Tassyr Posted October 22, 2013 Share Posted October 22, 2013 Is there any way to make somthing store more than one sample ? for example if one was to modify the .cfg of the kas Boxes, to store samples but have the smallone store less than the large ones.and by that i mean turning them into storage containers so they can store samples themselves, not store the storage containers.so far I haven't found a way. It seems hardcoded to 1 of each type (EVA data/Sample Data) of data. Link to comment Share on other sites More sharing options...
KerbMav Posted October 22, 2013 Share Posted October 22, 2013 You could always put more then one container on the craft, it will tell in the flow text if the same data is already stored. Link to comment Share on other sites More sharing options...
Tassyr Posted October 22, 2013 Share Posted October 22, 2013 You could always put more then one container on the craft, it will tell in the flow text if the same data is already stored.It's to the point where I not only do this, but I arrange them in sets of two on a radial decoupler with parachute so I can make sure they make it down to kerbin intact. xD meaning I'll have four-to-eight sample containers per craft now. c.c Link to comment Share on other sites More sharing options...
sharpspoonful Posted October 22, 2013 Share Posted October 22, 2013 (edited) Sadly the .cfg edit directly in the part fries. You need to use this one; add it to the KAS "addModule.cfg" file./////////////// sample box /////////////-snip-Note: DO NOT store this again in a container. it WILL lose all data.Aww Tassyr, you stole my thunder. Although, I changed the attachOnStatic = False to true. I figured you could place it on the ground, collect a sample then pick it back up. I was just about to test it when I saw this!EDIT: I tested yours, Tassyr, and was unable to place it into a container. It's not showing up on the list of stowable equipment. Edited October 22, 2013 by sharpspoonful Link to comment Share on other sites More sharing options...
Tassyr Posted October 22, 2013 Share Posted October 22, 2013 (edited) Aww Tassyr, you stole my thunder. Although, I changed the attachOnStatic = False to true. I figured you could place it on the ground, collect a sample then pick it back up. I was just about to test it when I saw this!EDIT: I tested yours, Tassyr, and was unable to place it into a container. It's not showing up on the list of stowable equipment.Odd, it works fine on my end... Lemme tinker a bit more o.OYeah, just tested it, works fine o.O http://i.imgur.com/GJPMwQl.pngNo idea why it'd break on your end... what other mods do you have? Edited October 22, 2013 by Tassyr Link to comment Share on other sites More sharing options...
sharpspoonful Posted October 23, 2013 Share Posted October 23, 2013 (edited) Its in my SIG. I should probably slim down.EDIT: I double checked it and it looks like I lost the last bracket when I copy/pasted. It's fixed. Edited October 23, 2013 by sharpspoonful ... Link to comment Share on other sites More sharing options...
Tassyr Posted October 23, 2013 Share Posted October 23, 2013 Its in my SIG. I should probably slim down.EDIT: I double checked it and it looks like I lost the last bracket when I copy/pasted. It's fixed.Hey, in that case I have a question. Do you have issues moving the containers around with a kerbal on EVA in zero g? I'm working to fix a glitch where Jeb plays ballerina in space whenever he's carrying one. Link to comment Share on other sites More sharing options...
CaptRobau Posted October 23, 2013 Share Posted October 23, 2013 Any chance of a more stock-like texture? It stands out the way it looks now. Link to comment Share on other sites More sharing options...
Talisar Posted October 23, 2013 Author Share Posted October 23, 2013 Any chance of a more stock-like texture? It stands out the way it looks now.What did you have in mind? I grabbed the color directly from stock parts, and I ended up making the door and handles stand out because it kind of got lost, being so small and grey. Link to comment Share on other sites More sharing options...
CaptRobau Posted October 23, 2013 Share Posted October 23, 2013 It looks too clean. Squad parts have worn out edges and a certain color palette. The yellow handles and the grate like texture look the most un-Squad. You could convert the Squad textures to png with this: http://kerbalspaceprogram.com/mbm-to-png-file-converter/. It might give some insight in what colors they use for what, common details included in the textures, etc. It's hard too exactly pinpoint what makes some a Squad part, but I hope I've given you somewhat of a clue what to look for. Link to comment Share on other sites More sharing options...
Talisar Posted October 23, 2013 Author Share Posted October 23, 2013 Texturing is definitely not my strong point, but I"ll take a stab at an improvement Link to comment Share on other sites More sharing options...
sharpspoonful Posted October 26, 2013 Share Posted October 26, 2013 It looks too clean. Squad parts have worn out edges and a certain color palette. The yellow handles and the grate like texture look the most un-Squad. You could convert the Squad textures to png with this: http://kerbalspaceprogram.com/mbm-to-png-file-converter/. It might give some insight in what colors they use for what, common details included in the textures, etc. It's hard too exactly pinpoint what makes some a Squad part, but I hope I've given you somewhat of a clue what to look for.But it matches the FusTek parts pretty well. No one ever said it was stockalike you know... Link to comment Share on other sites More sharing options...
acc Posted October 26, 2013 Share Posted October 26, 2013 good work, i will test it.finds the way to my default mods list. i guess Link to comment Share on other sites More sharing options...
TimMartland Posted October 31, 2013 Share Posted October 31, 2013 It looks too clean. Squad parts have worn out edges and a certain color palette. The yellow handles and the grate like texture look the most un-Squad. You could convert the Squad textures to png with this: http://kerbalspaceprogram.com/mbm-to-png-file-converter/. It might give some insight in what colors they use for what, common details included in the textures, etc. It's hard too exactly pinpoint what makes some a Squad part, but I hope I've given you somewhat of a clue what to look for.I agree. I really like the look of this part, but I try to only use stockalike mods and this would be much better if it blended in with the stock parts and didn't stand out. Link to comment Share on other sites More sharing options...
rottielover Posted November 20, 2013 Share Posted November 20, 2013 Just wanted to drop a thank-you note! Link to comment Share on other sites More sharing options...
nlancaster Posted December 5, 2013 Share Posted December 5, 2013 Just downloaded this and it does not appear in my tech tree under "sciencetech" Link to comment Share on other sites More sharing options...
Jivaii Posted December 5, 2013 Share Posted December 5, 2013 Just downloaded this and it does not appear in my tech tree under "sciencetech"Did you research it after installing? iirc, it's the second node Link to comment Share on other sites More sharing options...
nlancaster Posted December 5, 2013 Share Posted December 5, 2013 Which second node? Science Tech is the 3rd node on the bottom. And no node above or below that has this part in it unresearched. Link to comment Share on other sites More sharing options...
Jivaii Posted December 6, 2013 Share Posted December 6, 2013 Hmm, did you look in the science tech node, and see if there's a non-greyed out option in the scroll down? It's that or remove and re-install the mod. Link to comment Share on other sites More sharing options...
Murdock Posted February 12, 2014 Share Posted February 12, 2014 Sadly the .cfg edit directly in the part fries. You need to use this one; add it to the KAS "addModule.cfg" file./////////////// sample box /////////////GRAB{ stockPartName = TAL.Radial.Experiment.Storage.Container evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) physicJoint = true storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False}Note: DO NOT store this again in a container. it WILL lose all data.If you use Module Manager (many mods already require it!), you can do this without editing cfg files for either KAS or another mod. Just create a new .cfg file and put it somewhere in your GameData directory. Then, use the built in function from KAS to add grab-ability:@PART[TAL_Radial_Experiment_Storage_Container]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) physicJoint = true storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}Check out my KAS Extension Mod for more goodies like this! Link to comment Share on other sites More sharing options...
Talisar Posted May 6, 2014 Author Share Posted May 6, 2014 Download links for the current version have been updated. Thanks go to Majiir for providing file hosting. Link to comment Share on other sites More sharing options...
Jivaii Posted May 11, 2014 Share Posted May 11, 2014 Still use this mod, makes it very useful to carry more then 1 copy of each science (gotta horde ALL the science) Link to comment Share on other sites More sharing options...
jimmyjack Posted May 11, 2014 Share Posted May 11, 2014 Ive been cheating and using this for a long while now, its a great part! Link to comment Share on other sites More sharing options...
Jivaii Posted May 12, 2014 Share Posted May 12, 2014 (edited) Ive been cheating and using this for a long while now, its a great part!I wouldn't consider it cheating, since the lander I'm using them with has a science lab attached (Yes, somewhat inefficient, but screw it, it's working beautifully)I'm going to see about writing a MM file to make it compatible with KAS's remove/attach system. Edited May 12, 2014 by Jivaii Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 12, 2014 Share Posted May 12, 2014 I'm going to see about writing a MM file to make it compatible with KAS's remove/attach system.It's literally 4 posts above yours:If you use Module Manager (many mods already require it!), you can do this without editing cfg files for either KAS or another mod. Just create a new .cfg file and put it somewhere in your GameData directory. Then, use the built in function from KAS to add grab-ability:@PART[TAL_Radial_Experiment_Storage_Container]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) physicJoint = true storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }} Link to comment Share on other sites More sharing options...
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