Tonka Crash Posted April 16, 2019 Share Posted April 16, 2019 (edited) I'm posting this, if someone wants to run with it, NONE OF THIS IS IN A OFFICIAL RELEASE from the mod makers. Locally I've fixed KAS 1.2 and KPBS to work in 1.7. I've created my own KPBS flexible corridors based on a PR Igorz submitted for KAS 1.2. I don't use MKS, Pathfinder or any other mods with flexible parts or I'd submit patches for them. Hopefully someone can use this to try to figure out a fix here. You can also use the part .cfg files for the other KAS parts that form links as a guide. For a link you have to define a source, target, renderer and joint behavior. The biggest problem with this patch is it will only work in KAS 1.2+ as it using a new renderer for the tube (KASRenderBezierPipe) Spoiler PART:NEEDS[KAS] { // Kerbal Space Program - Part Config // A flexible tube corridor MODEL { model = PlanetaryBaseInc/ModSupport/Parts/KAS/gangway_flexible } MODEL { model = PlanetaryBaseInc/ModSupport/Parts/KAS/Connector/connector } // --- general parameters --- name = KKAOSS_KAS_Flexible_Corridor module = Part author = Nils277 // --- asset parameters --- scale = 1 rescaleFactor = 1 // --- node definitions --- node_stack_top = 0, 0.113, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.07, 0, 0, -1, 0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 // --- editor parameters --- TechRequired = metaMaterials entryCost = 4000 cost = 1500 category = Structural subcategory = 0 title = #LOC_KPBS.flexiblecorridor.title manufacturer = #LOC_KPBS.agency description = #LOC_KPBS.flexiblecorridor.description // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 // = 3000 tags = #LOC_KPBS.flexiblecorridor.tags bulkheadProfiles = size1 MODULE { name = KASLinkSourceInteractive // defines this as the source of a link linkType = KPBSCorridor // Defines name of valid target linkTypeDisplayName = #LOC_KPBS.flexiblecorridor.connector attachNodeName = top allowCoupling = true // KASLinkSourceBase coupleMode = AlwaysCoupled jointName = corridorJoint linkRendererName = corridorRenderer sndPathDock = KAS/Sounds/plugdocked sndPathUndock = KAS/Sounds/unplugdocked // KASLinkSourceInteractive sndPathPlug = KAS/Sounds/plug sndPathUnplug = KAS/Sounds/unplug sndPathBroke = KAS/Sounds/broke startLinkMenu = Attach corridor breakLinkMenu = Detach corridor } MODULE { name = KASRendererBezierPipe // defines this is going to be a "curvey" pipe (only valid in KAS 1.2+) // AbstractProceduralModel materialShininess = 0.2 // KASRendererPipe rendererName = corridorRenderer pipeColliderIsPhysical = true pipeTextureRescaleMode = Stretch pipeDiameter = 1.08 pipeTexturePath = PlanetaryBaseInc/ModSupport/Parts/KAS/flexible_tube pipeTextureSamplesPerMeter = 1 targetJoint { model = *Connector*/head modelPartAttachAt = 0.0, 0.0, -0.1125, 0, 0, 0 modelPipeAttachAt = 0.0, 0.0, -0.167, 180, 0, 0 parkAttachAt = 0.0, 0.0, 0.0, 270, 0, 0 } // KASRendererBezierPipe pipeBendResistance = 1.16 pipeMeshSections = 21 pipeShapeSmoothness = 16 reskinTexture = true pipeTextureWraps = 2 } MODULE { name = KASJointRigid // Create rigid connection jointName = corridorJoint minLinkLength = 0 maxLinkLength = 10 linkBreakForce = 600 sourceLinkAngleLimit = 100 targetLinkAngleLimit = 100 anchorAtSource = 0, 0, 0 anchorAtTarget = 0, 0, 0 } MODULE { name = KASLinkTargetBase // This part functions as a target for a matching source linkType = KPBSCorridor // Must match name of source linkTypeDisplayName = #LOC_KPBS.flexiblecorridor.connector attachNodeName = top allowCoupling = true } } @PART[KKAOSS_KAS_Flexible_Corridor]:FOR[PlanetarySurfaceStructures]:NEEDS[ConnectedLivingSpace]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true surfaceAttachmentsPassable = true } } @PART[KKAOSS_KAS_Flexible_Corridor]:FOR[PlanetarySurfaceStructures]:NEEDS[KIS] { MODULE { name = ModuleKISItem stackable = true equipMode = model equipSlot = jetpack equipRemoveHelmet = false equipBoneName = aliasJetpack equipPos = (0, 0.349, -0.26) equipDir = (100, 0, 0) carriable = true } } Edited April 16, 2019 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted April 16, 2019 Share Posted April 16, 2019 Does anyone have an interior IVA for the beautiful Orca Command Pod? Its such a shame this beautiful and useful large command Pod still has no interior at all. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted April 16, 2019 Share Posted April 16, 2019 2 hours ago, Kilo60 said: Does anyone have an interior IVA for the beautiful Orca Command Pod? Its such a shame this beautiful and useful large command Pod still has no interior at all. @RoverDude takes pull requests. And I know IVA's are his least favorite part of modding. Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted April 16, 2019 Share Posted April 16, 2019 4 hours ago, goldenpsp said: @RoverDude takes pull requests. And I know IVA's are his least favorite part of modding. Lol Is anybody good at IVAs willing to contribute? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted April 17, 2019 Share Posted April 17, 2019 3 hours ago, Kilo60 said: Lol Is anybody good at IVAs willing to contribute? You laugh but I'm being serious. Many if not all mods came from a player saying "I wish... was in the game" and decided to make it themselves. Many modders began with little to no experience in various areas of modding (coding, modeling, texturing, IVA). I'm pretty sure @RoverDude learned IVA's from scratch. So if you really want to see an IVA for the Orca it will likely take you decided to watch some IVA tutorials and making one. Quote Link to comment Share on other sites More sharing options...
alien_wind Posted April 17, 2019 Share Posted April 17, 2019 8 hours ago, goldenpsp said: @RoverDude takes pull requests. And I know IVA's are his least favorite part of modding. it's not really important for game-play and involve a lot of work in design so I totally understand the missing iva's in parts. but still,I would really appreciate if someone has a basic iva placeholder for the mks parts that are missing iva view it gets old seeing a black rectangle instead of a kerbal after a while Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted April 17, 2019 Share Posted April 17, 2019 Just now, alien_wind said: it's not really important for game-play and involve a lot of work in design so I totally understand the missing iva's in parts. but still,I would really appreciate if someone has a basic iva placeholder for the mks parts that are missing iva view it gets old seeing a black rectangle instead of a kerbal after a while you can do that with an MM config to substitute a stock IVA. Quote Link to comment Share on other sites More sharing options...
CaribouGone Posted April 17, 2019 Share Posted April 17, 2019 (edited) Can someone help me? I'm trying to scan an asteroid for resources. Everything i've read says the stock surface scanner should do it. But it doesn't. I saw somewhere that this is an ancient bug in CRP, but i can't seem to find any follow up on the issue. Any ideas on how to deal with this? This is on 1.3, btw. Edited April 17, 2019 by CaribouGone Quote Link to comment Share on other sites More sharing options...
alien_wind Posted April 17, 2019 Share Posted April 17, 2019 (edited) 3 hours ago, goldenpsp said: you can do that with an MM config to substitute a stock IVA. I searched a bit and I'm still not sure how to: A. condition mm to add stock iva if iva missing B.add stock iva with mm a hint in the right direction would be greatly appreciated Edited April 17, 2019 by alien_wind Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 17, 2019 Author Share Posted April 17, 2019 4 hours ago, CaribouGone said: Can someone help me? I'm trying to scan an asteroid for resources. Everything i've read says the stock surface scanner should do it. But it doesn't. I saw somewhere that this is an ancient bug in CRP, but i can't seem to find any follow up on the issue. Any ideas on how to deal with this? This is on 1.3, btw. Mks is good to go for 1.5/1.6/1.7 Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted April 17, 2019 Share Posted April 17, 2019 @RoverDude Some while ago you announced an expansion (or a new mod?) for bigger bases, with completely new resource mechanics, and that it'll happen after the 1.7 launch. Is there any news on this? I'm not trying to push you, I just want to know if I should waid for a couple of weeks or just prepare a good old (but painfully slow) MKS base for my next mission (or if there is a way to boost my FPS near MKS bases... 5-15 is my usual rate near a base, while outside its range I get 45) Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted April 17, 2019 Share Posted April 17, 2019 I cannot figure out how to build or port IVA'S for the life of me. Can someone give me the IVA for the Shuttle Pit and I will use that for the Orca for now? Thanks! Quote Link to comment Share on other sites More sharing options...
CaribouGone Posted April 18, 2019 Share Posted April 18, 2019 21 hours ago, RoverDude said: Mks is good to go for 1.5/1.6/1.7 Ok, updated to the newest version of everything. The problem still persists. Stuck to a 'roid with the standard Klaw. Had a surface scanner on board. Still no info about the resources it contains. I am using ART too, so it could be an update issue? idk. Quote Link to comment Share on other sites More sharing options...
CaribouGone Posted April 18, 2019 Share Posted April 18, 2019 Tried again with only MKS installed, and still no luck. Any idea whats going on? Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted April 18, 2019 Share Posted April 18, 2019 (edited) @PART[FuelCell*]:AFTER[SQUAD] { @MODULE { OUTPUT_RESOURCE { ResourceName = Water Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$ @Ratio += #$../INPUT_RESOURCE:HAS[#ResourceName[Oxidizer]]/Ratio$ @Ratio *= 0.25 DumpExcess = true } } } [LOG 2019-04-18 08:44:52.619] Applying update UmbraSpaceIndustries/MKS/Patches/StockTweaks/@PART[FuelCell*]:AFTER[SQUAD] to Squad/Parts/Resources/FuelCell/FuelCell.cfg/PART [ERR 2019-04-18 08:44:52.619] Error - Cannot parse variable search when inserting new key Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$ [LOG 2019-04-18 08:44:52.619] Applying update UmbraSpaceIndustries/MKS/Patches/StockTweaks/@PART[FuelCell*]:AFTER[SQUAD] to Squad/Parts/Resources/FuelCell/FuelCellArray.cfg/PART [ERR 2019-04-18 08:44:52.619] Error - Cannot parse variable search when inserting new key Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$ anybody run into this before? is it missing an @ or % for the liquid fuel? Edited April 18, 2019 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
Terwin Posted April 18, 2019 Share Posted April 18, 2019 8 hours ago, CaribouGone said: Ok, updated to the newest version of everything. The problem still persists. Stuck to a 'roid with the standard Klaw. Had a surface scanner on board. Still no info about the resources it contains. I think asteroids use the stock drill for harvesting, and if I remember correctly, you do not scan them, you just start harvesting. I suspect that once you start harvesting you should have an idea of what is in the asteroid. Quote Link to comment Share on other sites More sharing options...
CaribouGone Posted April 18, 2019 Share Posted April 18, 2019 (edited) 7 hours ago, Terwin said: I think asteroids use the stock drill for harvesting, and if I remember correctly, you do not scan them, you just start harvesting. I suspect that once you start harvesting you should have an idea of what is in the asteroid. This is what its supposed to look like: Spoiler Unless that functionality has since been removed, which I have seen zero indication of. UPDATE: The asteroid tool in the Buffalo rover pack works. Edited April 18, 2019 by CaribouGone Quote Link to comment Share on other sites More sharing options...
GraczNet Posted April 18, 2019 Share Posted April 18, 2019 Hi, I have a question. Are RocketParts from ExtraplanetaryLaunchpads completly useless with MKS? Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted April 18, 2019 Share Posted April 18, 2019 RoverDude, any chance yo can build a base structure like the one in the Martian Movie Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted April 19, 2019 Share Posted April 19, 2019 2 hours ago, Kilo60 said: RoverDude, any chance yo can build a base structure like the one in the Martian Movie Quote Link to comment Share on other sites More sharing options...
mrstoned Posted April 19, 2019 Share Posted April 19, 2019 11 hours ago, GraczNet said: Hi, I have a question. Are RocketParts from ExtraplanetaryLaunchpads completly useless with MKS? Yes. They are used in EL only as far as i know. MKS use Material and SpelcialKits. In the past there used to be recepts that would make EL use the material and specialkits from MKS for all construction. Quote Link to comment Share on other sites More sharing options...
GraczNet Posted April 19, 2019 Share Posted April 19, 2019 3 hours ago, mrstoned said: Yes. They are used in EL only as far as i know. MKS use Material and SpelcialKits. In the past there used to be recepts that would make EL use the material and specialkits from MKS for all construction. Thanks. Quote Link to comment Share on other sites More sharing options...
mrstoned Posted April 19, 2019 Share Posted April 19, 2019 16 hours ago, Kilo60 said: RoverDude, any chance yo can build a base structure like the one in the Martian Movie It has some nice structures similar to the Martians Hab Quote Link to comment Share on other sites More sharing options...
panarchist Posted April 19, 2019 Share Posted April 19, 2019 3 hours ago, mrstoned said: It has some nice structures similar to the Martians Hab Plugging Pathfinder in the MKS thread (or vice-versa) is kind of like plugging Pepsi in a Coca-Cola ad. ;-) Regarding comments further up, if I ever learn how to do IVAs, I would totally try to make some for MKS - just because I love IVAs. And since I am in here being semi-snarky anyway, I'd like to say in all seriousness, thanks, RoverDude for continuing to enhance and support such a great mod - looking forward to seeing what other enhancements you come up with more it. Thanks for sharing it with us, and all the hard work. Quote Link to comment Share on other sites More sharing options...
GraczNet Posted April 19, 2019 Share Posted April 19, 2019 (edited) I have one more question. So when ExtraplanetaryLaunchpads requires MaterialKits and SpecializedParts then recyclers from that mod are useless right? EDIT: Nevermind, figured it out myself. Edited April 19, 2019 by GraczNet Quote Link to comment Share on other sites More sharing options...
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