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[1.12.5] Restock - Revamping KSP's art (August 28)


Nertea

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  On 6/14/2020 at 6:17 AM, Roostergod said:

noticed that the "cherenkov" engine from restock+ doesn't switch to using lh2 when kerbal atomics is installed

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Just a comment, but the Nerv engine doesn't either. I hope this can change for realism's sake.

Also welcome to page 60!

Edited by Mountain Parrot
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  On 6/14/2020 at 6:39 AM, Mountain Parrot said:

Just a comment, but the Nerv engine doesn't either. I hope this can change for realism's sake.

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Strange, they run on LH2 for me. Do you have the Kerbal Atomics patches that dynamically change all LF-only engines to liquid hydrogen and/or the patch for the NERV to make it dual mode with LF and LH2? They should be in KerbalAtomics/patches, it might be a separate download on CKAN (KerbalAtomicsNTRmodsupport or something like that).

I actually had to modify the nuclear engine from the OctoSat mod to use a tiny amount of electricity to prevent the KA LH2 patch affecting it as the OctoSat fuel tanks can’t handle LH2 and my attempts to make the tanks work just broke them entirely.

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Update to my question, someone over in the Missing History forum posted module manager configs for making Missing History compatible by disabling the parts that Missing History adds that are also added by Restock Plus, I figure quoting it here might help people out in the future

  On 5/20/2020 at 9:05 PM, A lazy noob said:

Redid the patches by UnanimousCoward for the most recent version of ReStock and ReStock plus. Also included a depreciated part remover, for those who don't want them in their advanced part filters (This will break crafts containing old parts).

ReStock Patch

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ReStock Plus Patch

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Depreciated Part Remover (This will break crafts with old parts!)

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Just getting into module manager patching, if y'all notice anything i can improve/missed, let me know.

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Edited by Gameable17
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I was surprised by the news that 1.10 is adding a mini klaw: I've never wished for one of those, but I've often wished for a bigger one.  The 1.25m klaw looks silly on a spacecraft designed for asteroid mining, with the 2.5m ISRU converter and the big orange drills.  If Squad is only adding a small one, maybe Restock+ can fill the 2.5m klaw niche.  :)

Edited by Wyzard
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  On 6/18/2020 at 5:54 PM, Wyzard said:

I was surprised by the news that 1.10 is adding a mini klaw: I've never wished for one of those, but I've often wished for a bigger one.  The 1.25m klaw looks silly on a spacecraft designed for asteroid mining, with the 2.5m ISRU converter and the big orange drills.  If Squad is only adding a small one, maybe Restock+ can fill the 2.5m klaw niche.  :)

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just wondering where would you attach a klaw the width of the Mk 1-3 command pod

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  On 6/18/2020 at 5:54 PM, Wyzard said:

The 1.25m klaw looks silly on a spacecraft designed for asteroid mining, with the 2.5m ISRU converter and the big orange drills.

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That's where I use the tri-coupler to attach 3 klaws below a 2.5m tank. Adds some more grip, too. A single klaw distends or breaks easily in my experience, especially when pulling an asteroid with a lot of power.

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  On 6/18/2020 at 4:56 PM, Kraken that doesn't exist said:

btw KSP 1.10 is adding an advanced grabbing unit jr. to the stock game and since that part was made up with this mod you might accidentally made  part with the same name as a stock part but different when 1.10 is out, just letting ya know

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I m sure the restock team are well aware of this .

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  On 6/18/2020 at 4:56 PM, Kraken that doesn't exist said:

btw KSP 1.10 is adding an advanced grabbing unit jr. to the stock game and since that part was made up with this mod you might accidentally made  part with the same name as a stock part but different when 1.10 is out, just letting ya know

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I somehow doubt that Squad will name the part restock-claw-625-1. Squad naming conventions are usually something like serviceBay250, fueltank-1-3, crewCabin... you know, there actually isn't a convention. 

So I guess it'll be something totally random. But it probably won't start with restock. 

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Hey Nertea

Im not sure where to post to get the attention of the restock team

But im having and issue with the following 

infernal robotics next 

the docker model uses the clampotron Jr. model form stock Ksp 

ive made the config for it to ignore restock but how do i whitlist the squad model 

Note i am very new to configs and all that stuff so be gentle please ...LOL

Any way loove your mods 

keep up the good work

 

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  On 5/24/2020 at 11:38 PM, Nertea said:

I think the aero parts are fine, we're not going to be replacing them beyond adding some normal maps to the ones that lack them. 

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@Nertea I know you have no desire to do a update of the aero parts and I don't blame you, but adding variant colors for steerable control fins to match your fuel tank colors would be a nice improvement.  These tend to be the few aero parts I commonly use with rockets. Right now the only option is white fins regardless of the rest of a rocket color scheme.

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So i'm been looking thru my console playing with the stock vessels. And i noticed im getting these errors saying 

Error: [roverWheel2 Restock.ModuleRestockConstraints] Unknown constraint type "EVENTS"

I have some rovers roaming around using von voyage that's not far away. Could this be related to this error?

And would this error have some impact on my game? Or can i just ignore it?

KAjapuC.png

My mod list and player.log 

https://www.dropbox.com/s/cctd5dlak7m86lb/Player.log?dl=0

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A-E-S-T-H-E-T-I-C

This parts pack is good looking, and I appreciate the effort by the Nertea and the other modders. Hopefully that will soften the blow of my next comment: what have you done to my Poodle engine!? ;P

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  On 6/26/2020 at 6:07 AM, One eyed Smile said:

So i'm been looking thru my console playing with the stock vessels. And i noticed im getting these errors saying 

Error: [roverWheel2 Restock.ModuleRestockConstraints] Unknown constraint type "EVENTS"

I have some rovers roaming around using von voyage that's not far away. Could this be related to this error?

And would this error have some impact on my game? Or can i just ignore it?

My mod list and player.log 

https://www.dropbox.com/s/cctd5dlak7m86lb/Player.log?dl=0

 

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Looks like the config is... strange? I will summon @cineboxandrew to take a look. 

  On 6/25/2020 at 11:29 PM, Tonka Crash said:

@Nertea I know you have no desire to do a update of the aero parts and I don't blame you, but adding variant colors for steerable control fins to match your fuel tank colors would be a nice improvement.  These tend to be the few aero parts I commonly use with rockets. Right now the only option is white fins regardless of the rest of a rocket color scheme.

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Good point, but I don't really intend to work on restock much if at all in the near future. 

  On 6/26/2020 at 5:19 PM, oversoul said:

A-E-S-T-H-E-T-I-C

This parts pack is good looking, and I appreciate the effort by the Nertea and the other modders. Hopefully that will soften the blow of my next comment: what have you done to my Poodle engine!? ;P

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Made it look better :P. 

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  On 6/26/2020 at 6:07 AM, One eyed Smile said:

Error: [roverWheel2 Restock.ModuleRestockConstraints] Unknown constraint type "EVENTS"

 

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Completely harmless, but I just fixed it for the next version

  On 6/26/2020 at 1:04 PM, Bej Kerman said:

What if the craft uses a new variant introduced by Restock?

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It'll revert to either the first or the default variant... I forget which but those two are usually the same thing

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Why would anyone use a half-sized klaw? Personally I find it very useful for doing those Kerbal rescue contracts as I've built a rescue pod using the Luciole command pod with a detachable Restock mini-klaw because every now and again some dumb Kerbal needs rescued from a pod with no exits. A 2.5m super-Klaw would be nice but I don't look at asteroids right now so I wouldn't use it.

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