subyng Posted July 23, 2019 Share Posted July 23, 2019 On 7/3/2019 at 11:01 AM, DStaal said: There appears to be a problem with one of the textures. It's a bit... Transparent. I haven't done an exhaustive test, but I only really notice it on one side (though some of the hinges are missing as well) on the 2.5m 2x shroud, in the one color variant. Opening the bay it's solid from the other side, but remains invisible from the 'outside'. What mod is that command pod from? Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 23, 2019 Share Posted July 23, 2019 5 minutes ago, subyng said: What mod is that command pod from? It's one of the Near Future packs, I think Near Future Spacecraft. It also contains the engines you can see peaking out of the side. Quote Link to comment Share on other sites More sharing options...
Jognt Posted July 23, 2019 Share Posted July 23, 2019 52 minutes ago, DStaal said: It's one of the Near Future packs, I think Near Future Spacecraft. It also contains the engines you can see peaking out of the side. You sure? It looks a lot like this one: Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 23, 2019 Share Posted July 23, 2019 5 minutes ago, Jognt said: You sure? It looks a lot like this one: I'm sure. You've actually managed to find a parts mod I *don't* have installed. There's several parts mods with command pods based on/inspired by the SpaceX Dragon. Quote Link to comment Share on other sites More sharing options...
Daishi Posted July 23, 2019 Share Posted July 23, 2019 On 7/4/2019 at 3:01 AM, DStaal said: There appears to be a problem with one of the textures. It's a bit... Transparent. I haven't done an exhaustive test, but I only really notice it on one side (though some of the hinges are missing as well) on the 2.5m 2x shroud, in the one color variant. Opening the bay it's solid from the other side, but remains invisible from the 'outside'. Urk, that's an old bug. It's only cosmetic so it shouldn't harm the aero, but it has been fixed and will be pushed out in the next update On 7/19/2019 at 10:29 AM, Tabris said: @Paul Kingtiger, any update on when the 1.875m straight faring will be included? Sorry it's taken so long, but yeah they are coming as Paul said. I'm also working on a new profile of shrouds right now to tie in with @Beale's work, but they do take forever to complete. Unlike the creation of normal parts, you've got the deployment animation, internal mechanism, external skin, height variants, and all of the unity work so they shroud their contents properly. Not to mention the solar goodies we have coming Quote Link to comment Share on other sites More sharing options...
Damon Posted July 23, 2019 Share Posted July 23, 2019 3 hours ago, Jognt said: You sure? It looks a lot like this one: 3 hours ago, DStaal said: I'm sure. You've actually managed to find a parts mod I *don't* have installed. There's several parts mods with command pods based on/inspired by the SpaceX Dragon. I am honored but that dragon is waay too good looking to be mine Quote Link to comment Share on other sites More sharing options...
Jognt Posted July 23, 2019 Share Posted July 23, 2019 3 hours ago, Daishi said: Sorry it's taken so long Yes, thank you for apologizing for not having finished that thing you are under 0 obligations to do and are doing in your free time. (sarcasm heavily implied) Dude. You guys do amazing work and I'm very thankful for what you've given us to play with. Please don't feel the need to apologize for this! Seriously! Quote Link to comment Share on other sites More sharing options...
MrWizerd Posted July 25, 2019 Share Posted July 25, 2019 Hello, I just started playing again after being gone a while, and I was trying to build a lander with a US2 trunk, and noticed the lack of a module to hold the new surface experiments. I tried to remove the KAS tags from the KAS wedge and add the following MODULE { name = ModuleInventoryPart InventorySlots = 6 } and then also attempted MODULE { name = USModuleSwitch SwitchID = 0 TargetModule = ModuleInventoryPart TargetFields = maxVolume|slotsY TargetValues = 6;9;12|2;3;4 } I wasn't sure that this would work, but hoped at least i could get six inventory slots on the new part named USESLWedge BUT the cfg's for these are FAR more complicated than I am used to from when I made some of my own parts. Could someone steer me in the correct direction, or has someone already built a config for this and i am just missing it? Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 26, 2019 Share Posted July 26, 2019 Here you go @MrWizerd: +PART[USKASRadial]:AFTER[KIS] { @name=USKASRadial_BREAKINGGROUND !MODULE[ModuleKISInventory] {} MODULE { name = ModuleInventoryPart InventorySlots = 2 } } +PART[USKASWedge]:AFTER[KIS] { @name=USKASWedge_BREAKINGGROUND !MODULE[ModuleKISInventory] {} MODULE { name = ModuleInventoryPart InventorySlots = 2 } } Note that I tried to be more realistic in how large the experiments are and how much space they take up. (The stock containers have some sort of hyperspace tech to allow them to hold what they hold...) Quote Link to comment Share on other sites More sharing options...
Frostiken Posted July 26, 2019 Share Posted July 26, 2019 (edited) This is one of my favorite mods, it's so professional-looking and useful. There are a few things I'd like to mention. 1) A radially-attached payload/experiment bay. As-is right now I usually just use tweakscale radially-attach the experiment container in an empty node and shrink it to fit, so this currently has a workaround. 2) Long-term, and probably not feasible, but I kind of really want a 0.625m Universal Storage mount. I imagine something like an offset truss, and the parts stack vertically. This is just a brainstorm, nothing super important. Many of the US2 items look like they'd fit in the 0.625m cylindrical bay... if it had a radial node stuck on the back wall. 3) The one thing I really did want to mention: the Remote Operations System... right now it's a 2-slot item, but I feel like it should be 1-slot. It's just a radially-mounted Hecs probe core. I feel like it needs to do something more for the space premium. I don't mind a radially-attached probe core, but for 2 slots? Eehhhhhh... Edited July 26, 2019 by Frostiken Quote Link to comment Share on other sites More sharing options...
Jognt Posted July 26, 2019 Share Posted July 26, 2019 (edited) 10 hours ago, DStaal said: Here you go @MrWizerd: +PART[USKASRadial]:AFTER[KIS] { @name=USKASRadial_BREAKINGGROUND !MODULE[ModuleKISInventory] {} MODULE { name = ModuleInventoryPart InventorySlots = 2 } } +PART[USKASWedge]:AFTER[KIS] { @name=USKASWedge_BREAKINGGROUND !MODULE[ModuleKISInventory] {} MODULE { name = ModuleInventoryPart InventorySlots = 2 } } Note that I tried to be more realistic in how large the experiments are and how much space they take up. (The stock containers have some sort of hyperspace tech to allow them to hold what they hold...) Might want to remove the AFTER conditional/timer so the patch goes through without KIS too. 4 hours ago, Frostiken said: This is one of my favorite mods, it's so professional-looking and useful. There are a few things I'd like to mention. 1) A radially-attached payload/experiment bay. As-is right now I usually just use tweakscale radially-attach the experiment container in an empty node and shrink it to fit, so this currently has a workaround. 2) Long-term, and probably not feasible, but I kind of really want a 0.625m Universal Storage mount. I imagine something like an offset truss, and the parts stack vertically. This is just a brainstorm, nothing super important. Many of the US2 items look like they'd fit in the 0.625m cylindrical bay... if it had a radial node stuck on the back wall. 3) The one thing I really did want to mention: the Remote Operations System... right now it's a 2-slot item, but I feel like it should be 1-slot. It's just a radially-mounted Hecs probe core. I feel like it needs to do something more for the space premium. I don't mind a radially-attached probe core, but for 2 slots? Eehhhhhh... What if it were suddenly also an experiment storage unit? Edited July 26, 2019 by Jognt Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 26, 2019 Share Posted July 26, 2019 2 hours ago, Jognt said: Might want to remove the AFTER conditional/timer so the patch goes through without KIS too. That was my first version - it doesn't work. The parts I'm duping are ':NEEDS[KIS]', so they don't actually exist until after MM has done a pass for KIS, and KIS is installed. You would have to dupe and edit the config file. Quote Link to comment Share on other sites More sharing options...
Jognt Posted July 26, 2019 Share Posted July 26, 2019 46 minutes ago, DStaal said: That was my first version - it doesn't work. The parts I'm duping are ':NEEDS[KIS]', so they don't actually exist until after MM has done a pass for KIS, and KIS is installed. You would have to dupe and edit the config file. Good point. The initial part of course is only there if KIS is there. You can also just instance a new part (instead of copy the KIS US one) and copy the relevant info for it from the US cfg. Quote Link to comment Share on other sites More sharing options...
MrWizerd Posted July 31, 2019 Share Posted July 31, 2019 (edited) I made a new part and have the config as follows. Going to load now will report back in this post under the code. // Universal Storage 2 by Paul Kingtiger, Daishi and DMagic. // See packaged file for license information // This file is best viewed with notepad++ https://notepad-plus-plus.org/ // Using the KSP Module Manager language file included in the mod. // name = USESLWedge { // Shared by all parts in the mod // Module, Author, Manufacturer, Subcategory // These values should never change and are common to all parts. /+ module = Part author = Daishi, DMagic, and Paul Kingtiger, MrWizerd manufacturer = #autoLOC_US_Manufacturer //New Horizons & Nox Industrial subcategory = 0 /- // .- -- .- --.. .. -. --. --. ..- -.-- ... // Common fields // Every part has these core variables /+ // Base attributes title = #autoLOC_US_US_KASWedge_Title //Universal Storage: Equiptment Storage System category = Payload tags = #autoLOC_US_US_KASWedge_Tags //Universal Storage Kerbal Equiptment Locker Attachment description = #autoLOC_US_US_KASWedge_Description //A cargo storage wedge, accessible via EVA. Three size variants are available. cost = 210 mass = 0.039 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = wedge crashTolerance = 6 // Tech Tree TechRequired = spaceExploration entryCost = 3600 /- // .- -- .- --.. .. -. --. --. ..- -.-- ... // Special // Contains any special functionality for this part /+ MODULE { name = ModuleInventoryPart InventorySlots = 2 } MODULE { name = ModuleInventoryPart InventorySlots = 6 } MODULE { name = USModuleSwitch SwitchID = 0 TargetModule = ModuleInventoryPart TargetFields = maxVolume|slotsY TargetValues = 6;9;12|2;3;4 } /- // .- -- .- --.. .. -. --. --. ..- -.-- ... // Don't edit anything below this line. Here be dragons! // Drag, Model call, US*Switch // Changing these values breaks the part, so don't do that! /+ name = USESLWedge rescaleFactor = 1 attachRules = 1,0,1,1,0 // Drag angularDrag = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 DRAG_CUBE { cube = A0, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546 cube = A1, 0.7393,0.8775,0.4664, 0.7395,0.9131,0.4804, 0.3049,0.883,0.8821, 0.302,0.876,0.9317, 0.5782,0.9162,0.5992, 0.575,0.9157,0.5959, 0.04838,-0.1969,0, 0.5164,1.206,0.6396 cube = A2, 0.9657,0.8918,0.2612, 0.9661,0.91,0.4883, 0.3029,0.8865,1.325, 0.3,0.8839,1.297, 0.7838,0.9141,0.5997, 0.7942,0.9068,0.5964, 0.04465,-0.3977,0.0002207, 0.5239,1.607,0.6402 } // Model call MODEL { model = UniversalStorage2/Parts/Utility/KASWedge scale = 1, 1, 1 } // Variant switch MODULE { name = USSwitchControl SwitchID = 0 ButtonName = #autoLOC_US_Height //Height ModuleDisplayName = #autoLOC_US_Height //Height variants CurrentVariantTitle = #autoLOC_US_Height ShowPreviousButton = False //ObjectNames = #autoLOC_US_DoubleHeight;#autoLOC_US_TripleHeight;#autoLOC_US_QuadHeight // Disabled size switch due to bug when reverting to VBA ObjectNames = #autoLOC_US_DoubleHeight FuelSwitchModeOne = True //VariantColors = #537a3d,#999999;#3a562a,#999999;#2e4321,#999999 // Disabled size switch due to bug when reverting to VBA VariantColors = #537a3d,#999999 } MODULE { name = USMeshSwitch SwitchID = 0 MeshTransforms = KAS2;KAS3;KAS4 AffectColliders = True DeleteUnused = True } MODULE { name = USDragSwitch SwitchID = 0 DragCubes = A0;A1;A2 } MODULE { name = USCostSwitch SwitchID = 0 DisplayCurrentModeCost = True AddedCost = 0;210;420 } MODULE { name = USMassSwitch SwitchID = 0 DisplayCurrentModeMass = True AddedMass = 0.000;0.039;0.078 } // Wedge attach node definitions NODE { name = attach transform = attach size = 0 method = HINGE_JOINT } /- // .- -- .- --.. .. -. --. --. ..- -.-- ... } // Module Manager // Contains @PART code for Module Manager, things that cannot be placed in within PART{} /+ /- // .- -- .- --.. .. -. --. --. ..- -.-- ... Total failure. . . no part. Edited July 31, 2019 by MrWizerd update part status Quote Link to comment Share on other sites More sharing options...
Jognt Posted July 31, 2019 Share Posted July 31, 2019 (edited) On 7/31/2019 at 3:11 AM, MrWizerd said: I made a new part and have the config as follows. Going to load now will report back in this post under the code. // Universal Storage 2 by Paul Kingtiger, Daishi and DMagic. // See packaged file for license information // This file is best viewed with notepad++ https://notepad-plus-plus.org/ // Using the KSP Module Manager language file included in the mod. // name = USESLWedge { // Shared by all parts in the mod // Module, Author, Manufacturer, Subcategory // These values should never change and are common to all parts. /+ module = Part author = Daishi, DMagic, and Paul Kingtiger, MrWizerd manufacturer = #autoLOC_US_Manufacturer //New Horizons & Nox Industrial subcategory = 0 /- // .- -- .- --.. .. -. --. --. ..- -.-- ... // Common fields // Every part has these core variables /+ // Base attributes title = #autoLOC_US_US_KASWedge_Title //Universal Storage: Equiptment Storage System category = Payload tags = #autoLOC_US_US_KASWedge_Tags //Universal Storage Kerbal Equiptment Locker Attachment description = #autoLOC_US_US_KASWedge_Description //A cargo storage wedge, accessible via EVA. Three size variants are available. cost = 210 mass = 0.039 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = wedge crashTolerance = 6 // Tech Tree TechRequired = spaceExploration entryCost = 3600 /- // .- -- .- --.. .. -. --. --. ..- -.-- ... // Special // Contains any special functionality for this part /+ MODULE { name = ModuleInventoryPart InventorySlots = 2 } MODULE { name = ModuleInventoryPart InventorySlots = 6 } MODULE { name = USModuleSwitch SwitchID = 0 TargetModule = ModuleInventoryPart TargetFields = maxVolume|slotsY TargetValues = 6;9;12|2;3;4 } /- // .- -- .- --.. .. -. --. --. ..- -.-- ... // Don't edit anything below this line. Here be dragons! // Drag, Model call, US*Switch // Changing these values breaks the part, so don't do that! /+ name = USESLWedge rescaleFactor = 1 attachRules = 1,0,1,1,0 // Drag angularDrag = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 DRAG_CUBE { cube = A0, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546 cube = A1, 0.7393,0.8775,0.4664, 0.7395,0.9131,0.4804, 0.3049,0.883,0.8821, 0.302,0.876,0.9317, 0.5782,0.9162,0.5992, 0.575,0.9157,0.5959, 0.04838,-0.1969,0, 0.5164,1.206,0.6396 cube = A2, 0.9657,0.8918,0.2612, 0.9661,0.91,0.4883, 0.3029,0.8865,1.325, 0.3,0.8839,1.297, 0.7838,0.9141,0.5997, 0.7942,0.9068,0.5964, 0.04465,-0.3977,0.0002207, 0.5239,1.607,0.6402 } // Model call MODEL { model = UniversalStorage2/Parts/Utility/KASWedge scale = 1, 1, 1 } // Variant switch MODULE { name = USSwitchControl SwitchID = 0 ButtonName = #autoLOC_US_Height //Height ModuleDisplayName = #autoLOC_US_Height //Height variants CurrentVariantTitle = #autoLOC_US_Height ShowPreviousButton = False //ObjectNames = #autoLOC_US_DoubleHeight;#autoLOC_US_TripleHeight;#autoLOC_US_QuadHeight // Disabled size switch due to bug when reverting to VBA ObjectNames = #autoLOC_US_DoubleHeight FuelSwitchModeOne = True //VariantColors = #537a3d,#999999;#3a562a,#999999;#2e4321,#999999 // Disabled size switch due to bug when reverting to VBA VariantColors = #537a3d,#999999 } MODULE { name = USMeshSwitch SwitchID = 0 MeshTransforms = KAS2;KAS3;KAS4 AffectColliders = True DeleteUnused = True } MODULE { name = USDragSwitch SwitchID = 0 DragCubes = A0;A1;A2 } MODULE { name = USCostSwitch SwitchID = 0 DisplayCurrentModeCost = True AddedCost = 0;210;420 } MODULE { name = USMassSwitch SwitchID = 0 DisplayCurrentModeMass = True AddedMass = 0.000;0.039;0.078 } // Wedge attach node definitions NODE { name = attach transform = attach size = 0 method = HINGE_JOINT } /- // .- -- .- --.. .. -. --. --. ..- -.-- ... } // Module Manager // Contains @PART code for Module Manager, things that cannot be placed in within PART{} /+ /- // .- -- .- --.. .. -. --. --. ..- -.-- ... Total failure. . . no part. Looks like you're missing the PART declaration. You can add that, or give these a go (also copy pasted from the original CFGs, but cleaned up a bit). The Radial one should work. The wedge variant _should_ work too, but I removed some stuff related to size switching since I don't think we can dynamically adjust the amount of slots it has anyway, and I haven't yet been able to check how that impacts the part. Let me know how they turn out if you're going to try 'em. Spoiler Radial: // Patch to add a Radial part that can contain Breaking Ground carryable stuff // Relevant info copy/pasted from the US2 part CFG PART:NEEDS[UniversalStorage2,SquadExpansion/Serenity] { MODEL { model = UniversalStorage2/Parts/Utility/KASRadialBay scale = 1, 1, 1 } name = USKASRadial_BREAKINGGROUND module = Part author = Daishi, DMagic, Paul Kingtiger rescaleFactor = 1 node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0 TechRequired = spaceExploration entryCost = 750 cost = 200 category = Payload subcategory = 0 title = #autoLOC_US_US_KASRadial_Title manufacturer = #autoloc_US_Manufacturer description = #autoLOC_US_US_KASRadial_Description attachRules = 0,1,0,0,1 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 6 maxTemp = 2000 fuelCrossFeed = False bulheadProfiles = wedge tags = #autoLOC_US_US_KASRadial_Tags DRAG_CUBE { cube = A0, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546 } MODULE { name = USAnimateGeneric primaryAnimationName = KASBayAnim primaryAvailableInEVA = true primaryAvailableInVessel = true primaryAvailableInEditor = true primaryActionAvailable = true allowDoorLock = false allowPrimaryDeployLimit = false statusTitle = #autoLOC_US_Status primaryStartEventGUIName = #autoLOC_US_DeployPrimaryBays primaryEndEventGUIName = #autoLOC_US_RetractPrimaryBays primaryToggleActionName = #autoLOC_US_TogglePrimaryBays } MODULE { name = ModuleInventoryPart InventorySlots = 3 } } Wedge: // Patch to add a Wedge part that can contain Breaking Ground carryable stuff // Relevant info copy/pasted from the US2 part CFG PART:NEEDS[UniversalStorage2,SquadExpansion/Serenity] { MODEL { model = UniversalStorage2/Parts/Utility/KASWedge scale = 1, 1, 1 } name = USKASWedge_BREAKINGGROUND module = Part author = Daishi, DMagic, Paul Kingtiger rescaleFactor = 1 node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0 TechRequired = spaceExploration entryCost = 750 cost = 200 category = Payload subcategory = 0 title = #autoLOC_US_US_KASWedge_Title manufacturer = #autoloc_US_Manufacturer description = #autoLOC_US_US_KASWedge_Description attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 6 maxTemp = 2000 fuelCrossFeed = False bulheadProfiles = wedge tags = #autoLOC_US_US_KASWedge_Tags DRAG_CUBE { cube = A0, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546 cube = A1, 0.7393,0.8775,0.4664, 0.7395,0.9131,0.4804, 0.3049,0.883,0.8821, 0.302,0.876,0.9317, 0.5782,0.9162,0.5992, 0.575,0.9157,0.5959, 0.04838,-0.1969,0, 0.5164,1.206,0.6396 cube = A2, 0.9657,0.8918,0.2612, 0.9661,0.91,0.4883, 0.3029,0.8865,1.325, 0.3,0.8839,1.297, 0.7838,0.9141,0.5997, 0.7942,0.9068,0.5964, 0.04465,-0.3977,0.0002207, 0.5239,1.607,0 } MODULE { name = USSwitchControl SwitchID = 0 ButtonName = #autoLOC_US_Height //Height ModuleDisplayName = #autoLOC_US_Height //Height variants CurrentVariantTitle = #autoLOC_US_Height ShowPreviousButton = False //ObjectNames = #autoLOC_US_DoubleHeight;#autoLOC_US_TripleHeight;#autoLOC_US_QuadHeight // Disabled size switch due to bug when reverting to VBA ObjectNames = #autoLOC_US_DoubleHeight FuelSwitchModeOne = True //VariantColors = #537a3d,#999999;#3a562a,#999999;#2e4321,#999999 // Disabled size switch due to bug when reverting to VBA VariantColors = #537a3d,#999999 } MODULE { name = USMeshSwitch SwitchID = 0 MeshTransforms = KAS2;KAS3;KAS4 AffectColliders = True DeleteUnused = True } MODULE { name = USDragSwitch SwitchID = 0 DragCubes = A0;A1;A2 } MODULE { name = USCostSwitch SwitchID = 0 DisplayCurrentModeCost = True AddedCost = 0;200;400 } MODULE { name = USMassSwitch SwitchID = 0 DisplayCurrentModeMass = True AddedMass = 0.000;0.05;0.01 } NODE { name = attach transform = attach size = 0 method = HINGE_JOINT } MODULE { name = ModuleInventoryPart InventorySlots = 3 } MODULE { name = USModuleSwitch SwitchID = 0 TargetModule = ModuleInventoryPart TargetFields = InventorySlots TargetValues = 3;6;9 } } Edit: @MrWizerd I've updated the CFGs to have the same cost, mass, and capacity as the stock container. The Wedge part is now also correctly 2 units high as intended. The model selection appears to be disabled due to some bugs, but I don't know whether those are a KIS/KAS thing or a US thing, so I left that limitation in there. Though this means you'll need two wedges to fit 4 slots. You do correctly get the 3 inventory slots now similarly to stock though. Edited August 9, 2019 by Jognt Updated configs to fix stuff. Quote Link to comment Share on other sites More sharing options...
MrWizerd Posted August 1, 2019 Share Posted August 1, 2019 (edited) 22 hours ago, Jognt said: Looks like you're missing the PART declaration. You can add that, or give these a go (also copy pasted from the original CFGs, but cleaned up a bit). The Radial one should work. The wedge variant _should_ work too, but I removed some stuff related to size switching since I don't think we can dynamically adjust the amount of slots it has anyway, and I haven't yet been able to check how that impacts the part. Let me know how they turn out if you're going to try 'em. Hide contents Radial: // Patch to add a Radial part that can contain Breaking Ground carryable stuff // Relevant info copy/pasted from the US2 part CFG PART:NEEDS[UniversalStorage2] { MODEL { model = UniversalStorage2/Parts/Utility/KASRadialBay scale = 1, 1, 1 } name = USKASRadial_BREAKINGGROUND module = Part author = Daishi, DMagic, Paul Kingtiger rescaleFactor = 1 node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0 TechRequired = spaceExploration entryCost = 3600 cost = 210 category = Payload subcategory = 0 title = #autoLOC_US_US_KASRadial_Title manufacturer = #autoloc_US_Manufacturer description = #autoLOC_US_US_KASRadial_Description attachRules = 0,1,0,0,1 mass = 0.039 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 6 maxTemp = 2000 fuelCrossFeed = False bulheadProfiles = wedge tags = #autoLOC_US_US_KASRadial_Tags DRAG_CUBE { cube = A0, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546 } MODULE { name = USAnimateGeneric primaryAnimationName = KASBayAnim primaryAvailableInEVA = true primaryAvailableInVessel = true primaryAvailableInEditor = true primaryActionAvailable = true allowDoorLock = false allowPrimaryDeployLimit = false statusTitle = #autoLOC_US_Status primaryStartEventGUIName = #autoLOC_US_DeployPrimaryBays primaryEndEventGUIName = #autoLOC_US_RetractPrimaryBays primaryToggleActionName = #autoLOC_US_TogglePrimaryBays } MODULE { name = ModuleInventoryPart InventorySlots = 2 } } Wedge: // Patch to add a Wedge part that can contain Breaking Ground carryable stuff // Relevant info copy/pasted from the US2 part CFG PART:NEEDS[UniversalStorage2] { MODEL { model = UniversalStorage2/Parts/Utility/KASWedge scale = 1, 1, 1 } name = USKASWedge_BREAKINGGROUND module = Part author = Daishi, DMagic, Paul Kingtiger rescaleFactor = 1 node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0 TechRequired = spaceExploration entryCost = 3600 cost = 210 category = Payload subcategory = 0 title = #autoLOC_US_US_KASWedge_Title manufacturer = #autoloc_US_Manufacturer description = #autoLOC_US_US_KASWedge_Description attachRules = 1,0,1,1,0 mass = 0.039 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 6 maxTemp = 2000 fuelCrossFeed = False bulheadProfiles = wedge tags = #autoLOC_US_US_KASWedge_Tags DRAG_CUBE { cube = A0, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546 } MODULE { name = USSwitchControl SwitchID = 0 ButtonName = #autoLOC_US_Height //Height ModuleDisplayName = #autoLOC_US_Height //Height variants CurrentVariantTitle = #autoLOC_US_Height ShowPreviousButton = False //ObjectNames = #autoLOC_US_DoubleHeight;#autoLOC_US_TripleHeight;#autoLOC_US_QuadHeight // Disabled size switch due to bug when reverting to VBA ObjectNames = #autoLOC_US_DoubleHeight FuelSwitchModeOne = True //VariantColors = #537a3d,#999999;#3a562a,#999999;#2e4321,#999999 // Disabled size switch due to bug when reverting to VBA VariantColors = #537a3d,#999999 } NODE { name = attach transform = attach size = 0 method = HINGE_JOINT } MODULE { name = ModuleInventoryPart InventorySlots = 2 } } Testing now! Thanks Ok, They work for sure, the only thing is there four high and hold two, the stock parts are holding 3 and are half the size. I think I will modify them a bit, will repost the new ones, going to try for a two high and four high 3 and 6 slot. Will see how that works, will have there weight compared to stock sizes... Edited August 1, 2019 by MrWizerd Function update Quote Link to comment Share on other sites More sharing options...
Bomoo Posted August 5, 2019 Share Posted August 5, 2019 (edited) Please excuse me if this is a stupid question, but how do you use the EVA-X backpack? No matter what I do, I can't seem to get my kerbals to actually equip and wear it. Goes into their inventory just fine, but I don't see an option to put it on. Thanks. (I'm using the 1.3.1 version of the mod with the correct versions of KIS/KAS installed) Edited August 5, 2019 by Bomoo Quote Link to comment Share on other sites More sharing options...
Tourman Posted August 5, 2019 Share Posted August 5, 2019 Just started playing again after taking an extended break shortly after release...all I have to say is this mod is amazing, thank you devs! Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted August 6, 2019 Author Share Posted August 6, 2019 22 hours ago, Bomoo said: Please excuse me if this is a stupid question, but how do you use the EVA-X backpack? No matter what I do, I can't seem to get my kerbals to actually equip and wear it. Goes into their inventory just fine, but I don't see an option to put it on. Thanks. (I'm using the 1.3.1 version of the mod with the correct versions of KIS/KAS installed) Right click the EVAx in the KIS window and select equip. Quote Link to comment Share on other sites More sharing options...
Bomoo Posted August 6, 2019 Share Posted August 6, 2019 (edited) 1 hour ago, Paul Kingtiger said: Right click the EVAx in the KIS window and select equip. I only see "Drop" as an r-click menu option. Hum. When you say "KIS window" do you mean the kerbal's inventory? Edited August 6, 2019 by Bomoo Quote Link to comment Share on other sites More sharing options...
Bloodbunny Posted August 7, 2019 Share Posted August 7, 2019 Amazing mod, but grr, just noticed that the DMagic parts are broken, time to revert my probe. Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted August 7, 2019 Author Share Posted August 7, 2019 2 hours ago, Bloodbunny said: Amazing mod, but grr, just noticed that the DMagic parts are broken, time to revert my probe. Can you be more specific as to what parts are broken and how they are broken? Quote Link to comment Share on other sites More sharing options...
Tourman Posted August 7, 2019 Share Posted August 7, 2019 One thing I've noticed is the mystery goo wedge animation doesn't work. The vase that holds the goo is always extended, even if you start/stop the experiment. All other wedges work fine. Quote Link to comment Share on other sites More sharing options...
Jognt Posted August 7, 2019 Share Posted August 7, 2019 11 hours ago, Bloodbunny said: Amazing mod, but grr, just noticed that the DMagic parts are broken, time to revert my probe. If you mean the orbital Science mod parts, they work fine for me. Are you using a mod to activate the experiments like [x] Science? Because that mod has problems with them that the maintainer for some reason doesnt feel like responding to. Using the regular part action menu should work fine. 3 hours ago, Tourman said: One thing I've noticed is the mystery goo wedge animation doesn't work. The vase that holds the goo is always extended, even if you start/stop the experiment. All other wedges work fine. Are you using a mod to activate them? Quote Link to comment Share on other sites More sharing options...
Tourman Posted August 7, 2019 Share Posted August 7, 2019 42 minutes ago, Jognt said: If you mean the orbital Science mod parts, they work fine for me. Are you using a mod to activate the experiments like [x] Science? Because that mod has problems with them that the maintainer for some reason doesnt feel like responding to. Using the regular part action menu should work fine. Are you using a mod to activate them? Nope. This is happening in VAB when I attach the part to a service core. The animation plays to deploy the goo container, but it never retracts. https://prnt.sc/opo21a Quote Link to comment Share on other sites More sharing options...
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