Space Kadet Posted January 29, 2018 Share Posted January 29, 2018 10 minutes of coding later i have the patch fixed! This will make both compatable with the pathfinder switcher, and also should keep all LS resources intact for TACLS, USILS and snacks @PART[Knes_Command_K-IXV]:NEEDS[Pathfinder] { !MODULE[ModuleKISInventory] {} MODULE { name = WBIConvertibleStorage enableLogging = True fieldReconfigurable = True confirmResourceSwitch = True showGUI = True defaultTemplate = KIS // LFO templateNodes = STORAGE_TEMPLATE capacityFactor = 1 resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks; logoPanelTransforms = decalsVisible = false baseStorage = .001 maxStorage = 1000 } } @PART[Knes_Command_K-CEV]:NEEDS[Pathfinder] { !MODULE[ModuleKISInventory] {} MODULE { name = WBIConvertibleStorage enableLogging = True fieldReconfigurable = True confirmResourceSwitch = True showGUI = True defaultTemplate = KIS // LFO templateNodes = STORAGE_TEMPLATE capacityFactor = 1 resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks; logoPanelTransforms = decalsVisible = false baseStorage = .001 maxStorage = 14000 } } Quote Link to comment Share on other sites More sharing options...
Sudragon Posted January 29, 2018 Share Posted January 29, 2018 (edited) 52 minutes ago, Space Kadet said: 10 minutes of coding later i have the patch fixed! This will make both compatable with the pathfinder switcher, and also should keep all LS resources intact for TACLS, USILS and snacks @PART[Knes_Command_K-IXV]:NEEDS[Pathfinder] { !MODULE[ModuleKISInventory] {} MODULE { name = WBIConvertibleStorage enableLogging = True fieldReconfigurable = True confirmResourceSwitch = True showGUI = True defaultTemplate = KIS // LFO templateNodes = STORAGE_TEMPLATE capacityFactor = 1 resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks; logoPanelTransforms = decalsVisible = false baseStorage = .001 maxStorage = 1000 } } @PART[Knes_Command_K-CEV]:NEEDS[Pathfinder] { !MODULE[ModuleKISInventory] {} MODULE { name = WBIConvertibleStorage enableLogging = True fieldReconfigurable = True confirmResourceSwitch = True showGUI = True defaultTemplate = KIS // LFO templateNodes = STORAGE_TEMPLATE capacityFactor = 1 resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks; logoPanelTransforms = decalsVisible = false baseStorage = .001 maxStorage = 14000 } } Smoke test..It works. Apart from all the KIS storage when in storage mode winds up under the pilot's seat. Would it be possible to add the 'science' payload from MOLE? Edited January 29, 2018 by Sudragon Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted January 29, 2018 Share Posted January 29, 2018 (edited) 14 minutes ago, Sudragon said: Smoke test..It works. Would it be possible to add the 'science' payload from MOLE? @Angel-125 i may need some help here.... Edited January 29, 2018 by Space Kadet Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted January 29, 2018 Share Posted January 29, 2018 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 29, 2018 Share Posted January 29, 2018 4 hours ago, Space Kadet said: @Angel-125 i may need some help here.... Take a look at the Mole18.cfg file, it has what you sre looking for. Quote Link to comment Share on other sites More sharing options...
Well Posted January 30, 2018 Author Share Posted January 30, 2018 Knes 0.2 is online, I hope I'm not forgetting anything. Knes 0.2 [2018-01-30] ----------------------------------- - New Parts Hermes Space Shuttle with elevon - New Parts Hermes HRM module - New Parts Grapple Device Robotic Arm (Klaw) - New Craft Files for Hermes Space Shuttle - SRB EAP Gimbal up to 3.5 - SRB P80 Gimbal up to 3.5 - Vulcain Engine Gimbal up to 8 - Compatibility Patch for Pathfinder (by Space Kadet) - Dry Mass Correction for Fairing / H10 Fuel Tank (by Aerospacer) - K-IXV texture update (Artefact correction) - 2 New Craft files for Hermes Shuttle - Props delete for future NF Props Support on CEV IVA Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 30, 2018 Share Posted January 30, 2018 Congrats on the release Well! Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted January 30, 2018 Share Posted January 30, 2018 Happy release ! Hermes the dream plane finally playable Thanks for the mention on the OP ! o/ Quote Link to comment Share on other sites More sharing options...
davidy12 Posted January 31, 2018 Share Posted January 31, 2018 @Well Why not give them stockalike names? I have to give them more stockalike names and have to call it Kermes (yes I add K to the first name). Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted January 31, 2018 Share Posted January 31, 2018 A kerbalized version of the Dyna Soar, neat. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 31, 2018 Share Posted January 31, 2018 Just now, shdwlrd said: A kerbalized version of the Dyna Soar, neat. No, that would be the Moroz. This is the ESA Hermes. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted January 31, 2018 Share Posted January 31, 2018 4 minutes ago, CobaltWolf said: No, that would be the Moroz. This is the ESA Hermes. It looks the same, that's what I'm going to relate it to. Quote Link to comment Share on other sites More sharing options...
Well Posted January 31, 2018 Author Share Posted January 31, 2018 4 hours ago, davidy12 said: @Well Why not give them stockalike names? I have to give them more stockalike names and have to call it Kermes (yes I add K to the first name). For european, this name is really important, this project have this name from 1977 ! My KSP version don't have any label on the texture, sorry if you don't like the name, Rename your vessel like you want in flight, and please just enjoy months of work. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted January 31, 2018 Share Posted January 31, 2018 (edited) Hermes is looking great (after i figured out you had patched it and i hadent pulled my patches) Volume wise the hermies seems to have a little too much storage compaired to the others but i love it! Ive discovered a small but with the patch i made so here's a fix for the next release, and anyone that needs it now just overrite the pathfinder config inside the compatibility folder. this will fix the disappearing inventory bitton when using pathfinder. @PART[Knes_Command_K-IXV]:NEEDS[Pathfinder] { MODULE { name = WBIConvertibleStorage enableLogging = True fieldReconfigurable = True confirmResourceSwitch = True showGUI = True defaultTemplate = KIS // LFO templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY capacityFactor = 1 resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks; logoPanelTransforms = decalsVisible = false baseStorage = .001 maxStorage = 1000 } } @PART[Knes_Command_K-CEV]:NEEDS[Pathfinder] { MODULE { name = WBIConvertibleStorage enableLogging = True fieldReconfigurable = True confirmResourceSwitch = True showGUI = True defaultTemplate = KIS // LFO templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY capacityFactor = 1 resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks; logoPanelTransforms = decalsVisible = false baseStorage = .001 maxStorage = 14000 } } @PART[Knes_Hermes]:NEEDS[Pathfinder] { MODULE { name = WBIConvertibleStorage enableLogging = True fieldReconfigurable = True confirmResourceSwitch = True showGUI = True defaultTemplate = KIS templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY capacityFactor = 1 resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks; logoPanelTransforms = logoPanel001 decalsVisible = false baseStorage = .001 maxStorage = 14000 } } } Edited January 31, 2018 by Space Kadet whoops Quote Link to comment Share on other sites More sharing options...
Sudragon Posted February 3, 2018 Share Posted February 3, 2018 On 31/01/2018 at 10:34 PM, Space Kadet said: Hermes is looking great (after i figured out you had patched it and i hadent pulled my patches) Volume wise the hermies seems to have a little too much storage compaired to the others but i love it! Ive discovered a small but with the patch i made so here's a fix for the next release, and anyone that needs it now just overrite the pathfinder config inside the compatibility folder. this will fix the disappearing inventory bitton when using pathfinder. @PART[Knes_Command_K-IXV]:NEEDS[Pathfinder] { MODULE { name = WBIConvertibleStorage enableLogging = True fieldReconfigurable = True confirmResourceSwitch = True showGUI = True defaultTemplate = KIS // LFO templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY capacityFactor = 1 resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks; logoPanelTransforms = decalsVisible = false baseStorage = .001 maxStorage = 1000 } } @PART[Knes_Command_K-CEV]:NEEDS[Pathfinder] { MODULE { name = WBIConvertibleStorage enableLogging = True fieldReconfigurable = True confirmResourceSwitch = True showGUI = True defaultTemplate = KIS // LFO templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY capacityFactor = 1 resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks; logoPanelTransforms = decalsVisible = false baseStorage = .001 maxStorage = 14000 } } @PART[Knes_Hermes]:NEEDS[Pathfinder] { MODULE { name = WBIConvertibleStorage enableLogging = True fieldReconfigurable = True confirmResourceSwitch = True showGUI = True defaultTemplate = KIS templateNodes = STORAGE_TEMPLATE;BUCKSCI3;BATTERY capacityFactor = 1 resourcesToKeep = ElectricCharge;Ablator;MonoPropellant;Food;Water;Oxygen;CarbonDioxide;Waste;WasteWater;Mulch;Supplies;Snacks; logoPanelTransforms = logoPanel001 decalsVisible = false baseStorage = .001 maxStorage = 14000 } } } Outstanding! Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 4, 2018 Share Posted February 4, 2018 what can the arm successfully grab onto? Quote Link to comment Share on other sites More sharing options...
Well Posted February 4, 2018 Author Share Posted February 4, 2018 1 hour ago, RaiderMan said: what can the arm successfully grab onto? The Grab Robotic Arm, could Grab everything.... Parts/ Asteroid and Kerbals... like the Klaw from the game. You just need to arm with not too much angle Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 4, 2018 Share Posted February 4, 2018 So, come in with 10 degree offset angle, then what? How long does it take for it to 'latch'? Quote Link to comment Share on other sites More sharing options...
Well Posted February 4, 2018 Author Share Posted February 4, 2018 When the grapple unit is deployed and armed, the grapple is automatic when you touch an other part, exactly like the Klaw of the game. If he don't work, that a wrong angle Wait a full deploy of the arm and go on your target like that : sample of capture by @DiscoSlelge Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 4, 2018 Share Posted February 4, 2018 so, straight on is preferred...gotcha. copula module from @Nertea's stock alike station parts redux pack. could not get it dead on with the window frame on top. was able to grab the one clamp o tron with the propellant stores though. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 4, 2018 Share Posted February 4, 2018 the problem I had, was no way of knowing when it'd latched, if it did at all. Quote Link to comment Share on other sites More sharing options...
Well Posted February 4, 2018 Author Share Posted February 4, 2018 I'm not sure if i understand, but with the capture... the camera change, and you have only 1 vessel after that. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 4, 2018 Share Posted February 4, 2018 would it help if I did a video of what I'm trying to do and the end result? also, question..would it be possible to put parachutes on the hermes? or at least tweak the collision boxes on the model so stock chutes can be mounted? had some really dicy attempts at landing last night with the hermes..as in the kind of dicy where I was glad I had rigged a remote on her. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 4, 2018 Share Posted February 4, 2018 intended result intended latch point by XRaiderV1.7, on Flickr end result when I crashed in bed last night end result by XRaiderV1.7, on Flickr this isnt the exact same setup, as I've not gone back to orbit yet to recreate but you can see what I was going for, and what ended up happening. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 4, 2018 Share Posted February 4, 2018 ..I cannot get the arm to latch onto that copula. needs an attachment point of some kind.. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.