Gumby1973 Posted May 8, 2017 Share Posted May 8, 2017 Is it difficult to get part scrapping to work in orbit, and recover equipment? I can scrap parts, but I can't seem to recover equipment from the scrapped parts. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 8, 2017 Author Share Posted May 8, 2017 1 hour ago, Gumby1973 said: Is it difficult to get part scrapping to work in orbit, and recover equipment? I can scrap parts, but I can't seem to recover equipment from the scrapped parts. I think you have to be landed, but I don't recall. Quote Link to comment Share on other sites More sharing options...
Gumby1973 Posted May 8, 2017 Share Posted May 8, 2017 10 hours ago, Angel-125 said: I think you have to be landed, but I don't recall. Could you change it, so that it works in orbit? Or is there some fundamental problem with KIS/KAS and/or Pathfinder that prevents it? Seems kind of silly for me to laboriously take my "junk" to a scrapyard on Minmus, so I can convert them to equipment, I guess my Kerbals need some amount of gravity and not have to deal with parts floating away to do that. I haven't tried the "woodchipper" in Extraplanetary Launchpads yet, I'm a little worried I'm going to lose some Kerbals in the chipper. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 8, 2017 Author Share Posted May 8, 2017 12 minutes ago, Gumby1973 said: Could you change it, so that it works in orbit? Or is there some fundamental problem with KIS/KAS and/or Pathfinder that prevents it? Seems kind of silly for me to laboriously take my "junk" to a scrapyard on Minmus, so I can convert them to equipment, I guess my Kerbals need some amount of gravity and not have to deal with parts floating away to do that. I haven't tried the "woodchipper" in Extraplanetary Launchpads yet, I'm a little worried I'm going to lose some Kerbals in the chipper. I'll have to check to see if that's possible. The part scrapper needs further refinement anyway, you can scrap kerbals, and that's definitely not the intent. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 9, 2017 Author Share Posted May 9, 2017 21 hours ago, Gumby1973 said: Could you change it, so that it works in orbit? Or is there some fundamental problem with KIS/KAS and/or Pathfinder that prevents it? Seems kind of silly for me to laboriously take my "junk" to a scrapyard on Minmus, so I can convert them to equipment, I guess my Kerbals need some amount of gravity and not have to deal with parts floating away to do that. I haven't tried the "woodchipper" in Extraplanetary Launchpads yet, I'm a little worried I'm going to lose some Kerbals in the chipper. Ok, looks like I did set up the part scrapping to handle distribution while in orbit, but there's a bug. I should have that fixed by the next update. Quote Link to comment Share on other sites More sharing options...
123nick Posted May 10, 2017 Share Posted May 10, 2017 a lot of the habitats dont have any "extra time" or habitation months , which isnt optimal for having long lasting "Habitation" when using USI-LS, see here: without those 3 ppd-10s, the total habitation drops remarkably from like, 10 1 year and 286 days for a crew of 20, or 16 years and 130 days for a crew of 2, too a very low ammount: (top number is with 2 crew, bottom with 20 crew) so it would be nice if the habitation modules gave some "extra time" as well , Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 10, 2017 Author Share Posted May 10, 2017 20 minutes ago, 123nick said: a lot of the habitats dont have any "extra time" or habitation months , which isnt optimal for having long lasting "Habitation" when using USI-LS, see here: without those 3 ppd-10s, the total habitation drops remarkably from like, 10 1 year and 286 days for a crew of 20, or 16 years and 130 days for a crew of 2, too a very low ammount: (top number is with 2 crew, bottom with 20 crew) so it would be nice if the habitation modules gave some "extra time" as well , Simple answer is that I don't use USI-LS, and since nobody is willing to step up and rebalance the parts in my mods, the ModuleManager config files are inaccurate and out of date. I would remove them entirely, but people would complain bitterly. I already know the argument that it's so easy to balance the parts for USI-LS, but I'm also a firm believer that if you want something bad enough you'll put in the work. The apathy of people shows me that people don't want balanced parts bad enough. Hence the issues you are seeing. Quote Link to comment Share on other sites More sharing options...
123nick Posted May 10, 2017 Share Posted May 10, 2017 14 hours ago, Angel-125 said: Simple answer is that I don't use USI-LS, and since nobody is willing to step up and rebalance the parts in my mods, the ModuleManager config files are inaccurate and out of date. I would remove them entirely, but people would complain bitterly. I already know the argument that it's so easy to balance the parts for USI-LS, but I'm also a firm believer that if you want something bad enough you'll put in the work. The apathy of people shows me that people don't want balanced parts bad enough. Hence the issues you are seeing. well, if i made some vaguely balanced MM patches, assuming i could, and i sent em too you, would you use em? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 10, 2017 Author Share Posted May 10, 2017 2 hours ago, 123nick said: well, if i made some vaguely balanced MM patches, assuming i could, and i sent em too you, would you use em? Sure, just send me a pull request and I'll include them in the project. Quote Link to comment Share on other sites More sharing options...
Nathangun Posted May 12, 2017 Share Posted May 12, 2017 On 2/19/2017 at 4:42 PM, schrema said: @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! Interesting, are you using real fuels-Realism overhaul with RSS? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 14, 2017 Author Share Posted May 14, 2017 Pathfinder 1.8.8 is now available: - Fixed Crash To Desktop issues experienced at startup that are associated with Kerbal Actuators. - Revised Kerbal Actuators GUI. - You can now scrap parts and distribute the resources while in orbit. - You can no longer scrap kerbals. That's just mean. - Fixed NRE issues with the JetWing. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted May 14, 2017 Share Posted May 14, 2017 Curious: Is there a way to make the Spyglass module count as a Cupola (a lot of surface base contracts request one) without making it a command pod as well? Or would it make sense to turn it into one, since it's the overseer's position? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 15, 2017 Author Share Posted May 15, 2017 17 hours ago, Krakatoa said: Curious: Is there a way to make the Spyglass module count as a Cupola (a lot of surface base contracts request one) without making it a command pod as well? Or would it make sense to turn it into one, since it's the overseer's position? In what context? Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted May 15, 2017 Share Posted May 15, 2017 24 minutes ago, Angel-125 said: In what context? Right now, it basically serves as a utility room that is cool to look out of. I think in stock that only the named Cupola command pod counts as a cupola, and beyond that, only Planetary Base Systems has another cupola amongst the mods I have. Which means that when I have a contract asking for a space station or a surface base to include a cupola, I'm locked into one of those two pieces. I currently have a contract to build a surface base with several Pathfinder pieces but it has to include a cupola. With the Spyglass module having a cupola window style, I thought it would be fitting for it to get the marker for the game to see it as a cupola, allowing me to set the whole base up with Pathfinder and meet the contract requirements without planning an unwieldy wing just to strap a 2.5 cupola command pod to. I'm just unsure what would be involved in doing so, like would the spyglass need an almost complete overwrite to become a command pod and a cupola? Or can parts that aren't command pods count? Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 15, 2017 Share Posted May 15, 2017 31 minutes ago, Krakatoa said: Right now, it basically serves as a utility room that is cool to look out of. I think in stock that only the named Cupola command pod counts as a cupola, and beyond that, only Planetary Base Systems has another cupola amongst the mods I have. Which means that when I have a contract asking for a space station or a surface base to include a cupola, I'm locked into one of those two pieces. I currently have a contract to build a surface base with several Pathfinder pieces but it has to include a cupola. With the Spyglass module having a cupola window style, I thought it would be fitting for it to get the marker for the game to see it as a cupola, allowing me to set the whole base up with Pathfinder and meet the contract requirements without planning an unwieldy wing just to strap a 2.5 cupola command pod to. I'm just unsure what would be involved in doing so, like would the spyglass need an almost complete overwrite to become a command pod and a cupola? Or can parts that aren't command pods count? That's controlled by the contract's config file - each contract specifies which parts are allowed. This should be possible with just an MM config file - here's a slightly modified version of Planetary Base Systems's that should work: @Contracts { @Base { @PART_REQUEST:HAS[#Part[cupola]] { Part = WBI_Spyglass } @CREW_REQUEST[#Part[cupola]] { Part = WBI_Spyglass } } @Station { @PART_REQUEST:HAS[#Part[cupola]] { Part = WBI_Spyglass } @CREW_REQUEST[#Part[cupola]] { Part = WBI_Spyglass } } } Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted May 15, 2017 Share Posted May 15, 2017 Just now, DStaal said: That's controlled by the contract's config file - each contract specifies which parts are allowed. This should be possible with just an MM config file - here's a slightly modified version of Planetary Base Systems's that should work: @Contracts { @Base { @PART_REQUEST:HAS[#Part[cupola]] { Part = WBI_Spyglass } @CREW_REQUEST[#Part[cupola]] { Part = WBI_Spyglass } } @Station { @PART_REQUEST:HAS[#Part[cupola]] { Part = WBI_Spyglass } @CREW_REQUEST[#Part[cupola]] { Part = WBI_Spyglass } } } Oh, cool, thanks. That's an easier solution than I figured. Do I just copy/paste into a blank text file and save it in the mod folder? Or would it serve better in a separate folder so it doesn't get deleted when I'm updating? Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 15, 2017 Share Posted May 15, 2017 11 minutes ago, Krakatoa said: Oh, cool, thanks. That's an easier solution than I figured. Do I just copy/paste into a blank text file and save it in the mod folder? Or would it serve better in a separate folder so it doesn't get deleted when I'm updating? Yep. I personally use a dedicated folder for these types of patches, but you can put them anywhere. Ideally of course Angel-125 will get a chance to include it in the main mod someplace - though for that, I'd want to go through and consider all the basic contracts, and which parts from this should apply to them, not just this one contract. You could do a PR to help out. (I don't know much about contracts, and I don't really have the time at the moment.) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 15, 2017 Author Share Posted May 15, 2017 12 minutes ago, DStaal said: Yep. I personally use a dedicated folder for these types of patches, but you can put them anywhere. Ideally of course Angel-125 will get a chance to include it in the main mod someplace - though for that, I'd want to go through and consider all the basic contracts, and which parts from this should apply to them, not just this one contract. You could do a PR to help out. (I don't know much about contracts, and I don't really have the time at the moment.) I think I added a MM_Contracts file in Pathfinder. If so, it would be good to add that path to the file. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted May 15, 2017 Share Posted May 15, 2017 3 hours ago, Angel-125 said: I think I added a MM_Contracts file in Pathfinder. If so, it would be good to add that path to the file. Now that I know what I'm looking for, it turns out it's already in the MM_Contracts config, first thing in the file. *hangs head in shame* Only thing it doesn't have is the Crew_Request part of the code. May be nice to add it as a small option for Station contracts, too, with the second part of DStaal's code. I'm going to make an account on Git and try to make a PR, though I'm worried I'll break something. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted May 15, 2017 Share Posted May 15, 2017 Alright, literally my first time actually adding more than a single word to a stretch of C#, but I've submitted the PR. Changes added at the bottom and I think I closed all the parentheses. Quote Link to comment Share on other sites More sharing options...
Avery616 Posted May 20, 2017 Share Posted May 20, 2017 So i have plans to settle the mun. The current idea for the modules i would use would be the KPBS (Kerbal planetary base systems) Would these 2 settlement systems be compatible? Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 20, 2017 Share Posted May 20, 2017 33 minutes ago, Avery616 said: So i have plans to settle the mun. The current idea for the modules i would use would be the KPBS (Kerbal planetary base systems) Would these 2 settlement systems be compatible? Yep. Pathfinder even ships a whole set of configs that integrate Pathfinder functions into KPBS parts. Quote Link to comment Share on other sites More sharing options...
Starslinger999 Posted May 27, 2017 Share Posted May 27, 2017 What does the K-Pad do? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 28, 2017 Author Share Posted May 28, 2017 On 5/27/2017 at 7:21 AM, Starslinger999 said: What does the K-Pad do? It's a small KIS item for looking at screenshots. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 28, 2017 Author Share Posted May 28, 2017 (edited) Pathfinder 1.9.0 is now available: - Recompiled plugin for KSP 1.3. - You can now convert Equipment into MaterialKits in the Blacksmith and Clockworks. - Reduced the price of the economy-breaking Aurum resource. - Updated Snacks support. Edited May 29, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
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