KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() Edited February 10, 2017 by Bombaatu Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 10, 2017 Author Share Posted February 10, 2017 26 minutes ago, Bombaatu said: There appears to be an issue with a Pathfinder science definition that is preventing KEI from functioning after Advanced Construction is unlocked. Here is the error from the log: I recently changed some things in Pathfinder to use the experiment system I built for MOLE; not sure which part uses that definition. Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted February 11, 2017 Share Posted February 11, 2017 (edited) Hi Angel. It looks like it is impossible to change the Hacienda to be a Cropworks these days. It is wanting to use the Soil resource, but that is missing from the CRP. In the log, I see this immediately after the template for the Cropworks, when I try to reconfigure a Hacienda: Spoiler [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityFactor: 1 [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Clearing resource list, should keep: Snacks [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Resources cleared [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: template resource count: 7 [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityModifier: 1 [LOG 00:09:04.425] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Fertilizer [LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Water [WRN 00:09:04.426] Could not create PartResource of type 'Soil [LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: RedecorateModule encountered an ERROR: System.NullReferenceException: Object reference not set to an instance of an object at WildBlueIndustries.WBIResourceSwitcher.loadResourcesFromTemplate (.ConfigNode nodeTemplate) [0x00000] in <filename unknown>:0 at WildBlueIndustries.WBIResourceSwitcher.RedecorateModule (Boolean loadTemplateResources) [0x00000] in <filename unknown>:0 CRP no longer has Soil, neither in the original mod, or your bundled one. RD got rid of it in favour of Dirt, IIRC. Pathfinder 1.5.1, KSP 1.2.2, USILS (not Snacks) Edited February 11, 2017 by Bluebottle Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 11, 2017 Author Share Posted February 11, 2017 12 hours ago, Bluebottle said: Hi Angel. It looks like it is impossible to change the Hacienda to be a Cropworks these days. It is wanting to use the Soil resource, but that is missing from the CRP. In the log, I see this immediately after the template for the Cropworks, when I try to reconfigure a Hacienda: Reveal hidden contents [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityFactor: 1 [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Clearing resource list, should keep: Snacks [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Resources cleared [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: template resource count: 7 [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityModifier: 1 [LOG 00:09:04.425] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Fertilizer [LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Water [WRN 00:09:04.426] Could not create PartResource of type 'Soil [LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: RedecorateModule encountered an ERROR: System.NullReferenceException: Object reference not set to an instance of an object at WildBlueIndustries.WBIResourceSwitcher.loadResourcesFromTemplate (.ConfigNode nodeTemplate) [0x00000] in <filename unknown>:0 at WildBlueIndustries.WBIResourceSwitcher.RedecorateModule (Boolean loadTemplateResources) [0x00000] in <filename unknown>:0 CRP no longer has Soil, neither in the original mod, or your bundled one. RD got rid of it in favour of Dirt, IIRC. Pathfinder 1.5.1, KSP 1.2.2, USILS (not Snacks) Ok, I'll take a look. I think I know what it is. Quote Link to comment Share on other sites More sharing options...
bmaltby Posted February 12, 2017 Share Posted February 12, 2017 First, thanks for the hard work you do to make this and your other great mods. I've just started playing around with them and I really appreciate the attention to detail and innovative ideas. On to the less smiley part of the post: I downloaded the pathfinder starter base craft from the wiki and found that it wouldn't load in the VAB or SPH due to locked or invalid parts. It turns out that the newest version of the Buffalo mod has changed the name of the trailer hitch from WBI.TrailerHitch to WBI.TrailerHitch2. A simple change to the craft file resolved the problem. Below is the diff (technically fc) output: Comparing files PathfinderStarterBase.craft and PATHFINDERSTARTERBASE.CRAFT.BROKEN ***** PathfinderStarterBase.craft 1785: link = WBI.Flatbed1uStd_4294287864 1786: link = WBI.TrailerHitch2_4294275550 1787: link = WBI.OmniWheel_4294222292 ***** PATHFINDERSTARTERBASE.CRAFT.BROKEN 1785: link = WBI.Flatbed1uStd_4294287864 1786: link = WBI.TrailerHitch_4294275550 1787: link = WBI.OmniWheel_4294222292 ***** ***** PathfinderStarterBase.craft 1791: attN = top,WBI.Flatbed1uStd_4294287864 1792: attN = back,WBI.TrailerHitch2_4294275550 1793: attN = front,WBI.Chassis2u_4294293906 ***** PATHFINDERSTARTERBASE.CRAFT.BROKEN 1791: attN = top,WBI.Flatbed1uStd_4294287864 1792: attN = back,WBI.TrailerHitch_4294275550 1793: attN = front,WBI.Chassis2u_4294293906 ***** ***** PathfinderStarterBase.craft 2672: { 2673: part = WBI.TrailerHitch2_4294275550 2674: partName = Part ***** PATHFINDERSTARTERBASE.CRAFT.BROKEN 2672: { 2673: part = WBI.TrailerHitch_4294275550 2674: partName = Part ***** Thanks again for all your hard work! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 12, 2017 Author Share Posted February 12, 2017 (edited) 8 minutes ago, bmaltby said: First, thanks for the hard work you do to make this and your other great mods. I've just started playing around with them and I really appreciate the attention to detail and innovative ideas. On to the less smiley part of the post: I downloaded the pathfinder starter base craft from the wiki and found that it wouldn't load in the VAB or SPH due to locked or invalid parts. It turns out that the newest version of the Buffalo mod has changed the name of the trailer hitch from WBI.TrailerHitch to WBI.TrailerHitch2. A simple change to the craft file resolved the problem. Below is the diff (technically fc) output: Comparing files PathfinderStarterBase.craft and PATHFINDERSTARTERBASE.CRAFT.BROKEN ***** PathfinderStarterBase.craft 1785: link = WBI.Flatbed1uStd_4294287864 1786: link = WBI.TrailerHitch2_4294275550 1787: link = WBI.OmniWheel_4294222292 ***** PATHFINDERSTARTERBASE.CRAFT.BROKEN 1785: link = WBI.Flatbed1uStd_4294287864 1786: link = WBI.TrailerHitch_4294275550 1787: link = WBI.OmniWheel_4294222292 ***** ***** PathfinderStarterBase.craft 1791: attN = top,WBI.Flatbed1uStd_4294287864 1792: attN = back,WBI.TrailerHitch2_4294275550 1793: attN = front,WBI.Chassis2u_4294293906 ***** PATHFINDERSTARTERBASE.CRAFT.BROKEN 1791: attN = top,WBI.Flatbed1uStd_4294287864 1792: attN = back,WBI.TrailerHitch_4294275550 1793: attN = front,WBI.Chassis2u_4294293906 ***** ***** PathfinderStarterBase.craft 2672: { 2673: part = WBI.TrailerHitch2_4294275550 2674: partName = Part ***** PATHFINDERSTARTERBASE.CRAFT.BROKEN 2672: { 2673: part = WBI.TrailerHitch_4294275550 2674: partName = Part ***** Thanks again for all your hard work! Much appreciated, thanks! I'll update the craft file and re-upload it. The wiki is a bit out of date at this point but I'm knee-deep in DSEV right now. I definitely could use some help on the wiki. Edit: Well, I just figured out a bear of a problem with my ModuleManager code fu, and figured out why the CropWorks was giving out the Snacks version when it should give out the USI-LS version. Now to go find that WBIGeoScienceExperiment... 15 hours ago, Bluebottle said: Hi Angel. It looks like it is impossible to change the Hacienda to be a Cropworks these days. It is wanting to use the Soil resource, but that is missing from the CRP. In the log, I see this immediately after the template for the Cropworks, when I try to reconfigure a Hacienda: Reveal hidden contents [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityFactor: 1 [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Clearing resource list, should keep: Snacks [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Resources cleared [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: template resource count: 7 [LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityModifier: 1 [LOG 00:09:04.425] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Fertilizer [LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Water [WRN 00:09:04.426] Could not create PartResource of type 'Soil [LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: RedecorateModule encountered an ERROR: System.NullReferenceException: Object reference not set to an instance of an object at WildBlueIndustries.WBIResourceSwitcher.loadResourcesFromTemplate (.ConfigNode nodeTemplate) [0x00000] in <filename unknown>:0 at WildBlueIndustries.WBIResourceSwitcher.RedecorateModule (Boolean loadTemplateResources) [0x00000] in <filename unknown>:0 CRP no longer has Soil, neither in the original mod, or your bundled one. RD got rid of it in favour of Dirt, IIRC. Pathfinder 1.5.1, KSP 1.2.2, USILS (not Snacks) Fixed in next release. Edited February 12, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 12, 2017 Author Share Posted February 12, 2017 Sweet. The WBIGeoScienceExperiment is an easy one: the experiment definition is missing. I fix that, and @Bombaatu and @TheReadPanda should be able to run the multi-biome experiment again. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 13, 2017 Author Share Posted February 13, 2017 (edited) Pathfinder 1.6.0 is now available: New Parts - SCP Adapter: Use this to adapt standard crew ports (like the Mineshaft) to 1.25m parts. Thanks for the suggestion, @JustJim! - AKI Power Strip: If you have the Surface Experiment Package (SEP) installed, then you can tack one of these power strips onto the sides of your modules or along the base of the Saddle and gain extra AKI plugs. WheelJack - The top node of the WheelJack now serves as a docking port. Simply bolt the WheelJack to the ground and attach a stock Clamp-O-Tron Jr to the top (in KIS, cycle through the nodes until you select the "top" node). Then, attach a chassis or other part to the docking port, and continue your rover assembly. When finished, do a quicksave and reload, and finally, decouple the Clamp-O-Tron Jr. Thanks for the investigations, @Sudragon! Ponderosa Inflatable Habitat Module - Added a probe core for automated vessel control (both Switchbacks already have them). Pathfinder Geology Lab - The Pathfinder Geology lab can now serve as a SEP Central Station. Thanks for the config file, @Bombaatu! Saddle, Gaslight, Telegraph, & Sombrero - Added additional attachment nodes to make it easier to attach things like KAS ports and AKI plugs. - Adjusted ground attachment nodes to help reduce the chance of parts exploding when bolted to the ground. KIS Attachment - To help with base assembly and correctly orienting inflatable modules, simply press "R" to cycle through the attachment nodes, and find the "KISMount" node. Use "KISMount" when attaching inflatable modules to your base. Bug Fixes - Fixed an issue where CropWorks was using the Snacks version of the CropWorks when USI-LS was installed. Ditto for the Prairie. - Updated Buffalo ASET cockpit to use ASET 1.4: https://spacedock.info/mod/1204/ASET Props - Fixed seating in the Doc Science Lab to prevent kerbals from poking through the seats. - Fixed starter craft file so that it loads properly. Thanks @bmaltby! - Wired up the Switchback and Switchback2 for KerbNet. - Fixed an issue where the Buffalo's multi-biome experiment wasn't working. - WBT update Edited February 13, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Lord_Potato Posted February 14, 2017 Share Posted February 14, 2017 3 hours ago, Angel-125 said: Pathfinder 1.6.0 is now available: snip I think you put the Part:NEEDS[SEPScience] in the wrong config. It's in the Casa one, which made it disappear and killed one of my bases :(. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 14, 2017 Author Share Posted February 14, 2017 16 minutes ago, Lord_Potato said: I think you put the Part:NEEDS[SEPScience] in the wrong config. It's in the Casa one, which made it disappear and killed one of my bases :(. Fixed. Use the same link as before. Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted February 14, 2017 Share Posted February 14, 2017 8 hours ago, Angel-125 said: - Fixed an issue where CropWorks was using the Snacks version of the CropWorks when USI-LS was installed. Ditto for the Prairie. heh, so I have no idea where I got my Soil vs Dirt story from then. I was sure I'd seen Soil somewhere, many moons ago, despite never installing Snacks... Quote Link to comment Share on other sites More sharing options...
drhay53 Posted February 17, 2017 Share Posted February 17, 2017 (edited) The contract pack: field research contracts are giving me biome-specific, landed/splashed at kerbin contracts that include a 'biome research' experiment. I think that experiment is coming from one of your mods (I have pathfinder and MOLE installed), but I've looked through every science part I have unlocked and I can't find a science experiment by that name. I also did a search on my gamedata folder and this thread, but can't figure out what experiment this is supposed to be. I'm about halfway through the 160 science tier of the community tech tree. Edit: It looks like "Take Core Sample" in the Buffalo Crew Cabin returns a "Biome Research". Edited February 17, 2017 by drhay53 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 18, 2017 Author Share Posted February 18, 2017 18 hours ago, drhay53 said: The contract pack: field research contracts are giving me biome-specific, landed/splashed at kerbin contracts that include a 'biome research' experiment. I think that experiment is coming from one of your mods (I have pathfinder and MOLE installed), but I've looked through every science part I have unlocked and I can't find a science experiment by that name. I also did a search on my gamedata folder and this thread, but can't figure out what experiment this is supposed to be. I'm about halfway through the 160 science tier of the community tech tree. Edit: It looks like "Take Core Sample" in the Buffalo Crew Cabin returns a "Biome Research". Yup, that's the one. Quote Link to comment Share on other sites More sharing options...
schrema Posted February 19, 2017 Share Posted February 19, 2017 @Bombaatu, @ThRodrigues Here some workaround configs I made for Kerbalism: MM_Kerbalism_000WildBlueTools.cfg --> for 24h Day @STORAGE_TEMPLATE[Water]:FINAL { @RESOURCE[Water] { @amount = 6000 @maxAmount = 6000 } } @STORAGE_TEMPLATE[Food]:FINAL { @RESOURCE[Food] { @amount = 21350.1 @maxAmount = 21350.1 } } @STORAGE_TEMPLATE[Oxygen]:FINAL { @RESOURCE[Oxygen] { @amount = 4255319.16 @maxAmount = 4255319.16 } } STORAGE_TEMPLATE { name = Nitrogen author = Angel-125 shortName = Nitrogen logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow description = This kit stores Nitrogen. RESOURCE { name = Nitrogen amount = 4796163.06 maxAmount = 4796163.06 } } STORAGE_TEMPLATE { name = FoodWaterOxygen author = Angel-125 shortName = Food, Water & Oxygen logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow description = This kit stores Food, Water & Oxygen. RESOURCE { name = Food amount = 5000.22 maxAmount = 5000.22 } RESOURCE { name = Water amount = 1923.78 maxAmount = 1923.78 } RESOURCE { name = Oxygen amount = 1894312.38 maxAmount = 1894312.38 } } STORAGE_TEMPLATE { name = Supplies author = Angel-125 shortName = Supplies logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow description = This kit stores Supplies. RESOURCE { name = Food amount = 4414.86 maxAmount = 4414.86 } RESOURCE { name = Water amount = 1698.54 maxAmount = 1698.54 } RESOURCE { name = Oxygen amount = 1672536.06 maxAmount = 1672536.06 } RESOURCE { name = Nitrogen amount = 561509.94 maxAmount = 561509.94 } } STORAGE_TEMPLATE { name = Waste author = Angel-125 shortName = Waste logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow description = This kit stores Waste. RESOURCE { name = Waste amount = 5000.22 maxAmount = 5000.22 } RESOURCE { name = WasteWater amount = 1923.78 maxAmount = 1923.78 } RESOURCE { name = CarbonDioxide amount = 1894312.38 maxAmount = 1894312.38 } } MM_Kerbalism_Atmo.cfg --> Jetwing uses same resource as Kerbalism @RESOURCE_DEFINITION[#name[Atmosphere]]:HAS[#density[0.005]]:FINAL { @name = AtmosphereDrift } @PLANETARY_RESOURCE[#ResourceName[Atmosphere]]:HAS[#ResourceType[2]]:FINAL { @ResourceName = AtmosphereDrift } !PART[WBI_JetWing,WBI_MicroJetEngine] {} MM_Kerbalism_Buffalo.cfg: @PART[WBI_CrewCab,WBI_BuffaloCab,WBI_BuffaloAirlock,WBI_ShortPassengerCab,WBI_LongPassengerCab]:FINAL { !MODULE[Entertainment] {} MODULE { name = Comfort bonus = panorama desc = The windows are offer great views. My Squad, it's full of stars! } !RESOURCE[Food] {} !RESOURCE[Oxygen] {} !RESOURCE[Shielding] {} } MM_Kerbalism_Pathfinder.cfg --> The inflatation was a little bit complicated. Kerbalism and WBI have their own trigger MODULE for it. I used only the WBI one and set the Habitat state to disabled by default. Inflate first, enable habitat after! // Crew Parts @PART[WBI_HomesteadMk2]:FINAL { %MODULE[Habitat] { %name = Habitat %volume = 103.86 %surface = 120.95 //%inflate = Deploy %state = disabled } @MODULE[WBIMultipurposeLab] { // capacityFactor = 1.0 // templateNodes = PATH_HABITATION;PATH_SCIENCE;PATH_INDUSTRY;ROCKHOUND //!isInflatable = False //!animationName = delete //!startEventGUIName = delete //!endEventGUIName = delete //!inflatedCrewCapacity = delete @name = WBIMultipurposeHab %resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE } !MODULE[Entertainment] {} MODULE { name = Comfort bonus = exercise desc = Working in a sweatshop distracts kerbals from getting homesick. } !RESOURCE[Food] {} !RESOURCE[Oxygen] {} !RESOURCE[Shielding] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {} MODULE { name = Emitter radiation = -0.0000025 // -0.010 rad/h toggle = true ec_rate = 7.5 active = e10 } } // Crew Parts @PART[WBI_MCM]:FINAL { %MODULE[Habitat] { %name = Habitat %volume = 12.44 %surface = 20.73 } @MODULE[WBIMultipurposeHab] { // capacityFactor = 0.25 // templateNodes = PATH_HABITATION %resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE } !MODULE[Entertainment] {} MODULE { name = Comfort bonus = exercise desc = Lab experiments keep kerbals busy. } !RESOURCE[Food] {} !RESOURCE[Oxygen] {} !RESOURCE[Shielding] {} } @PART[WBI_Ponderosa]:FINAL { %MODULE[Habitat] { %name = Habitat %volume = 18.2 %surface = 25.32 //%inflate = Deploy %state = disabled } @MODULE[WBIMultipurposeHab] { // capacityFactor = 1.0 // templateNodes = PATH_HABITATION //!isInflatable = False //!animationName = delete //!startEventGUIName = delete //!endEventGUIName = delete //!inflatedCrewCapacity = delete //%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE %resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE //Shielding;Atmosphere;WasteAtmosphere } !RESOURCE[Food] {} !RESOURCE[Oxygen] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {} MODULE { name = Emitter radiation = -0.0000025 // -0.010 rad/h toggle = true ec_rate = 7.5 active = e10 } } @PART[WBI_DocSciLab]:FINAL { !MODULE[WBIEfficiencyMonitor] {} %MODULE[Habitat] { %name = Habitat %volume = 16.44 %surface = 32.45 //%inflate = Deploy %state = disabled } @MODULE[WBIMultipurposeLab] { // capacityFactor = 1.0 // templateNodes = PATH_SCIENCE @name = WBIMultipurposeHab //!isInflatable = False //!animationName = delete //!startEventGUIName = delete //!endEventGUIName = delete //!inflatedCrewCapacity = delete //%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE %resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE //Shielding;Atmosphere;WasteAtmosphere } !MODULE[Entertainment] {} MODULE { name = Comfort bonus = exercise desc = Lab experiments create inquiring minds that want to know. } !RESOURCE[Food] {} !RESOURCE[Oxygen] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {} MODULE { name = Emitter radiation = -0.0000025 // -0.010 rad/h toggle = true ec_rate = 7.5 active = e10 } } @PATH_SCIENCE[*]:FINAL { RESOURCE { name = Shielding amount = 0 maxAmount = 32.45 } RESOURCE { name = Atmosphere amount = 0 maxAmount = 16.44 } RESOURCE { name = WasteAtmosphere amount = 0 maxAmount = 16.44 } } @PART[WBI_Ponderosa2]:FINAL { %MODULE[Habitat] { %name = Habitat %volume = 18.2 %surface = 25.32 //%inflate = Deploy %state = disabled } @MODULE[WBIMultipurposeHab] { // capacityFactor = 1.0 // templateNodes = PATH_HABITATION //!isInflatable = False //!animationName = delete //!startEventGUIName = delete //!endEventGUIName = delete //!inflatedCrewCapacity = delete //%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE %resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE //Shielding;Atmosphere;WasteAtmosphere } !RESOURCE[Food] {} !RESOURCE[Oxygen] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {} MODULE { name = Emitter radiation = -0.0000025 // -0.010 rad/h toggle = true ec_rate = 7.5 active = e10 } } @PATH_HABITATION[*]:FINAL { RESOURCE { name = Shielding amount = 0 maxAmount = 25.32 } RESOURCE { name = Atmosphere amount = 0 maxAmount = 18.2 } RESOURCE { name = WasteAtmosphere amount = 0 maxAmount = 18.2 } } @PART[WBI_Chuckwagon]:FINAL { @CrewCapacity = 0 !MODULE[Habitat] {} @MODULE[WBIMultipurposeStorage] { // capacityFactor = 3 // templateNodes = GREENHOUSE;STORAGE_TEMPLATE //!isInflatable = False //!animationName = delete //!startEventGUIName = delete //!endEventGUIName = delete //!inflatedCrewCapacity = delete @flightAnimationOnly = False //%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE %resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE //Shielding;Atmosphere;WasteAtmosphere } } @PART[WBI_Hacienda]:FINAL { %MODULE[Habitat] { %name = Habitat %volume = 34.65 %surface = 43.27 //%inflate = Deploy %state = disabled } @MODULE[WBIMultipurposeHab] { // capacityFactor = 1.0 // templateNodes = PATH_INDUSTRY;HOTSPRINGS //!isInflatable = False //!animationName = delete //!startEventGUIName = delete //!endEventGUIName = delete //!inflatedCrewCapacity = delete //%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE %resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE //Shielding;Atmosphere;WasteAtmosphere } !MODULE[Entertainment] {} MODULE { name = Comfort bonus = exercise desc = Working in a sweatshop distracts kerbals from getting homesick. } !RESOURCE[Food] {} !RESOURCE[Oxygen] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {} MODULE { name = Emitter radiation = -0.0000025 // -0.010 rad/h toggle = true ec_rate = 7.5 active = e10 } } @PATH_INDUSTRY[*]:FINAL { RESOURCE { name = Shielding amount = 0 maxAmount = 43.27 } RESOURCE { name = Atmosphere amount = 0 maxAmount = 34.65 } RESOURCE { name = WasteAtmosphere amount = 0 maxAmount = 34.65 } } !RESOURCE_DEFINITION[#name[PlasmaShielding]] {} @Rule[#name[Radiation]]:FINAL { !resource_name = delete !rate = delete } @PATH_HABITATION[PonderosaHab]:FINAL { !MODULE[Entertainment] {} MODULE { name = Comfort bonus = exercise desc = The Ponderosa has a full entertainment suite to distract your kerbals form the fact that thay're very, very far from home. } } @PATH_INDUSTRY[Ironworks]:FINAL { MODULE { name = ModuleResourceConverter ConverterName = Ore->Shielding StartActionName = Start Ore Shielding StopActionName = Stop Ore Shielding AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 3.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } OUTPUT_RESOURCE { ResourceName = Shielding Ratio = 0.1 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = Dirt->Shielding StartActionName = Start Dirt Shielding StopActionName = Stop Dirt Shielding AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Dirt Ratio = 30 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 15 } OUTPUT_RESOURCE { ResourceName = Shielding Ratio = 0.1 DumpExcess = false } } } @PATH_SCIENCE[DocScience]:FINAL { !MODULE[WBISciLabOpsView] {} !MODULE[WBIDataTransferUtility] {} } // @PATH_HABITATION[Pigpen]:FINAL {} //Fertilizer // @PATH_HABITATION[Prairie]:FINAL //Greenhouse // @PATH_HABITATION[CropWorks]:FINAL //Greenhouse // @PATH_HABITATION[Watney]:FINAL //Organics MM_Kerbalism_MOLE.cfg: // Crew Parts @PART[WBI_BOW]:FINAL { @MODULE[WBIMultipurposeLab] { // -inflatedCrewCapacity = delete @name = WBIMultipurposeHab %resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE } !RESOURCE[Food] {} !RESOURCE[Oxygen] {} !RESOURCE[Shielding] {} !MODULE[Entertainment] {} MODULE { name = Comfort bonus = exercise desc = Lab experiments keep kerbals busy. } } @PART[WBI_Mole182]:FINAL { @MODULE[WBIMultipurposeLab] { // -inflatedCrewCapacity = delete @name = WBIMultipurposeHab %resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE } !RESOURCE[Food] {} !RESOURCE[Oxygen] {} !RESOURCE[Shielding] {} !MODULE[Entertainment] {} MODULE { name = Comfort bonus = exercise desc = Lab experiments keep kerbals busy. } } @PART[WBI_Backseat2]:FINAL { @MODULE[WBIConvertibleStorage] { // -inflatedCrewCapacity = delete %resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE } } @PART[WBI_StationHub2]:FINAL { @MODULE[WBIConvertibleStorage] { // -inflatedCrewCapacity = delete %resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE } !RESOURCE[Food] {} !RESOURCE[Oxygen] {} !RESOURCE[Shielding] {} } @PART[WBI_MOH18]:FINAL { @MODULE[WBIMultipurposeHab] { // -inflatedCrewCapacity = delete %resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE } !RESOURCE[Food] {} !RESOURCE[Oxygen] {} !RESOURCE[Shielding] {} !MODULE[Entertainment] {} MODULE { name = Comfort bonus = panorama desc = The windows are offer great views. My Squad, it's full of stars! } } @PART[WBI_MOBL18]:FINAL { @MODULE[WBIMultiConverter] { // -inflatedCrewCapacity = delete %resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE } } @PART[WBI_AirlockModule]:FINAL { !RESOURCE[Shielding] {} } @BACKSEAT[BackseatCrew]:FINAL { !RESOURCE[Food] {} !RESOURCE[Water] {} !RESOURCE[Oxygen] {} RESOURCE { name = Food amount = 31.66806 maxAmount = 31.66806 } RESOURCE { name = Water amount = 12.18394 maxAmount = 12.18394 } RESOURCE { name = Oxygen amount = 11997.31174 maxAmount = 11997.31174 } } @COACH_COMMNET[CommNet]:FINAL { !MODULE[ModuleDataTransmitter] {} MODULE { name = Antenna type = low_gain cost = 0.07 dist = 150000000 rate = 0.7 } MODULE { name = Reliability type = Antenna title = Antenna redundancy = Communication repair = true mtbf = 252288000 // 8y extra_cost = 2.0 extra_mass = 1.0 } } // @MOBL[Greenhouse]:FINAL {} //Greenhouse I did not have time to test it long. Feedback is welcome! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 20, 2017 Author Share Posted February 20, 2017 Pathfinder 1.6.2 is now available: - Wild Blue Tools update (minor bug fixes) Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted February 21, 2017 Share Posted February 21, 2017 On 2/19/2017 at 10:42 AM, schrema said: @Bombaatu, @ThRodrigues Here some workaround configs I made for Kerbalism: Ok, but I don't use Kerbalism. (Thought about it back when it first came out, but am now using Snacks) Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 21, 2017 Share Posted February 21, 2017 (edited) On 1/31/2017 at 6:36 PM, Angel-125 said: - Minor MM patches (thanks @Kerbas_ad_astra! ) You're always welcome, but I've understood it to be better Git etiquette to accept PRs (if they're making changes that you want) rather than duplicate the changes and commit them on your end. Because Git runs on line-by-line comparison, it sees that we've changed the same lines, and thinks there's a conflict that requires manual resolution, which prevents automatic merging when I update my repo from yours, which in turn makes it harder for me to contribute future fixes. Or you could make your mods perfect the first time and not require any fixes from me. Edited February 21, 2017 by Kerbas_ad_astra Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 21, 2017 Share Posted February 21, 2017 Merging PRs on github is quite painless. First, github lets you know whether or not there are any conflicts (no conflicts: the PR can be automatically merged), and then it's just a click of a button. Rather importantly, github allows you to review the changes beforehand, and even gives instructions for doing the merge by hand locally (probably of importance when there are conflicts as you can then clean up the conflicts before finalizing the merge). Also, on top of what @Kerbas_ad_astra said, using git (by hand or via github) to do the merge gives credit to the contributor on github. Quote Link to comment Share on other sites More sharing options...
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