3dprintingnut Posted July 9, 2016 Share Posted July 9, 2016 I sent ya a couple of my ship designs yesterday Hope ya like them Quote Link to comment Share on other sites More sharing options...
gagarinekerman Posted July 9, 2016 Author Share Posted July 9, 2016 (edited) On 07/07/2016 at 9:09 PM, RocketSquid said: I have a problem: I have an ongoing game. Is there any way I can move my ship and crew over to the new save? 1- open the "persistent" of your old save and the one of the new save 2- find your ship in the old save (search the ship name) and copy all the vessel node: example (it's very long): Spoiler VESSEL { pid = d3e4ec8b18ec4194aaf89215c0f2e252 name = broken-Kirk MKI type = Ship sit = ORBITING landed = False landedAt = splashed = False met = 127.860000116518 lct = 1854361.88160221 lastUT = 1854489.76160233 root = 0 lat = 12.7540956167902 lon = 139.648522555123 alt = 29214373.0952847 hgt = -1 nrm = 0.7286099,-0.4709624,-0.497315 rot = -0.3187343,-0.9330578,0.1561646,0.05851655 CoM = 0.005072236,-0.4440043,0.2165893 stg = 0 prst = False ref = 0 ctrl = False cPch = cHdg = cMod = 0 ORBIT { SMA = 31967879.1704843 ECC = 0.0673647503729234 INC = 140.000001178503 LPE = 19.9999375970966 LAN = 265.999997773839 MNA = 0.00133036400991744 EPH = 1854489.76160233 REF = 1 } PART { name = Mark1Cockpit cid = 4293849640 uid = 0 mid = 0 launchID = 0 parent = 0 position = 0,0,0 rotation = 0,0,0,1 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 0 srfN = , -1 attN = bottom, 1 mass = 1.25 temp = 221.56940756898 tempExt = 221.9911526507 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = Mark1Cockpit (broken-Kirk MKI) modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleCommand isEnabled = True controlSrcStatusText = Not Enough Crew (0/1) stagingEnabled = True EVENTS { MakeReference { active = True guiActive = True guiActiveUncommand = False guiIcon = Control From Here guiName = Control From Here category = Control From Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } RenameVessel { active = True guiActive = True guiActiveUncommand = True guiIcon = Rename Vessel guiName = Rename Vessel category = Rename Vessel guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = ModuleReactionWheel isEnabled = True actuatorModeCycle = 0 stateString = Idle stagingEnabled = True WheelState = Active actuatorModeCycle_UIFlight { controlEnabled = True stateNames = Normal, SAS Only, Pilot Only } EVENTS { OnToggle { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Toggle Torque guiName = Toggle Torque category = Toggle Torque guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { Activate { actionGroup = None } Deactivate { actionGroup = None } Toggle { actionGroup = None } } } MODULE { name = ModuleScienceExperiment isEnabled = True Deployed = False Inoperable = False cooldownToGo = 0 stagingEnabled = True EVENTS { DeployExperiment { active = True guiActive = True guiActiveUncommand = False guiIcon = Deploy guiName = Crew Report category = Deploy guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } CollectDataExternalEvent { active = False guiActive = False guiActiveUncommand = False guiIcon = guiName = Take Data category = guiActiveUnfocused = True unfocusedRange = 1.5 externalToEVAOnly = True } ReviewDataEvent { active = False guiActive = True guiActiveUncommand = False guiIcon = Review Data guiName = Review Report category = Review Data guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ResetExperiment { active = False guiActive = True guiActiveUncommand = False guiIcon = Reset guiName = Discard Crew Report category = Reset guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DeployExperimentExternal { active = True guiActive = False guiActiveUncommand = False guiIcon = Deploy guiName = Crew Report category = Deploy guiActiveUnfocused = True unfocusedRange = 1.5 externalToEVAOnly = True } ResetExperimentExternal { active = False guiActive = False guiActiveUncommand = False guiIcon = Reset guiName = Discard Crew Report category = Reset guiActiveUnfocused = True unfocusedRange = 1.5 externalToEVAOnly = True } CleanUpExperimentExternal { active = False guiActive = False guiActiveUncommand = False guiIcon = Restore guiName = Restore category = Restore guiActiveUnfocused = True unfocusedRange = 1.5 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Experiment: Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { DeployAction { actionGroup = None } ResetAction { actionGroup = None } } } MODULE { name = ModuleScienceContainer isEnabled = True stagingEnabled = True EVENTS { StoreDataExternalEvent { active = False guiActive = False guiActiveUncommand = False guiIcon = guiName = Store Experiments (0) category = guiActiveUnfocused = True unfocusedRange = 1.3 externalToEVAOnly = True } CollectDataExternalEvent { active = False guiActive = False guiActiveUncommand = False guiIcon = guiName = Take Data (0) category = guiActiveUnfocused = True unfocusedRange = 1.3 externalToEVAOnly = True } ReviewDataEvent { active = False guiActive = True guiActiveUncommand = False guiIcon = Review Data guiName = Review Stored Data (0) category = Review Data guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = FlagDecal isEnabled = True flagDisplayed = False stagingEnabled = True EVENTS { ToggleFlag { active = True guiActive = False guiActiveEditor = True guiActiveUncommand = False guiIcon = Toggle Flag guiName = Toggle Flag category = Toggle Flag guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = ModuleAnimateGeneric isEnabled = True aniState = LOCKED animSwitch = True animTime = 0 animSpeed = 1 deployPercent = 100 animationIsDisabled = False stagingEnabled = True deployPercent_UIFlight { controlEnabled = True minValue = 0 maxValue = 100 stepIncrement = 1 } EVENTS { Toggle { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Toggle guiName = Lights On category = Toggle guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleAction { actionGroup = None } } } MODULE { name = ModuleTripLogger isEnabled = True stagingEnabled = True EVENTS { ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } Log { flight = 0 0 = Orbit,Kerbin } } MODULE { name = TransferDialogSpawner isEnabled = True stagingEnabled = True EVENTS { SpawnDialog { active = True guiActive = True guiActiveUncommand = True guiIcon = Transfer Crew guiName = Transfer Crew category = Transfer Crew guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 50 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = MonoPropellant amount = 0 maxAmount = 7.5 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } } PART { name = fuelTank cid = 4293808478 uid = 0 mid = 0 launchID = 0 parent = 0 position = 0,-1.10278034210205,0.295846164226532 rotation = 0.1550539,0,0,-0.987906 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 0 srfN = srfAttach, -1 attN = top, 0 attN = bottom, 2 mass = 0.25 temp = 221.206333894962 tempExt = 221.354875220199 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = fuelTank modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } RESOURCE { name = LiquidFuel amount = 0 maxAmount = 180 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Oxidizer amount = 0 maxAmount = 220 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } } PART { name = RCSFuelTank cid = 4294596952 uid = 0 mid = 0 launchID = 0 parent = 1 position = 0,-2.24298000335693,0.662800788879395 rotation = 0.1550539,0,0,-0.987906 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 0 srfN = , -1 attN = top, 1 attN = bottom, 5 mass = 0.15 temp = 220.985074708643 tempExt = 220.862123160957 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = RCSFuelTank modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } RESOURCE { name = MonoPropellant amount = 0 maxAmount = 250 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } } PART { name = RadialOreTank cid = 4294596924 uid = 0 mid = 0 launchID = 0 parent = 2 position = -0.1971715092659,-2.21512031555176,0.653833866119385 rotation = 0.5714799,0.4164261,-0.5714799,-0.4164261 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 4 srfN = srfAttach, 2 mass = 0.125 temp = 220.9998607852 tempExt = 220.80065331326 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = RadialOreTank modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleFuelJettison isEnabled = True stagingEnabled = True EVENTS { FuelJettison { active = True guiActive = True guiActiveUncommand = False guiIcon = Jettison Tank Contents guiName = Jettison Tank Contents category = Jettison Tank Contents guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { FuelJettisonAction { actionGroup = None } } } MODULE { name = MultiTank isEnabled = True stagingEnabled = True EVENTS { ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } RESOURCE { name = Ore amount = 0 maxAmount = 75 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Steel amount = 0 maxAmount = 75 flowState = True isTweakable = False hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Diamond amount = 0 maxAmount = 75 flowState = True isTweakable = False hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Wood amount = 0 maxAmount = 75 flowState = True isTweakable = False hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Weapons amount = 0 maxAmount = 75 flowState = True isTweakable = False hideFlow = False isVisible = True flowMode = Both } } PART { name = RadialOreTank cid = 4294596870 uid = 0 mid = 0 launchID = 0 parent = 2 position = 0.197171479463577,-2.21512031555176,0.653833866119385 rotation = -0.4164262,-0.57148,-0.416426,-0.5714799 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 3 srfN = srfAttach, 2 mass = 0.125 temp = 220.995889750843 tempExt = 220.796416329982 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = RadialOreTank modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleFuelJettison isEnabled = True stagingEnabled = True EVENTS { FuelJettison { active = True guiActive = True guiActiveUncommand = False guiIcon = Jettison Tank Contents guiName = Jettison Tank Contents category = Jettison Tank Contents guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { FuelJettisonAction { actionGroup = None } } } MODULE { name = MultiTank isEnabled = True stagingEnabled = True EVENTS { ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } RESOURCE { name = Ore amount = 0 maxAmount = 75 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Steel amount = 0 maxAmount = 75 flowState = True isTweakable = False hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Diamond amount = 0 maxAmount = 75 flowState = True isTweakable = False hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Wood amount = 0 maxAmount = 75 flowState = True isTweakable = False hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Weapons amount = 0 maxAmount = 75 flowState = True isTweakable = False hideFlow = False isVisible = True flowMode = Both } } PART { name = dockingPort2 cid = 4294596816 uid = 0 mid = 0 launchID = 0 parent = 2 position = 0,-2.4479398727417,0.728762626647949 rotation = 0,-0.04469859,-0.9990005,0 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 1 sidx = -1 attm = 0 srfN = srfAttach, -1 attN = top, -1 attN = bottom, 2 mass = 0.05 temp = 220.978524501791 tempExt = 220.805639166956 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = dockingPort2 modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleDockingNode isEnabled = True crossfeed = True stagingEnabled = False state = Ready dockUId = 0 dockNodeIdx = 0 EVENTS { Undock { active = False guiActive = True guiActiveUncommand = False guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } UndockSameVessel { active = False guiActive = True guiActiveUncommand = False guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } Decouple { active = False guiActive = True guiActiveUncommand = False guiIcon = Decouple Node guiName = Decouple Node category = Decouple Node guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } SetAsTarget { active = True guiActive = False guiActiveUncommand = False guiIcon = Set as Target guiName = Set as Target category = Set as Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } UnsetTarget { active = False guiActive = False guiActiveUncommand = False guiIcon = Unset Target guiName = Unset Target category = Unset Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } EnableXFeed { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Enable Crossfeed guiName = Enable Crossfeed category = Enable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DisableXFeed { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable Crossfeed guiName = Disable Crossfeed category = Disable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } MakeReferenceTransform { active = True guiActive = True guiActiveUncommand = False guiIcon = Control from Here guiName = Control from Here category = Control from Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable Staging guiName = Port: Enable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } EnableXFeedAction { actionGroup = None } DisableXFeedAction { actionGroup = None } ToggleXFeedAction { actionGroup = None } } } } PART { name = fuelTankSmallFlat cid = 4294596776 uid = 0 mid = 0 launchID = 0 parent = 1 position = 0.0813539922237396,-1.80504035949707,-0.106651037931442 rotation = -0.2963124,0.4611917,-0.6071705,-0.5751915 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 8 srfN = srfAttach, 1 attN = top, -1 attN = bottom, -1 mass = 0.0625 temp = 221.17644682208 tempExt = 220.94153107138 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = fuelTankSmallFlat modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } RESOURCE { name = LiquidFuel amount = 0 maxAmount = 45 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Oxidizer amount = 0 maxAmount = 55 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } } PART { name = solarPanels2 cid = 4294596744 uid = 0 mid = 0 launchID = 0 parent = 6 position = 0.172581106424332,-2.04076957702637,-0.599890470504761 rotation = 0.6162463,0.1032225,0.7554461,0.1971973 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 9 srfN = srfAttach, 6 mass = 0.025 temp = 221.168400088473 tempExt = 220.848858778699 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = solarPanels2 modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleDeployableSolarPanel isEnabled = True currentRotation = (-0.7071068, 0, 0, 0.7071068) stateString = RETRACTED storedAnimationTime = 0 storedAnimationSpeed = 1 efficiencyMult = 1 launchUT = 1854375.46160222 stagingEnabled = True EVENTS { Extend { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Extend Panels guiName = Extend Panels category = Extend Panels guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } Retract { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Retract Panels guiName = Retract Panels category = Retract Panels guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ExtendPanelsAction { actionGroup = Custom02 } ExtendAction { actionGroup = None } RetractAction { actionGroup = None } } } } PART { name = fuelTankSmallFlat cid = 4294596632 uid = 0 mid = 0 launchID = 0 parent = 1 position = -0.081354022026062,-1.43846035003662,1.032386302948 rotation = -0.4366862,-0.4567569,0.4582788,-0.6250272 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 6 srfN = srfAttach, 1 attN = top, -1 attN = bottom, -1 mass = 0.0625 temp = 221.194856683736 tempExt = 221.094933394151 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = fuelTankSmallFlat modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } RESOURCE { name = LiquidFuel amount = 0 maxAmount = 45 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Oxidizer amount = 0 maxAmount = 55 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } } PART { name = solarPanels2 cid = 4294596600 uid = 0 mid = 0 launchID = 0 parent = 8 position = -0.172580599784851,-1.34226036071777,1.57053375244141 rotation = 0.7507448,-0.001076296,-0.647028,0.1331771 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 7 srfN = srfAttach, 8 mass = 0.025 temp = 221.189254258095 tempExt = 220.910527294196 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = solarPanels2 modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleDeployableSolarPanel isEnabled = True currentRotation = (-0.7071068, 0, 0, 0.7071068) stateString = RETRACTED storedAnimationTime = 0 storedAnimationSpeed = 1 efficiencyMult = 1 launchUT = 1854375.46160222 stagingEnabled = True EVENTS { Extend { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Extend Panels guiName = Extend Panels category = Extend Panels guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } Retract { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Retract Panels guiName = Retract Panels category = Retract Panels guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ExtendPanelsAction { actionGroup = Custom02 } ExtendAction { actionGroup = None } RetractAction { actionGroup = None } } } } PART { name = RCSBlock cid = 4294596488 uid = 0 mid = 0 launchID = 0 parent = 1 position = -0.627851009368896,-1.1870698928833,0.323754191398621 rotation = 0.1550539,2.75431E-16,1.754874E-15,-0.987906 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 11 srfN = srfAttach, 1 mass = 0.05 temp = 221.291908032263 tempExt = 221.258184613078 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = RCSBlock modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleRCS isEnabled = True rcsEnabled = True thrustPercentage = 100 currentShowToggles = False enableYaw = True enablePitch = True enableRoll = True enableX = True enableY = True enableZ = True useThrottle = False fullThrust = False stagingEnabled = True thrustPercentage_UIFlight { controlEnabled = True minValue = 0 maxValue = 100 stepIncrement = 0.5 } enableYaw_UIFlight { controlEnabled = True } enablePitch_UIFlight { controlEnabled = True } enableRoll_UIFlight { controlEnabled = True } enableX_UIFlight { controlEnabled = True } enableY_UIFlight { controlEnabled = True } enableZ_UIFlight { controlEnabled = True } useThrottle_UIFlight { controlEnabled = True } fullThrust_UIFlight { controlEnabled = True } EVENTS { ToggleToggles { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Actuation Toggles guiName = Show Actuation Toggles category = Actuation Toggles guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } Disable { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable RCS Port guiName = Disable RCS Port category = Disable RCS Port guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } Enable { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Enable RCS Port guiName = Enable RCS Port category = Enable RCS Port guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = RCS: Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleAction { actionGroup = None } } } } PART { name = RCSBlock cid = 4294596448 uid = 0 mid = 0 launchID = 0 parent = 1 position = 0.627850890159607,-1.18752002716064,0.322340905666351 rotation = -6.77762E-09,-0.987906,0.1550539,4.318274E-08 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 10 srfN = srfAttach, 1 mass = 0.05 temp = 221.291908032263 tempExt = 221.258184613078 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = RCSBlock modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleRCS isEnabled = True rcsEnabled = True thrustPercentage = 100 currentShowToggles = False enableYaw = True enablePitch = True enableRoll = True enableX = True enableY = True enableZ = True useThrottle = False fullThrust = False stagingEnabled = True thrustPercentage_UIFlight { controlEnabled = True minValue = 0 maxValue = 100 stepIncrement = 0.5 } enableYaw_UIFlight { controlEnabled = True } enablePitch_UIFlight { controlEnabled = True } enableRoll_UIFlight { controlEnabled = True } enableX_UIFlight { controlEnabled = True } enableY_UIFlight { controlEnabled = True } enableZ_UIFlight { controlEnabled = True } useThrottle_UIFlight { controlEnabled = True } fullThrust_UIFlight { controlEnabled = True } EVENTS { ToggleToggles { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Actuation Toggles guiName = Show Actuation Toggles category = Actuation Toggles guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } Disable { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable RCS Port guiName = Disable RCS Port category = Disable RCS Port guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } Enable { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Enable RCS Port guiName = Enable RCS Port category = Enable RCS Port guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = RCS: Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleAction { actionGroup = None } } } } PART { name = fuelLine cid = 4294596408 uid = 0 mid = 0 launchID = 0 parent = 1 position = 0,-1.03633975982666,-0.376291245222092 rotation = -0.1096395,-0.6985548,0.1096394,0.6985555 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 13 srfN = srfAttach, 1 mass = 0.05 temp = 221.203860480852 tempExt = 221.248937976982 tempExtUnexp = 221.297219098043 expt = 0 state = 0 connected = True attached = True flag = rTrf = fuelLine modCost = 0 EVENTS { } ACTIONS { } PARTDATA { tgt = 4294596776 pos = -0.2371465,-0.2836091,-0.2177462 rot = 0,0.182037,0.8022089,0.5686154 dir = -0.5527354,-0.660986,-0.5075245 } MODULE { name = CModuleLinkedMesh isEnabled = True stagingEnabled = True EVENTS { ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = CModuleFuelLine isEnabled = True stagingEnabled = True EVENTS { ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } } PART { name = fuelLine cid = 4294596322 uid = 0 mid = 0 launchID = 0 parent = 1 position = 0,-0.656780242919922,0.803064942359924 rotation = -0.1096397,0.6985555,-0.1096399,0.6985548 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 12 srfN = srfAttach, 1 mass = 0.05 temp = 221.205855988442 tempExt = 221.269292669776 tempExtUnexp = 221.297219098043 expt = 0 state = 0 connected = True attached = True flag = rTrf = fuelLine modCost = 0 EVENTS { } ACTIONS { } PARTDATA { tgt = 4294596632 pos = -0.2371696,-0.2836261,-0.2177654 rot = 0,0.1820369,0.8022087,0.5686157 dir = -0.5527436,-0.6609816,-0.5075213 } MODULE { name = CModuleLinkedMesh isEnabled = True stagingEnabled = True EVENTS { ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = CModuleFuelLine isEnabled = True stagingEnabled = True EVENTS { ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } } PART { name = longAntenna cid = 4294596236 uid = 0 mid = 0 launchID = 0 parent = 3 position = -0.494851589202881,-2.37502002716064,0.156977981328964 rotation = -0.8081948,6.568341E-09,1.782356E-08,0.5889155 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 srfN = srfAttach, 3 attN = bottom, -1 mass = 0.005 temp = 221.010811617845 tempExt = 220.795965586868 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = longAntenna modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleAnimateGeneric isEnabled = True aniState = LOCKED animSwitch = True animTime = 0 animSpeed = 1 deployPercent = 100 animationIsDisabled = False stagingEnabled = True deployPercent_UIFlight { controlEnabled = True minValue = 0 maxValue = 100 stepIncrement = 1 } EVENTS { Toggle { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Toggle guiName = Extend category = Toggle guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleAction { actionGroup = None } } } MODULE { name = ModuleDataTransmitter isEnabled = True xmitIncomplete = False stagingEnabled = True EVENTS { StartTransmission { active = True guiActive = True guiActiveUncommand = False guiIcon = Transmit Data guiName = Transmit Data category = Transmit Data guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } TransmitIncompleteToggle { active = True guiActive = True guiActiveUncommand = False guiIcon = Toggle Transmit Incomplete guiName = Require Complete category = Toggle Transmit Incomplete guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } StopTransmission { active = False guiActive = True guiActiveUncommand = False guiIcon = Stop Transmitting guiName = Stop Transmitting category = Stop Transmitting guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } } PART { name = batteryPack cid = 4294596172 uid = 0 mid = 0 launchID = 0 parent = 6 position = 0.0829393863677979,-2.17043018341064,-0.341891258955002 rotation = -0.8360561,-0.02261294,-0.1165877,0.5356364 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 16 srfN = srfAttach, 6 mass = 0.005 temp = 221.153285345007 tempExt = 220.933283174498 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = batteryPack modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 100 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } } PART { name = batteryPack cid = 4294596136 uid = 0 mid = 0 launchID = 0 parent = 8 position = -0.082939088344574,-1.59805965423584,1.43658876419067 rotation = -0.1179092,0.766013,0.6317597,-0.01419189 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 sym = 15 srfN = srfAttach, 8 mass = 0.005 temp = 221.181103053725 tempExt = 221.045306079718 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = batteryPack modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 100 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } } PART { name = linearRcs cid = 4294596100 uid = 0 mid = 0 launchID = 0 parent = 6 position = 0.477876275777817,-1.64083957672119,-0.430765122175217 rotation = 0.5915161,0.4400589,-0.4400589,0.5126452 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 1 srfN = srfAttach, 6 mass = 0.03 temp = 221.171719946293 tempExt = 220.939403368777 tempExtUnexp = 221.297219098043 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = linearRcs modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleRCS isEnabled = True rcsEnabled = True thrustPercentage = 100 currentShowToggles = False enableYaw = True enablePitch = True enableRoll = True enableX = True enableY = True enableZ = True useThrottle = False fullThrust = False stagingEnabled = True thrustPercentage_UIFlight { controlEnabled = True minValue = 0 maxValue = 100 stepIncrement = 0.5 } enableYaw_UIFlight { controlEnabled = True } enablePitch_UIFlight { controlEnabled = True } enableRoll_UIFlight { controlEnabled = True } enableX_UIFlight { controlEnabled = True } enableY_UIFlight { controlEnabled = True } enableZ_UIFlight { controlEnabled = True } useThrottle_UIFlight { controlEnabled = True } fullThrust_UIFlight { controlEnabled = True } EVENTS { ToggleToggles { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Actuation Toggles guiName = Show Actuation Toggles category = Actuation Toggles guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } Disable { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable RCS Port guiName = Disable RCS Port category = Disable RCS Port guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } Enable { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Enable RCS Port guiName = Enable RCS Port category = Enable RCS Port guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = RCS: Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleAction { actionGroup = None } } } } ACTIONGROUPS { Stage = False, 0 Gear = False, 0 Light = False, 0 RCS = False, 0 SAS = False, 0 Brakes = False, 0 Abort = False, 0 Custom01 = False, 0 Custom02 = False, 0 Custom03 = False, 0 Custom04 = False, 0 Custom05 = False, 0 Custom06 = False, 0 Custom07 = False, 0 Custom08 = False, 0 Custom09 = False, 0 Custom10 = False, 0 } DISCOVERY { state = -1 lastObservedTime = 0 lifetime = Infinity refTime = Infinity size = 2 } FLIGHTPLAN { } CTRLSTATE { pitch = 0 yaw = 0 roll = 0 trimPitch = 0 trimYaw = 0 trimRoll = 0 mainThrottle = 0 } VESSELMODULES { FlightIntegrator { } } } 3- paste it in the new save file in the "Vessel" node 4- if there are crews in the vessel: copy the kerbal node of the crews and paste it in the "ROSTER" node of the new savefile: example: Spoiler KERBAL { name = Didie Kerman gender = Female type = Crew trait = Pilot brave = 0.1856706 dumb = 0.1215679 badS = False tour = False state = Available ToD = 0 idx = -1 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } I hope it will work ! Edited July 9, 2016 by gagarinekerman Quote Link to comment Share on other sites More sharing options...
[Stupid name Here] Posted July 10, 2016 Share Posted July 10, 2016 Hey man, my suggestion is not one of the best suggestions, but put MAIUSCULAR LETTERS at the star of all word, is muuch more beautiful! (sorry for the terrible english, i am brazilian =D) Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted July 10, 2016 Share Posted July 10, 2016 On 7/9/2016 at 11:58 AM, gagarinekerman said: 1- open the "persistent" of your old save and the one of the new save 2- find your ship in the old save (search the ship name) and copy all the vessel node: example (it's very long): (snip) 3- paste it in the new save file in the "Vessel" node 4- if there are crews in the vessel: copy the kerbal node of the crews and paste it in the "ROSTER" node of the new savefile: example: (snip) I hope it will work ! Thanks! I tried a similar thing, since I didn't really care about my ship's coordinates. I copied the craft file, and the kerbal node, then edited the segment for kerbin station so my remaining crew member would show up in the station. Quote Link to comment Share on other sites More sharing options...
BT Industries Posted July 12, 2016 Share Posted July 12, 2016 (edited) This...Is... Amazing... Found this while catching up in all the things I missed while moving house (and no I still don't have a reliable source of WiFi) Here are a few ideas of mine... (Feel free to flush them down the drain if you don't like them) 1: It might be possible to somehow use the QuikGoToo plugin to send you straight to the tracking station when you open the savegame 2: Somehow use this so the player can have a fleet of ships (Warning it is out of date) 3: Custom music??? (Also out of date0 4: AI space crafts powered by Mecheb!!! You could capture cargo ships and then sell their cargo and if BDA is installed they could fight back!!! (Warning also out of date) Hope these somehow help... Shame that most of them are out of date but maybe a look at the source code could help you in someway. Cheers Ben EDIT: Oh and here is a cool thing you can do... make a folder inside the mod folder called Experience and add a text file with this in it... Spoiler EXPERIENCE_TRAIT { name = Slave title = Slave desc = Slave } This will make a new kerbal type by the name of Slave along with your standard Pilot, Scientist and Engineer. Edited July 13, 2016 by BT Industries Quote Link to comment Share on other sites More sharing options...
gagarinekerman Posted July 13, 2016 Author Share Posted July 13, 2016 (edited) If you want to test the 0.2 Kerbal Kommander version, you can download it here, there are probably fiew bug so tell me if you find some so I will be able to correct them for the official update. This version is compatible whith old Kerbal Kommander save, you just have to update the save: I explain how in the "read me" (it's very easy and quick). Enjoy DOWNLOAD Kerbal Kommander 0.2 development version Edited July 13, 2016 by gagarinekerman Quote Link to comment Share on other sites More sharing options...
3dprintingnut Posted July 14, 2016 Share Posted July 14, 2016 You Rock man! this is awesome so much more stuff to do! Thank you ill let ya know if I find any bugs. Quote Link to comment Share on other sites More sharing options...
gagarinekerman Posted July 14, 2016 Author Share Posted July 14, 2016 On 12/07/2016 at 5:43 AM, BT Industries said: This...Is... Amazing... Found this while catching up in all the things I missed while moving house (and no I still don't have a reliable source of WiFi) Here are a few ideas of mine... (Feel free to flush them down the drain if you don't like them) 1: It might be possible to somehow use the QuikGoToo plugin to send you straight to the tracking station when you open the savegame 2: Somehow use this so the player can have a fleet of ships (Warning it is out of date) 3: Custom music??? (Also out of date0 4: AI space crafts powered by Mecheb!!! You could capture cargo ships and then sell their cargo and if BDA is installed they could fight back!!! (Warning also out of date) Hope these somehow help... Shame that most of them are out of date but maybe a look at the source code could help you in someway. Cheers Ben EDIT: Oh and here is a cool thing you can do... make a folder inside the mod folder called Experience and add a text file with this in it... Reveal hidden contents EXPERIENCE_TRAIT { name = Slave title = Slave desc = Slave } This will make a new kerbal type by the name of Slave along with your standard Pilot, Scientist and Engineer. thanks for all yours ideas ! 1. I want to send the player directly to his ship in the futur 2. Looks interesting, why not 3. I'm not a compositor, and this is a very interessting mod but I don't see why add it to KK 4. I will probably add it in the futur, this could be really cool for pirates ! 5. Thanks, I did'nt knew that it was possible, this can be very usefull Quote Link to comment Share on other sites More sharing options...
gagarinekerman Posted July 14, 2016 Author Share Posted July 14, 2016 A new update is release ! http://spacedock.info/mod/781/Kerbal Kommander changelog: A LOT of bug fix new space stations UI improvement You can create the save directly in the game ( there is no pre made save) You can update the map to replace all the stations News ships Bug fix: you can now buy some weapons, an illegal resource You can convert Ore into steel or diamonds with ISRU Exploration: you're now able to get info of abandoned ship to take there resources or sell them Enjoy Quote Link to comment Share on other sites More sharing options...
EuphoricMartelle Posted July 14, 2016 Share Posted July 14, 2016 (edited) I absolutely love your work here gagarinekerman! Its amazing stuff, and Ive been looking for a similar playability since I first started as a Kerbonaut several years ago! I have noticed what seems like an issue (may perhaps just be me derping) but when I save and exit the game under normal conditions, all kerbal scientists seem to lose all their experience upon reloading of the save file. Persistant Save info for Kerbal after saving: KERBAL { name = Vergee Kerman gender = Female type = Crew trait = Scientist brave = 0.9341231 dumb = 0.2031854 badS = False tour = False state = Assigned ToD = 0 idx = 0 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } This Kerbal was purchased for 20k as a 1 star Kerbal. Ive tested this even with a brand now install of 1.1.3 ,no other mods installed in 32 and 64 bit and it still seems to happen. Perhaps I screwed something up on the main menu settings that I'm not aware of. Anyway any help on how I can fix this would really be appreciated. Thanks! Edited July 14, 2016 by EuphoricMartelle Additional Information Quote Link to comment Share on other sites More sharing options...
gagarinekerman Posted July 15, 2016 Author Share Posted July 15, 2016 (edited) 11 hours ago, EuphoricMartelle said: I absolutely love your work here gagarinekerman! Its amazing stuff, and Ive been looking for a similar playability since I first started as a Kerbonaut several years ago! I have noticed what seems like an issue (may perhaps just be me derping) but when I save and exit the game under normal conditions, all kerbal scientists seem to lose all their experience upon reloading of the save file. Persistant Save info for Kerbal after saving: KERBAL { name = Vergee Kerman gender = Female type = Crew trait = Scientist brave = 0.9341231 dumb = 0.2031854 badS = False tour = False state = Assigned ToD = 0 idx = 0 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } This Kerbal was purchased for 20k as a 1 star Kerbal. Ive tested this even with a brand now install of 1.1.3 ,no other mods installed in 32 and 64 bit and it still seems to happen. Perhaps I screwed something up on the main menu settings that I'm not aware of. Anyway any help on how I can fix this would really be appreciated. Thanks! Thank, it will be fix soonTM EDIT: It's fix Edited July 15, 2016 by gagarinekerman Quote Link to comment Share on other sites More sharing options...
gagarinekerman Posted July 15, 2016 Author Share Posted July 15, 2016 New update to fix a bug when you "Fill Vessel" Quote Link to comment Share on other sites More sharing options...
3dprintingnut Posted July 15, 2016 Share Posted July 15, 2016 So I had a idea for automated freighter ships carrying various cargo and going from one station to another. You can intercept the ships dock with them and steal the cargo, I dont think that you should be able to take control of them but just be able to steal the cargo and fuel and stuff. It would also be cool if you had to destroy or disable a certain part of the ship before you are able to dock with it. Then you will be a actual space pirate!! Quote Link to comment Share on other sites More sharing options...
gagarinekerman Posted July 15, 2016 Author Share Posted July 15, 2016 2 minutes ago, 3dprintingnut said: So I had a idea for automated freighter ships carrying various cargo and going from one station to another. You can intercept the ships dock with them and steal the cargo, I dont think that you should be able to take control of them but just be able to steal the cargo and fuel and stuff. It would also be cool if you had to destroy or disable a certain part of the ship before you are able to dock with it. Then you will be a actual space pirate!! If the vessel can't defend himself, it's exactly like the abandonned ships of the 0.2 version. The features i'm working on now for the next version will add stuff to become a real space pirate But piraterie will be very interessting when I will add dogfight ( soonTM XD) Quote Link to comment Share on other sites More sharing options...
EuphoricMartelle Posted July 15, 2016 Share Posted July 15, 2016 10 hours ago, gagarinekerman said: New update to fix a bug when you "Fill Vessel" You are awesome man, Im loving my current play through! Thank you Gagarinekerman. Quote Link to comment Share on other sites More sharing options...
3dprintingnut Posted July 16, 2016 Share Posted July 16, 2016 I am having a problem with undocking my ships, I click on undock and nothing happens. its about half of the time that I try it. This seems to be a known bug but it is definitely happening a lot more now. I did find this if I took the time I could figure out what he is talking about in there but for now im just using f5 and f9. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 16, 2016 Share Posted July 16, 2016 1 hour ago, 3dprintingnut said: I am having a problem with undocking my ships, I click on undock and nothing happens. its about half of the time that I try it. This seems to be a known bug but it is definitely happening a lot more now. I did find this if I took the time I could figure out what he is talking about in there but for now im just using f5 and f9. The stock bug fixes mod now includes a patch for the docking bug. Can't vouch for its effectiveness since I've had the good fortune to avoid this bug so far. Quote Link to comment Share on other sites More sharing options...
3dprintingnut Posted July 16, 2016 Share Posted July 16, 2016 6 hours ago, Aelfhe1m said: The stock bug fixes mod now includes a patch for the docking bug. Can't vouch for its effectiveness since I've had the good fortune to avoid this bug so far. That worked thanks! Quote Link to comment Share on other sites More sharing options...
donoom Posted July 18, 2016 Share Posted July 18, 2016 (edited) I have a problem every time I dock to a station and leave once I reload it I cant decouple the docking port my only option is to remember to quick save every time just before I dock so I can reload the save and be able to undock why? Edited July 18, 2016 by Red Iron Crown Removed quote of entire OP. Quote Link to comment Share on other sites More sharing options...
gagarinekerman Posted July 18, 2016 Author Share Posted July 18, 2016 1 hour ago, donoom said: I have a problem every time I dock to a station and leave once I reload it I cant decouple the docking port my only option is to remember to quick save every time just before I dock so I can reload the save and be able to undock why? Look the the previous message Quote Link to comment Share on other sites More sharing options...
3dprintingnut Posted July 22, 2016 Share Posted July 22, 2016 What do you think about the idea of a couple stations orbiting the sun? You could have a solar station with a really close orbit to the sun and a deep space station on a really far away orbit like twice as far as Eeloo? Quote Link to comment Share on other sites More sharing options...
BT Industries Posted July 23, 2016 Share Posted July 23, 2016 8 hours ago, 3dprintingnut said: What do you think about the idea of a couple stations orbiting the sun? You could have a solar station with a really close orbit to the sun and a deep space station on a really far away orbit like twice as far as Eeloo? Good idea and maybe some ground ones??? Quote Link to comment Share on other sites More sharing options...
gagarinekerman Posted July 23, 2016 Author Share Posted July 23, 2016 18 hours ago, 3dprintingnut said: What do you think about the idea of a couple stations orbiting the sun? You could have a solar station with a really close orbit to the sun and a deep space station on a really far away orbit like twice as far as Eeloo? It's a good idea, These stations can have very high price so they are very very interesting for trading 10 hours ago, BT Industries said: and maybe some ground ones??? I want to add ground bases but I don't know how to dock with them, maybe by using KAS... Quote Link to comment Share on other sites More sharing options...
3dprintingnut Posted July 23, 2016 Share Posted July 23, 2016 44 minutes ago, gagarinekerman said: It's a good idea, These stations can have very high price so they are very very interesting for trading I want to add ground bases but I don't know how to dock with them, maybe by using KAS... Ill design a couple stations and send them to you. I also got a idea for docking with ground bases that ill send ya. Quote Link to comment Share on other sites More sharing options...
BT Industries Posted July 24, 2016 Share Posted July 24, 2016 Try the flexible docking ports it's a much smaller mod than KAS Quote Link to comment Share on other sites More sharing options...
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